asneakybanana wrote: »
lol I didn't ask you to partake I told you this is how to do it. You are so caught up in your little "i'm the best world" that you cant even see the mechanics.
So in an effort to force players to stop raid stacking ZOS thought outside the box. Good for them; its about dam time. Why allow an entire faction to sit at Alessia making it necessary for the entire AD faction to stack raids to take it back. The reward is not how well you can defend 1 keep the reward is how well you can defend 6. You should stop surfing with your elite 16 man groups inside 50 other EP just to claim your "gud". This is a bold move by ZOS to address the stacking issue. Don't get upset, I know change is hard for some players, especially when they have spent so much time working out the 1 perfect build that when stacked with 16 others make them an unstoppable ulti bomb group. The game has hundreds of builds and possibilities that every player can play a unique build and contribute to the map and game.
As I told you, which I know you do not share the same respect for me, You are part of the elite 3% of the players in pvp. I get it and if I were on the same level of play as you I might be upset about this a little. But I am not. I have a guild of players who are very diverse with very different levels of play. I want them to be able to buy sets and feel as if they are doing something for the map / campaign. So if this move allows us to fight group vs group and be rewarded for not stacking 60 players in one place so be it. Complain all you want, ZOS made this change for the better and until you realize that you will be stuck complaining about bad players outranking you on the leader boards.
My advice....stop ^%^&$ stacking.
I for one am extremely pleased with this change and the sooner everyone else see's the benefits the better off PVP in this game will become. I made several comments about this on PTS and on the forums before it went live. No one paid any attention to the term BASE AP when it was posted. This change means every player from 1 to 1000 will earn the base amount for taking objectives. It forces players to realize the reward is not based on defense but offense. So there are 60 DC or EP stacked up somewhere go take something else you will earn 7.2k AP with buff by taking a keep somewhere on the map or 1.8k AP for a resource. This will force players to respond to other locations and thus spread out the population. If you want to defend a keep great that should be done. But the D-tick is only worth 2 or 3k AP you will soon find yourself dropping on the leader boards. It's a bold move and a rewarding move if you go the way ZOS believes you should.
I have buckets for the salt continue to drop it off at the door.
asneakybanana wrote: »2 organized guilds on different factions can farm 250k+ ap/hr by going to a remote keep w/ 12 people each and just sieging the walls down and then flipping the keep while the other guild takes the resources then once the guild sieging the keep takes it they leave the walls down and run out to the resources while the other guild runs inside the keep and captures it. You can do one of these cycles in ~3 minutes and you make at least 12.5k ap w/ the ap buff for every cycle. That means a guild does this for 4 hours and they've made 1m+ ap. Absolutely disgusting.
As someone who views himself as a decent AP farmer I cap out at around 120k ap/hr over the course of an entire hour so a group doing this w/o doing any fighting at all will be making more than double that. I personally think that keeps should be worth 1.5k ap, and resources should be worth 500 ap. Resources will still be 20x more ap when you take them than before and keeps will be 15x more ap than before but the current values CANNOT STAY. @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler please address this ASAP
asneakybanana wrote: »
lol I didn't ask you to partake I told you this is how to do it. You are so caught up in your little "i'm the best world" that you cant even see the mechanics.
So in an effort to force players to stop raid stacking ZOS thought outside the box. Good for them; its about dam time. Why allow an entire faction to sit at Alessia making it necessary for the entire AD faction to stack raids to take it back. The reward is not how well you can defend 1 keep the reward is how well you can defend 6. You should stop surfing with your elite 16 man groups inside 50 other EP just to claim your "gud". This is a bold move by ZOS to address the stacking issue. Don't get upset, I know change is hard for some players, especially when they have spent so much time working out the 1 perfect build that when stacked with 16 others make them an unstoppable ulti bomb group. The game has hundreds of builds and possibilities that every player can play a unique build and contribute to the map and game.
As I told you, which I know you do not share the same respect for me, You are part of the elite 3% of the players in pvp. I get it and if I were on the same level of play as you I might be upset about this a little. But I am not. I have a guild of players who are very diverse with very different levels of play. I want them to be able to buy sets and feel as if they are doing something for the map / campaign. So if this move allows us to fight group vs group and be rewarded for not stacking 60 players in one place so be it. Complain all you want, ZOS made this change for the better and until you realize that you will be stuck complaining about bad players outranking you on the leader boards.
