seriously strong AoE's shouldn't follow you)
newtinmpls wrote: »
but there are other ways around it, the main use for said AoE's that follow you (the player) is to group up and mass wipe out people, i mean we had bomb groups and it took forever to get rid of those but now we have eye of the train. it's very off putting
they only join because the reward is far greater than simply losing/winning after a month.
list of things i feel need to change:
- we need to turn all 30 day camps into 14day camps so that people aren't so put off by a certain loss dragging out for a whole month, this can be massively demoralizing
- fix the stuff and/or imbalance that puts people off because nobody enjoys being cheesed with easy combo's (eye of the train anyone? seriously strong AoE's shouldn't follow you)
- give some sort of bonus reward system for every day play, same way that group dungeon daily reward works, maybe you have to capture and be at 3 keeps and defend 3 times a day? gives daily incentive to contribute instead of going just purely for kills
- put diminishing returns on a faction that's far ahead so they cant rocket off ahead in points overnight (heres looking at PC AD EU Vivec)
- a change of how head counts are done because far to often the game says its full yet you see almost no life on the battlefield
- weaken scroll buffs and keep buffs so they aren't as potent especially when stacked making taking them back much harder than it needs to be
- double siege strength and health but reduce max deployment to 10, making them more strategic and less cheesic
- map resets after a campaign end
- buff guards while outer walls and doors still stand and inner guards are buffed while inner doors/walls still stand so that enemies who somehow get into a keep before they should can camp people in a keep because this can be off putting
notice alot of these are aimed at not putting people off of the PvP environment? you kinda need that for a healthy PvP setting.
yes i know many people will disagree because it sounds more casual friendly, i myself dislike some of it but not being bias i can see making more non-hardcore PvP focused players want to join in worth sacrifice
Drummerx04 wrote: »they only join because the reward is far greater than simply losing/winning after a month.
list of things i feel need to change:
- we need to turn all 30 day camps into 14day camps so that people aren't so put off by a certain loss dragging out for a whole month, this can be massively demoralizing
- fix the stuff and/or imbalance that puts people off because nobody enjoys being cheesed with easy combo's (eye of the train anyone? seriously strong AoE's shouldn't follow you)
- give some sort of bonus reward system for every day play, same way that group dungeon daily reward works, maybe you have to capture and be at 3 keeps and defend 3 times a day? gives daily incentive to contribute instead of going just purely for kills
- put diminishing returns on a faction that's far ahead so they cant rocket off ahead in points overnight (heres looking at PC AD EU Vivec)
- a change of how head counts are done because far to often the game says its full yet you see almost no life on the battlefield
- weaken scroll buffs and keep buffs so they aren't as potent especially when stacked making taking them back much harder than it needs to be
- double siege strength and health but reduce max deployment to 10, making them more strategic and less cheesic
- map resets after a campaign end
- buff guards while outer walls and doors still stand and inner guards are buffed while inner doors/walls still stand so that enemies who somehow get into a keep before they should can camp people in a keep because this can be off putting
notice alot of these are aimed at not putting people off of the PvP environment? you kinda need that for a healthy PvP setting.
yes i know many people will disagree because it sounds more casual friendly, i myself dislike some of it but not being bias i can see making more non-hardcore PvP focused players want to join in worth sacrifice
Some of these are reasonable.
The bolded statement though... I question your sanity. Do you realize that we actually had bugged double siege damage on emperors for a while? Emperors were literally one-shotting huge swaths of enemy players with siege. What part of this is encouraging for pvp? Siege is already insanely powerful. Try being in a group and pushing a keep with players bombing you with destros and negates in full raids AND a continuous stream of basically unavoidable 10k/s stream of damage is launched at you from the safety of the keep walls. Doubling that would be ridiculous.