Yolokin_Swagonborn wrote: »
- Show me the threads from PvP'ers asking for doors to be removed.
- Show me the "Tower farming is killing PvP" and the only solution is no Door thread.
- Just show me, here on this forum, where ANYONE from the PvP community suggested or asked for doors to be removed.
No one? Yeah that's what I thought.
Kind of like when no one was complaining that gap closers weren't connecting and that the best solution would be to place a 100% snare on them so that you can lock anyone down by gap closing.
This "no one" character sure has a lot of influence over ZOS. They keep changing things per no one's suggestions.
ZOS is relying on feedback from outside of the PvP community. Fixing things that aren't broken and making changes NO ONE asked for.
Yolokin_Swagonborn wrote: »
- Show me the threads from PvP'ers asking for doors to be removed.
- Show me the "Tower farming is killing PvP" and the only solution is no Door thread.
- Just show me, here on this forum, where ANYONE from the PvP community suggested or asked for doors to be removed.
No one? Yeah that's what I thought.
Kind of like when no one was complaining that gap closers weren't connecting and that the best solution would be to place an unpurgable, un-counterable 100% snare on them that breaks the entire game's CC mechanics so that you can lock anyone down by gap closing.
This "no one" character sure has a lot of influence over ZOS. They keep changing things per no one's suggestions.
ZOS is relying on feedback from outside of the PvP community. Fixing things that aren't broken and making changes NO ONE asked for.
GreenSoup2HoT wrote: »@Yolokin_Swagonborn
I made a poll asking if the Resource doors should be removed or a second flag be introduced to prevent tower farming.
Tower Farming in my opinion was an issue. I am one of the pvpers who was against it. I did not die to them. I just hated how every battle resulted in that farmfest. I hated watching groups try to pull players into the farmfest.
I personally think a second flag in the resource would have been better. Then siegeing the tower down was an option. Your alliance would always flip the flag and it was annoying you could not siege.
Zos took the easy way out it seems taking away the doors.
I personally think this is a great change though. Melee players can kill mage guards by going inside. Small-scale can still farm the top and zergs farming the top will be wrecked with siege.
Anyone complaining this is a problem are the players who cant play like a team and fight outnumbered without there 1 second door delay crutch.
You all sound like you haven't played with removed doors yet.
My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.
BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.
Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.
Please ZOS, only use this as a stage to transit to a two flag solution!
You all sound like you haven't played with removed doors yet.
My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.
BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.
Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.
Please ZOS, only use this as a stage to transit to a two flag solution!
A two flag solution is fine, but they would need to speed up the flipping for single people on the flag. Right now it takes over a minute to flip the flag if you are by yourself and an extra flag would push it to two minutes which is ridiculous. That will just force more people to the resource since it will just take too long to flip otherwise.
You all sound like you haven't played with removed doors yet.
My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.
BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.
Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.
Please ZOS, only use this as a stage to transit to a two flag solution!
A two flag solution is fine, but they would need to speed up the flipping for single people on the flag. Right now it takes over a minute to flip the flag if you are by yourself and an extra flag would push it to two minutes which is ridiculous. That will just force more people to the resource since it will just take too long to flip otherwise.
I honestly don't think ressources were meant to be soloable in the first place.
You all sound like you haven't played with removed doors yet.
My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.
BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.
Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.
Please ZOS, only use this as a stage to transit to a two flag solution!
God_flakes wrote: »You all sound like you haven't played with removed doors yet.
My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.
BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.
Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.
Please ZOS, only use this as a stage to transit to a two flag solution!
Except it rarely if ever worked out that way. The more likely scenario in the "doors on resource towers" environment was this: small group takes resource and backs up into the tower and sets up farm using a door delay to kill incoming enemies. Eventually this's enemies begin calling out in zone for help and a larger group of reinforcements come in and break up the tower farm and rinse and repeat by those attempting to tower farm. Rarely if ever does a small group take a resource and hold the tower waiting for reinforcements to come help them siege a keep. Those small groups that back up into the towers had one goal: to farm ap. Not to foster some altruistic map objective.
I thought tower turtling with the PvDoor mechanic was pretty lame and unsporting honestly.
You can still hold down in the tower and it's still a really fun place to fight. I personally prefer the no-door towers.
God_flakes wrote: »You all sound like you haven't played with removed doors yet.
My issue is not the removal of tower farming, that was just a cheesy exploit of the door transit mechanic utilised to farm AP from newbies.
BUT: The tower was a small stronghold where you could retreat into, place a camp upon or defend your position for a short amount of time while reinforcements were on the way. It was like a base camp for keep attacks.
Now, with the tower basically gone, it's just a flag in the open countryside much like in the newly introduced towns. And we all know what strategic efforts have to be taken to turn those. Yeah. None.
Please ZOS, only use this as a stage to transit to a two flag solution!
Except it rarely if ever worked out that way. The more likely scenario in the "doors on resource towers" environment was this: small group takes resource and backs up into the tower and sets up farm using a door delay to kill incoming enemies. Eventually this's enemies begin calling out in zone for help and a larger group of reinforcements come in and break up the tower farm and rinse and repeat by those attempting to tower farm. Rarely if ever does a small group take a resource and hold the tower waiting for reinforcements to come help them siege a keep. Those small groups that back up into the towers had one goal: to farm ap. Not to foster some altruistic map objective.
And with it cause lag if they are successful in farming AP.
Yolokin_Swagonborn wrote: »
- Show me the threads from PvP'ers asking for doors to be removed.
- Show me the "Tower farming is killing PvP" and the only solution is no Door thread.
- Just show me, here on this forum, where ANYONE from the PvP community suggested or asked for doors to be removed.
No one? Yeah that's what I thought.
Kind of like when no one was complaining that gap closers weren't connecting and that the best solution would be to place an unpurgable, un-counterable 100% snare on them that breaks the entire game's CC mechanics so that you can lock anyone down by gap closing.
This "no one" character sure has a lot of influence over ZOS. They keep changing things per no one's suggestions.
ZOS is relying on feedback from outside of the PvP community. Fixing things that aren't broken and making changes NO ONE asked for.
Rohamad_Ali wrote: »If I put 8 points in woodworking , gather enough mats , I should be able to build a new tower door .
Rohamad_Ali wrote: »If I put 8 points in woodworking , gather enough mats , I should be able to build a new tower door .
It would probably be 160 refined mats per 1% health. Lol