My advice....stop ^%^&$ stacking.
I for one am extremely pleased with this change and the sooner everyone else see's the benefits the better off PVP in this game will become. I made several comments about this on PTS and on the forums before it went live. No one paid any attention to the term BASE AP when it was posted. This change means every player from 1 to 1000 will earn the base amount for taking objectives. It forces players to realize the reward is not based on defense but offense. So there are 60 DC or EP stacked up somewhere go take something else you will earn 7.2k AP with buff by taking a keep somewhere on the map or 1.8k AP for a resource. This will force players to respond to other locations and thus spread out the population. If you want to defend a keep great that should be done. But the D-tick is only worth 2 or 3k AP you will soon find yourself dropping on the leader boards. It's a bold move and a rewarding move if you go the way ZOS believes you should.
I have buckets for the salt continue to drop it off at the door.
Rohamad_Ali wrote: »How else would you entice people to stop zerging and spread out ? We all know the AP was raised and the reason why . Come up with a better solution to stop everyone from zerging the same keeps with the rest of their factions . You either raise the AP for spreading out or you raise the gold . Wheeler raised the AP . At least he is trying something .
I know this makes it more difficult to farm people at one location but that was meaningless to the campaign anyways . So unless you have a better solution I'm going to continue to solo resources and so a little 1vX . Even if I can't hold the resources solo , it was at least worth the trip to capture and kill a few .
Rohamad_Ali wrote: »How else would you entice people to stop zerging and spread out ? We all know the AP was raised and the reason why . Come up with a better solution to stop everyone from zerging the same keeps with the rest of their factions . You either raise the AP for spreading out or you raise the gold . Wheeler raised the AP . At least he is trying something .
I know this makes it more difficult to farm people at one location but that was meaningless to the campaign anyways . So unless you have a better solution I'm going to continue to solo resources and so a little 1vX . Even if I can't hold the resources solo , it was at least worth the trip to capture and kill a few .
How ?
The suggestions are all over the forums. You should know better.
Few examples that I can remember.
- Add a specific buff for each keep that encourage a player running a specific build to go capture it. Drakelowe gives more health. Brk increases the time of CC immunity. Chalman gives more crit resistances. Arrius gives more weapon / spell damage. Farragut gives more stamina recovery. Kingscrest gives more magicka recovery. Then you can tweak the CPs system a lil bit to work accordingly.
- Rework the towns we can capture and make them more useful. First thing would be to make them worth 1point on the scoreboard, something that should have been done straight from the start.
- Also add quests to capture those towns that provide APs as a reward.
- Cap the max group size to 16 or diminish the AP gain passed 16 significantly.
- Reward the player with an offensive / defensive tick by the amount of time he spent in the area and the amount of kills / healing he has done during that process rather than splitting the AP collected evenly through all the players present 60 seconds after nobody died in the range of the objective.
asneakybanana wrote: »I saw it coming but didnt really think it would happen until some ad GM whispered me asking if haxus wanted to partake
There are times I wish that names could be shared. I would really like to know exactly who would whisper another guild to take part in exploiting the system. Even if ZOS opened the door for this to happen, guild leaders and players should have more respect for not engaging into this kind of behavior.
It was me. but mind you sneaky whispered me first about something totally off topic. Once I shared the information or the how to do it, he came running to the forums to drop salt. I was just being nice and sharing with him the mechanic that apparently everyone had already noticed, makes me wonder how elite some players really are.
Rohamad_Ali wrote: »How else would you entice people to stop zerging and spread out ? We all know the AP was raised and the reason why . Come up with a better solution to stop everyone from zerging the same keeps with the rest of their factions . You either raise the AP for spreading out or you raise the gold . Wheeler raised the AP . At least he is trying something .
I know this makes it more difficult to farm people at one location but that was meaningless to the campaign anyways . So unless you have a better solution I'm going to continue to solo resources and so a little 1vX . Even if I can't hold the resources solo , it was at least worth the trip to capture and kill a few .
How ?
The suggestions are all over the forums. You should know better.
Few examples that I can remember.
- Add a specific buff for each keep that encourage a player running a specific build to go capture it. Drakelowe gives more health. Brk increases the time of CC immunity. Chalman gives more crit resistances. Arrius gives more weapon / spell damage. Farragut gives more stamina recovery. Kingscrest gives more magicka recovery. Then you can tweak the CPs system a lil bit to work accordingly.
