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New keep and resource capture ticks are BROKEN!!!!!!

  • Joy_Division
    Joy_Division
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    Anazasi wrote: »
    Mako1132 wrote: »
    I think anyone with a brain saw this coming.

    I saw it coming but didnt really think it would happen until some ad GM whispered me asking if haxus wanted to partake. It's just sad that ZoS cant see past their noses and see this coming.

    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.

    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.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Esgameplaya1
    Esgameplaya1
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    Hey asneakybanana what do I do if my life becomes a video game?
    Edited by Esgameplaya1 on February 8, 2017 6:53AM
  • Rohamad_Ali
    Rohamad_Ali
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    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 .
  • Xsorus
    Xsorus
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    Hmmmm

    I have an IDEA

    have an ap pool build up on unattacked resources and keeps

    It builds up slowly over time...This would make hitting those outward area's more profitable.

    Or you could have a Circular Value on Keeps and such...Basically think of the Inner Ring of keeps being worth the least amount of AP, as you move outward away from the Imperial City the Value of the Keeps/Resources increase



  • Chuga_Rei
    Chuga_Rei
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    How does this encourage spreading? It is rewarding you a base amount negating group size lol.

    We are reaching levels of potato that shouldn't even be possible.
    MAIN: Subtomik |DC| Templar| Grand Overlord| Magicka since release(GET RID OF RD and give me back blinding flashes!)
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  • Iyas
    Iyas
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    Who cares. If it gets two raids out of my way, even better. If you want to exploit APs there was always a way
    Edited by Iyas on February 8, 2017 8:52AM
    Noricum/ Kitesquad/ PC/EU

    Kitesquad Vol. 1

    https://youtube.com/watch?v=6tGxK9KRrEI
  • Ernest145
    Ernest145
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    Nice would be able to get GO within a month, maybe they want it this way so less people can whine about not being able to buy the scroll for housing.
    Invictus

    Big Ernie - Templar - EP Grand Overlord
  • frozywozy
    frozywozy
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    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

    Agreed. I don't understand the reasoning behind this. Not even mentioning that every single player will be grand overlord in a few months without any efforts. The only valid reason I have found behind this change is to help pve-ers grind for caltrops, barrier and purge and leave Cyrodiil faster than before.
    Edited by frozywozy on February 8, 2017 8:49AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • frozywozy
    frozywozy
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    Anazasi wrote: »
    Mako1132 wrote: »
    I think anyone with a brain saw this coming.

    I saw it coming but didnt really think it would happen until some ad GM whispered me asking if haxus wanted to partake. It's just sad that ZoS cant see past their noses and see this coming.

    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.

    https://forums.elderscrollsonline.com/en/discussion/314366/video-haxus-episode-4-praise-oticksus-460k-ap-h

    Could you show me the part where Haxus is stacking with other guilds and the part where you are not ? Could you provide me videos that prouve that you can work well without stacking with other AD guilds?
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Rohamad_Ali
    Rohamad_Ali
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    FIXES & IMPROVEMENTS, BASE GAME PATCH

    "Alliance War
    General
    Increased the AP rewards for quests that direct you to capture resources and keeps.
    Completing a quest to capture a resource will now grant 1000 AP.
    Completing a quest to capture a keep will now grant 1500 AP.

    Completing quests from towns will now grant 250 AP per completed quest, and will also now grant a green-level set item.
    Capturable towns in Cyrodiil now display the status of individual flags on the compass while in the areas of those towns.
    Increased the base amount of AP for capturing resources to 1,500 AP.
    Increased the base amount of AP for capturing a keep to 6,000 AP.
    Increased the base amount of AP for capturing a town to 1,500 AP.
    Increased the base amount of AP for capturing an Imperial City District to 1,500 AP."

    From Patch Notes ^

    The quests give a great bonus to the raised AP . These quests usually send people way out behind enemy lines in order to complete . They hardly ever give a quest to take an objective close to where your alliance already holds an objective . With these quests , I am encouraged to go out and flip resources again for the reward , instead of potatoeing the next objective closest on the map for my alliance . If I grouped up I would encourage grabbing the capture keep / castle / fort missions too as that is a nice bonus on top of capturing the objective . Those were big raises to AP on the mission boards . That is why I think it encourages spreading out . I'm having a lot of fun doing them now instead of farming dtics all the time .

