A corporal and a veteran? At this point so many people could care less about playing objectives. Why don't you put in 2 years worth of pvp and see if you still think destroying walls is fun.
I did 4 years in Planetside 2 with a PVP system that Cyrodil probably took from (3 factions, continent sized map, bases, ect). And never did I once sit around 'cert farming' (their version of AP). Always played the objective.
Funny thing about PS2 is they did put more emphasis on support and objective based play rather than kills. You get far more credit for heals and rezes than you do kills in some cases. The trick however was to get the most points was to capture connected territories, backcapping or destroying assets deep behind enemy lines didn't do anything.
Mhh salty zergling tears is what keeps me more entertained than the ap
I'm serious guys I'm trying SO HARD to enjoy PvP, my Templar's a Corporal, Nightblade a Veteran I'm no errant PvE player by now, but it's not a War in Cyrodiil. It's just another big 'ol farm for organized groups and guilds to take advantage of. And what makes it worse is the cross faction scheming taking place during it. The Pact is advancing on a Dominion Alessia? Nope, there's a group of Destro Ult Blues blocking the passage, farming us. And even though it's in peak hours and a Pact Zerg is easily around, no one cares to deal with the Blues, and even other Pact and Dominion players walked over my dead ganked body to mingle with the farmers, deciding not to at least use a soul gem on me or even, oh I dunno, fight the supposed War going on?
At least if AP weren't around, it would be one less major reason for people to farm Cyrodiil and be forced to either leave or actually play the intended mechanic.
Or better yet, just remove AP gain from defeating enemy players. Make it so you only gain it from capturing Keeps and Resources, so at least that way people can keep getting their precious points while also being forced to play out the Campaign instead of camping Alessia Bridge or Bleakers. This is the only Multiplayer game where I've seen such rampant examples of players openly helping and cooperating with the enemy faction(s).
A corporal and a veteran? At this point so many people could care less about playing objectives. Why don't you put in 2 years worth of pvp and see if you still think destroying walls is fun.
I did 4 years in Planetside 2 with a PVP system that Cyrodil probably took from (3 factions, continent sized map, bases, ect). And never did I once sit around 'cert farming' (their version of AP). Always played the objective.
Funny thing about PS2 is they did put more emphasis on support and objective based play rather than kills. You get far more credit for heals and rezes than you do kills in some cases. The trick however was to get the most points was to capture connected territories, backcapping or destroying assets deep behind enemy lines didn't do anything.
Fallen_Ray wrote: »I don't think removing AP would solve much. The problem isn't even the way PVP was made to begin with. The real problem is ourselves, us players always find ways to bítch-play our way for our own gains and profit ruining what is supposed to be a great game experience.
I'd suggest to place diminishing returns on AP when killing players (not just the same players, I mean players overall). And decrease the AP gained when killing a player.
Then I would increase the AP gained when capturing resources, keeps and towns. That would force farmers to stop killing players for AP and make em play the game as intended or make leave.
I for one do find absolutely stupid to see groups killing mobs of players without capturing resources and not "playing the war".
Fallen_Ray wrote: »I don't think removing AP would solve much. The problem isn't even the way PVP was made to begin with. The real problem is ourselves, us players always find ways to bítch-play our way for our own gains and profit ruining what is supposed to be a great game experience.
I'd suggest to place diminishing returns on AP when killing players (not just the same players, I mean players overall). And decrease the AP gained when killing a player.
Then I would increase the AP gained when capturing resources, keeps and towns. That would force farmers to stop killing players for AP and make em play the game as intended or make leave.
I for one do find absolutely stupid to see groups killing mobs of players without capturing resources and not "playing the war".
what you see in pvp right now in terms of strategy, is the basis of what pvp in this game is about. this game is designed to be mass armies fighting it out.
Fallen_Ray wrote: »I don't think removing AP would solve much. The problem isn't even the way PVP was made to begin with. The real problem is ourselves, us players always find ways to bítch-play our way for our own gains and profit ruining what is supposed to be a great game experience.