- Rework the towns we can capture and make them more useful. First thing would be to make them worth 1point on the scoreboard, something that should have been done straight from the start.
- Also add quests to capture those towns that provide APs as a reward.
- Cap the max group size to 16 or diminish the AP gain passed 16 significantly.
- Reward the player with an offensive / defensive tick by the amount of time he spent in the area and the amount of kills / healing he has done during that process rather than splitting the AP collected evenly through all the players present 60 seconds after nobody died in the range of the objective.
To what end will it matter, ZOS won't ban anyone and the groups involved will move on.If a keep like this gets flipped over and over that quickly...the Rest of the Faction is going to notice and investigate
Joy_Division wrote: »asneakybanana wrote: »
OP brought up legit concern that there is way too much AP being handed out for PvDooring stuff.
I do not share the same confidence that this will have the desired effect that ZoS and you think it will. ZoS has done nothing to encourage people to go to 85% of the map, the map mechanics are still the same, and we'll see how long people will prefer chasing empty, albeit high, AP rather than actual fights.
Rohamad_Ali wrote: »Rohamad_Ali wrote: »How else would you entice people to stop zerging and spread out ? We all know the AP was raised and the reason why . Come up with a better solution to stop everyone from zerging the same keeps with the rest of their factions . You either raise the AP for spreading out or you raise the gold . Wheeler raised the AP . At least he is trying something .
I know this makes it more difficult to farm people at one location but that was meaningless to the campaign anyways . So unless you have a better solution I'm going to continue to solo resources and so a little 1vX . Even if I can't hold the resources solo , it was at least worth the trip to capture and kill a few .
How ?
The suggestions are all over the forums. You should know better.
Few examples that I can remember.
- Add a specific buff for each keep that encourage a player running a specific build to go capture it. Drakelowe gives more health. Brk increases the time of CC immunity. Chalman gives more crit resistances. Arrius gives more weapon / spell damage. Farragut gives more stamina recovery. Kingscrest gives more magicka recovery. Then you can tweak the CPs system a lil bit to work accordingly.
- Rework the towns we can capture and make them more useful. First thing would be to make them worth 1point on the scoreboard, something that should have been done straight from the start.
- Also add quests to capture those towns that provide APs as a reward.
- Cap the max group size to 16 or diminish the AP gain passed 16 significantly.
- Reward the player with an offensive / defensive tick by the amount of time he spent in the area and the amount of kills / healing he has done during that process rather than splitting the AP collected evenly through all the players present 60 seconds after nobody died in the range of the objective.
I never read the one about objective buffs . That system sounds very concerning in my opinion . Just trying to imagine a faction with Emp and a bunch of castle buffs on top of scroll buffs might be just a tad OP don't you think ?
How is everyone getting more AP hurting anyone right now ? Other then the Title situation , I do understand that an said it should be addressed . But maybe I am not understanding other people's aide of the argument that this is hurting PVP somehow ? If the title situation was fixed with GO needing more AP to get then what else is left wrong ?
PvDoor was mentioned . I don't take that seriously as that happens no matter what and we have to close campaigns because just not enough people left to make multiple campaigns competitive .
The only suggestion that makes sense is raising rewards or gold without rebuilding Cyrodiil . I agree towns were not what we wanted but we are stuck with them non the less now . What ever suggestions are made , they need to keep power creep and buff wars to a minimum to avoid more imbalance . If I understood what was so bad about the AP gains , maybe I could help think of ideas .
ZOS could add a diminishing reward timer for taking the same keep/resource similar to the way killing the same person works. For example, if you try and reclaim a keep within 15 minutes (just throwing that time frame out there) of the previous capture, you only get 50% of the AP. Recapture it again, and you earn 50% again, until the reward is 0 AP.
ZOS could add a diminishing reward timer for taking the same keep/resource similar to the way killing the same person works. For example, if you try and reclaim a keep within 15 minutes (just throwing that time frame out there) of the previous capture, you only get 50% of the AP. Recapture it again, and you earn 50% again, until the reward is 0 AP.
I had suggested this in the PTS feedback thread. Tie the AP to keep/resource LEVEL (1-5) so a level 5 keep/resource grants max AP, but a level 1 keep only gives 20% of the max AP. Simple math, and would mostly resolve this new AP farming method.
Keeps and resources have levels 1 to 5 depending on how long they were owned. Make level 5 things worth the current base value and diminish the value down to level one. Problem solved.