    If there is a better suggestion for encouraging people to spread out as far as these missions do , I would love to hear all ideas . All I care about is some better rewards for small scale play . I've enjoyed that part of this update so far but if people have better ideas great . Let's hear some .


    For those worried about Grand Overlord title being diminished in value , I understand and would ask @ZOS_BrianWheeler if he would consider raising the AP needed with those high tier titles to compensate for recent gains in achievable daily AP . But let's not throw out the AP gains that are encouraging some of us to play missions once again and looking at small scale fights instead of Zerg battles .
    Edited by Rohamad_Ali on February 8, 2017 9:09AM
  • Loicozor
    Loicozor
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    incoming a lot of grand pvdoor overlord
    AFK Officer of eXile Corp [DC - PC - EU] CP 1000+

    Loicozor MagDK Lvl50 AR 49 Grand ScrubLord
    Loiicozorr MagBlade Lvl50 AR25 BombLord
    Loicozzorr Stamplar Lvl50 AR 24 JabLord
    Loicozorr StamBlade Lvl50 AR 23 ProcLord
    Loiicozzor StamSorc Lvl50 AR17 RapidLord
    Loiicozor StamDK Lvl50 AR13 SlackLord
    Loicozzor MagSorc Lvl50 AR13 PveLord
    Loiicozzorr Healplar Lvl50 AR13 PveLord
    Loicozerg The Fabulous StamDK Lvl50 AR2 SlackLord
    Legendary Smallscalozor MagSorc Lvl 50 AR2 SlackLord
    Exploitozor Exile MagDen Lvl 50 AR2 SlackLord
    Loicozerg Exile StamDen Lvl50 AR2 SlackLord
    Big Boss The Shiny ScrubHealplar Lvl50 AR10 AD
    Gankozor exile Stamblade Lvl50 AR11 EP
  • frozywozy
    frozywozy
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    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.
    Edited by frozywozy on February 8, 2017 11:55AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Rohamad_Ali
    Rohamad_Ali
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    frozywozy 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 .
  • pcar944
    pcar944
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    Anazasi wrote: »
    maxjapank 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.


    are you talking about the "whisper" around 8pm?

    to me at this point, it doesn't matter either, the game is only fun when you don't get ran over by a raid or two on a resource anyway

    have more fun fighting guards w all their OP negates then actual players
    One Tamriel killed PVP

    DC Magicka Orc Necromancer climbing those ranks ...
  • pcar944
    pcar944
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    frozywozy 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 think that the whole 1500 AP or whatever it is for a keep shouldn't be for EVERYONE THE SAME AMMOUNT that literally just ran there for the tick and should be split
    One Tamriel killed PVP

    DC Magicka Orc Necromancer climbing those ranks ...
  • vanzan
    vanzan
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    Shame shame shame.

    No respect from me - I hope you get banned.




    Vanzan Lizardman - TKG

  • Turelus
    Turelus
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    Xsorus wrote: »
    If a keep like this gets flipped over and over that quickly...the Rest of the Faction is going to notice and investigate
    To what end will it matter, ZOS won't ban anyone and the groups involved will move on.

    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Ghostbane
    Ghostbane
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    1j7iel.jpg
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  • Anazasi
    Anazasi
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    Anazasi wrote: »
    Mako1132 wrote: »
    I think anyone with a brain saw this coming.

    I saw it coming but didnt really think it would happen until some ad GM whispered me asking if haxus wanted to partake. It's just sad that ZoS cant see past their noses and see this coming.

    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.

    This was probably the best comment so far on this thread. ZOS has made changes, dramatic changes in the AP economy. The part that has not changed is the players. Look at the OP, his views and dare I say some of the views of other players are still the same. I would argue that the players are what need to change. You can set your watches on the progression of the map. You know what keeps will flip by the time on the clock. This is not a map issue its the players.
  • Chuga_Rei
    Chuga_Rei
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    You can chastise the players all you want. But if the rewards are pvp rewards and pvp titles, you should have To do actual pvp to earn them. Fortunately with arenas coming we will have another way to seperate groups of pvpers into categories.
    MAIN: Subtomik |DC| Templar| Grand Overlord| Magicka since release(GET RID OF RD and give me back blinding flashes!)
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  • Anazasi
    Anazasi
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    Ok lets make this last point and then drop this topic as I doubt it will be changed.