I'd suggest to place diminishing returns on AP when killing players (not just the same players, I mean players overall). And decrease the AP gained when killing a player.
Then I would increase the AP gained when capturing resources, keeps, towns, etc. That would force farmers to stop killing players for AP and make em play the game as intended or make leave.
I for one do find absolutely stupid to see groups killing mobs of players without capturing resources and not "playing the war".
Fallen_Ray wrote: »Fallen_Ray wrote: »I don't think removing AP would solve much. The problem isn't even the way PVP was made to begin with. The real problem is ourselves, us players always find ways to bítch-play our way for our own gains and profit ruining what is supposed to be a great game experience.
I'd suggest to place diminishing returns on AP when killing players (not just the same players, I mean players overall). And decrease the AP gained when killing a player.
Then I would increase the AP gained when capturing resources, keeps and towns. That would force farmers to stop killing players for AP and make em play the game as intended or make leave.
I for one do find absolutely stupid to see groups killing mobs of players without capturing resources and not "playing the war".
what you see in pvp right now in terms of strategy, is the basis of what pvp in this game is about. this game is designed to be mass armies fighting it out.
If that's what pvp is all about then count me out. Killing players, don't get me wrong I do have a blast. But after 40 mins of doing the same thing over and over it gets dull, old and boring.
The way I see it now:
An DC keep (blue road keep for example) is under attack from EP,
There's a huge mob of you alliances let's say DC and EP fighting it out, endlessly doing the same ( EP is using fort Dragonclaw as spawn and DC is using Bruma. Neither team is capturing the opposing because they just wanna fight endlessly.
The players fighting over blue road keep ( the real purpose of Cyrodiil) aren't getting any back up from players that could actually be helping them all because they are all too busy playing the washing machine loop.
The results? IF EP had a huge army , DC lost blue road keep, and It could've been the other way around if their mates would have actually backed them instead of doing mindless army fighting. And vice versa.
And I didn't even mention AD some could be around in stealth taking advantage of the situation ganking players for their own gains on both battles of this example.
Fallen_Ray wrote: »Fallen_Ray wrote: »I don't think removing AP would solve much. The problem isn't even the way PVP was made to begin with. The real problem is ourselves, us players always find ways to bítch-play our way for our own gains and profit ruining what is supposed to be a great game experience.
I'd suggest to place diminishing returns on AP when killing players (not just the same players, I mean players overall). And decrease the AP gained when killing a player.
Then I would increase the AP gained when capturing resources, keeps and towns. That would force farmers to stop killing players for AP and make em play the game as intended or make leave.
I for one do find absolutely stupid to see groups killing mobs of players without capturing resources and not "playing the war".
what you see in pvp right now in terms of strategy, is the basis of what pvp in this game is about. this game is designed to be mass armies fighting it out.
If that's what pvp is all about then count me out. Killing players, don't get me wrong I do have a blast. But after 40 mins of doing the same thing over and over it gets dull, old and boring.
The way I see it now:
An DC keep (blue road keep for example) is under attack from EP,
There's a huge mob of you alliances let's say DC and EP fighting it out, endlessly doing the same (EP is using fort Dragonclaw as spawn and DC is using Bruma). Neither team is capturing the opposing because they just wanna fight endlessly.
The players fighting over blue road keep ( the real purpose of Cyrodiil) aren't getting any back up from players that could actually be helping them all because they are all too busy playing the washing machine loop.
The results? IF EP had a huge army , DC lost blue road keep, and It could've been the other way around if their mates would have actually backed them instead of doing mindless army fighting. And vice versa.
And I didn't even mention AD some could be around in stealth taking advantage of the situation ganking players for their own gains on both battles of this example.
Unsent.Soul wrote: »Are you unaware of the "bridge farm?"
I have been and it shouldn't exist.