    The entire post started because Sneaky took a theoretical conversation on how to and got upset. To my knowledge on PC NA no one has successfully created an AP farm using this IDEA. I explained to him what the IDEAL situation needed to be in order to make roughly 200k AP per hour without fighting. I am certain that this will never happen on TF and even more certain that players will not be able to do this or at least sustain this. It's like a perfect storm that is rarely ever seen.

    1. AP buff
    2. pick a keep out of the way on any campaign.
    3. get 2 groups 12 minimum players each (2 different factions)
    4. group 1 takes the keep leaving the holes in the keep outer and inner. (this is best done at dragon claw where you take down both posterns and making 2 holes on the outer directly opposing the posterns for easy access)
    5. when the keep flips the group exits the keep and moves to resources. Group 2 enters the keep and flips it back
    6. group 1 takes the resources.
    7. when the last resource is flipped group 1 enters the keep while group 2 is taking resources.
    8. This is a repeating cycle that should take roughly 4mins.

    This type of farm will support any number of players as it is based on the BASE ap reward.

    ****This is theoretical****

    Timing is the key to the success of this if one group moves faster than the other the chance that it will run into the opposing faction increases thus making it harder to avoid player confrontation. You should also have a standby player ready to drop a camps in case of unforeseen issue that could arise from upset individuals. Players do not have to be in group for this to work so it shouldn't be too hard to simply follow your faction.

    It is possible that 1 or 2 players could slow this process by repairing walls so always carry siege in case you have to open it up again.

    Players can be extremely protective of AP standing so always expect an attack be ready to defend yourself if needed. Stay together and work together for success.

    ****This is theoretical*****
  • Chuga_Rei
    Chuga_Rei
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    It's like....reverse theorycrafting.

    People usually try and figure out stuff to help you kill things, not how to avoid fights and get free AP.

    Nah, I don't think we will drop this topic. I have faith the Devs will read it and come up with a fix. This is something that shouldn't be hard to change.
    MAIN: Subtomik |DC| Templar| Grand Overlord| Magicka since release(GET RID OF RD and give me back blinding flashes!)
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  • Anazasi
    Anazasi
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    I think the devs did the right thing here and doubt they will change it. The goal of the AP change was to get players off the bridge and out of the stacks. There is nothing the devs can do for low populations aside from shutting down servers, but they can offer better rewards for better choices. I can say this the incentive to play offensively is stronger than the defensive atm. as a group leader I have want to keep my group on the offensive and not on the defense now. I want to hit the enemy anywhere I can doesn't matter if its defended or not. Yes I expect opposition. Yes there is the chance that we will die in the process. What I know will happen though is the groups stacked up will have to spread out to either defend more areas or become extremely mobile to remain offensive.
    Lets take a look at the blob being offensive and staying together. So they take a keep then move on to take the next. Well you can hit them when they leave or retake what they just left. Remember its a blob and they don't by nature want to split up. You can hit them behind the line and draw them all the way to their gates or simply retake a key objective and shut them out. Yeah the blob is still together and moving as mob but now they are easier to manage and players are rewarded for smarter smaller group play.

    This is not going to impact the nature of PVP it's only going to provide more incentive to be offensive in nature. Populations imbalance is always going to be an issue simply because its AvAvA and ZOS can not control when you log in to play. But at least you have more options now to making the AP which frankly is really all that matters in progression.

    Stop looking at this as a reward for nothing mechanic. It's actually a very smart move on ZOS's part. Remember you can always defend a keep you just have to get there in time to stop it which has never changed.
  • Chuga_Rei
    Chuga_Rei
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    I'm going to ask simply. How does it spread anyone out by giving base AP regardless of group size.

    All it does is make the groups concentrate on flags more than ever.

    It will only keep people off the bridge in the sense that the bridge won't be an objective, just a choke between them like it always was.

    You don't spread groups out by giving a baseline reward.

    There is already an incentive with AP gains to play in smaller groups, some of us chose to do so for not only the challenge but also for the avoidance of the pile up and lag.

    If they wanted this change to spread people out, follow the advice of people posted in this thread.

    For me, the ap grind is over and has been, I don't care if people want to ruin the go title the way they ruined emp fine, I know how I earned mine. These resource groups will be fun to farm. It's just sad seeing a pvp grind turned into a pvp avoidance grind.
    Edited by Chuga_Rei on February 8, 2017 12:47PM
    MAIN: Subtomik |DC| Templar| Grand Overlord| Magicka since release(GET RID OF RD and give me back blinding flashes!)
    Scrubtomik|EP |Templar|Rerolled to help outnumbered EP
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  • Psilent
    Psilent
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    I'll fully admit it was fun and very relaxing to just run around hitting objectives that helped with the dethrone of the DC Emperor and getting rewarded for it even if no players showed up to defend it. Even found myself making sure all resources at keeps were red before moving on and even asking in TS if we could cap them! Overall I like the change because it provides incentive to take things and play the map because you'll be rewarded for it.

    One thing I did love about the new AP changes was that it was more profitable for me to jump out of Alessia and push the resource than sit there for a tick. I got 5k AP for killing players and taking the resource than 3.4k tick that my guild mate got sitting at Alessia waiting. Very nice up side to it.

    However, I feel ZOS could have added a few abuse counter measures.

    For example, I've recently started PvPing again in WoW and recently came across an obscure PvP faction reputation that can only be gained by killing players at certain locations. Took the girlfriend to one of the locations and she killed me and got a token; then I noticed I had a 10 minute debuff. The debuff prevented me from giving out tokens again upon death, basically an abuse counter to repping up the faction quickly by killing the same friend over and over.

    I stated the above because this could easily be put into place in ESO. You take for example, BRK, you then get a 10 minute debuff that prevents you from getting the 6k AP from BRK again for 10 minutes or so. You can go and get the bonus from any other keep, but just not BRK. Same thing could be applied at resources as well.
  • kevlarto_ESO
    kevlarto_ESO
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    LOL AP farmer complaining about people getting AP that might equal the famer, oh my end of the world, sometimes snowflakes melt.

    If AP and rank really meant something it might be different but having a symbol by your name that offers nothing other than epeen stroking, why worry, and if AP gain is to great zos will fix that before they fix anything else that is broken.

    What I come away with from this post is some people hate the fact that average players might get the same AP as a person that see themselves as an elite AP farmer, tells me zos might have got something right, /shrug
  • Airyus
    Airyus
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    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.
  • SwaminoNowlino
    SwaminoNowlino
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    frozywozy 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 .

    Except that's not how the proposal was written. The proposal stated that you take away the faction wide buffs granted by having the emp as well as some other very minor offensive and defensive buffs and allocating them to various places around the map (emp still gets super strong buffs, heck maybe should even get some more buffs if this is implemented). This makes defending the entire map almost as important as maintaining emp, preventing the emp from simply running in a 100+ zerg from keep to keep to maintain the buff campaign status. The group would have to break apart to defend and take some of the outlier keeps instead of just turtling in a single keep all night. It also grants a kind of momentum to factions wishing to dethrone the emp. You don't have to flip all those interior keeps by attacking a 100+ zerg to become as powerful as the emp faction, you can play strategically in order to put yourself on a more equal playing field. @BigES is the one that put together the proposal.

    Personally, I wish they'd put a mechanic in the game that if you have more than like 48 people in the same faction near you one of those Titans guarding the bridges into IC would drop out of the sky and kill everyone in the offending faction at that location every time. Now that would be funny.

    @ZOS_BrianWheeler was told this was going to happen as soon as he announced the ap thing. It rewards two of the most ridiculous aspects of PVP gameplay. Stacking your zerg for a tick somewhere is now much more rewarding and ap resource farming pugs is now much more rewarding. Can't wait for this to drop on xbox though, because my 6 man group has some pretty great success in wiping certain blue AP farmers who should be much more active now.
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

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  • dotme
    dotme
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    Ackwalan wrote: »
    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.
    PS4NA
  • Ghostbane
    Ghostbane
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    dotme wrote: »
    Ackwalan wrote: »
    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.
    Airyus wrote: »
    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.

    Great approach, simple fix.
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