Mojomonkeyman wrote: »Once I realized that staying & fighting in close proximity of a flag outnumbered and winning those fights will make your points skyrocket...
MurderMostFoul wrote: »Mojomonkeyman wrote: »Once I realized that staying & fighting in close proximity of a flag outnumbered and winning those fights will make your points skyrocket...
This is true for your personal score, but not for your team score or win conditions.
Maybe they should just remove the middle flag?
Like most control point games, the idea is to fight others for the flags. I would think that 3 teams would make more fights around the flags but something is wonky here. Not sure why this happens.
Mojomonkeyman wrote: »I prefer fighting over running. Once I realized that staying & fighting in close proximity of a flag outnumbered and winning those fights will make your points skyrocket, despite flags being capped back and forth, I have huge fun in domination.
It´s actually very fight centric if you just decide for 2 flags to def and cycle between them for defensive purpose.
HoloYoitsu wrote: »The problem with this mode is there is no reward for continually holding a flag (like increasing point gains each tick). The second issue is how fast the flags can be capped. These two design flaws combine and result in a meta where the best way to win is just run around capping flags and never get bogged down defending anything.
This issue has been mentioned about 200 times now.
There's no punishment to players who want to do what you've described - Run to whichever flag is unguarded and run it home/cap it uncontested, go back and see the other two teams are fighting on that flag now (Eww, actual PVP, I better run away to the other one), cap that one as well - rinse and repeat.
I've suggested these two things before but I'll say them again. (Added a third I think's an issue)
1. CTF and Dom aren't the problem, it's the 4v4v4 aspect -4v4 solves all of these issues - But it's implemented now so it is what it is.
- You wouldn't be able to just run and cap a flag if in CTF both (just 2) teams only had one place to go or in DOM if they only had 3 places to be.
- CTF Right now, If I'm at Flag C and someone has grabbed B to run to A, there's no way I'm getting there before he's capped.
- Dom right now, two teams fight over middle (or any flag) - The rest are capped by combat avoiders.
2. And my personal favourite solution (still implementable)It's literally so easy to do ~250k damage, but too often am I seeing 1m+ on my stats and <100k on guys who are top with 4 caps and 0 kills.
- DON'T reward players with Leaderboard score, Ap, Exp, Rewards or anything else if they've not hit a damage/healing threshold for the match.
3. Change leaderboard scoring. Noobs want gold items, they can currently get gold items by just capping points for a week - Sort out the scoring.
This stops CTF games ending in 1m 30s and it stops Domination teams just running around the map capping flags.
Yes this might stop bad players coming in to BGs, but they shouldn't be getting matched against me or other experienced player in the first place so that's a matchmaking issue.
This issue has been mentioned about 200 times now.
There's no punishment to players who want to do what you've described - Run to whichever flag is unguarded and run it home/cap it uncontested, go back and see the other two teams are fighting on that flag now (Eww, actual PVP, I better run away to the other one), cap that one as well - rinse and repeat.
I've suggested these two things before but I'll say them again. (Added a third I think's an issue)
1. CTF and Dom aren't the problem, it's the 4v4v4 aspect -4v4 solves all of these issues - But it's implemented now so it is what it is.
- You wouldn't be able to just run and cap a flag if in CTF both (just 2) teams only had one place to go or in DOM if they only had 3 places to be.
- CTF Right now, If I'm at Flag C and someone has grabbed B to run to A, there's no way I'm getting there before he's capped.
- Dom right now, two teams fight over middle (or any flag) - The rest are capped by combat avoiders.
2. And my personal favourite solution (still implementable)It's literally so easy to do ~250k damage, but too often am I seeing 1m+ on my stats and <100k on guys who are top with 4 caps and 0 kills.
- DON'T reward players with Leaderboard score, Ap, Exp, Rewards or anything else if they've not hit a damage/healing threshold for the match.
3. Change leaderboard scoring. Noobs want gold items, they can currently get gold items by just capping points for a week - Sort out the scoring.
This stops CTF games ending in 1m 30s and it stops Domination teams just running around the map capping flags.
Yes this might stop bad players coming in to BGs, but they shouldn't be getting matched against me or other experienced player in the first place so that's a matchmaking issue.
Um...I think you're confusing modes here. Domination is where you capture one of the 4 flags for score, Capture the Flag(lol) is where you capture one of the opposing team's relics and bring them back to your home base for score. There're no/almost no issues with CTF(which should be called Capture the Relic because that's what it is) because it's impossible to capture a relic if your own is missing. If everyone's relics are on the move, no one can score at all. That mode would also be insanely boring with just 2 teams, would just be Deathmatch #2 with whoever wins cashes in a relic. 3 teams actually make it fun and add strategic thinking in there.
CTF only ends in 1.5 mins if 2 teams haven't the foggiest about how the mode works/consciously choose to treat it like Deathmatch.
There're no/almost no issues with CTF(which should be called Capture the Relic because that's what it is) because it's impossible to capture a relic if your own is missing.
Ok, so you would always have to actually win a fight to cap the relic, how insanely boring. (Eww PvP)That mode would also be insanely boring with just 2 teams, would just be Deathmatch #2 with whoever wins cashes in a relic.
CTF only ends in 1.5 mins if 2 teams haven't the foggiest about how the mode works/consciously choose to treat it like Deathmatch.
It's not a problem because it's green's fault if this happens more than once. Either leave people home defending your relic(2 go, 2 stay) or send your own sneaky scout to take purple's relic(in which case they won't be able to cash in your relic even if they do capture it).
You're talking about kids that walk around and cap points, avoiding combat. What's happening, as I explained it two teams will be fighting at a relic (Greens are fighting at reds base) Purple will go to the green base and take their relic and cap it uncontested. It's the same problem as DOM.
It'd be same mindless fight to kill that Deathmatch is. Now don't get me wrong, I love Deathmatch(even tho I suck at it ) but we already have it, we don't need Deathmatch #2. As it is, CTF has both fighting and some strat/teamwork involved beyond "kill them all". With just 2 teams, it'd be just running back and forth between 2 bases, with it being super obvious where everyone goes next.Ok, so you would always have to actually win a fight to cap the relic, how insanely boring. (Eww PvP)
I'm Red, we jump down and go to Green and meet halfway - We start fighting. In the meantime Purple have ran to Red, grabbed the relic and ran back, uncontested - How do you solve that? Because I can't get from halway between Green and Red to Purples base before they do, no chance.
What on Earth is the point of a PvP mode that punishes players for PvPing?>.<
I want to fight and kill people but I also don't want to lose because I want to fight people in a PvP game
It's not a problem because it's green's fault if this happens more than once. Either leave people home defending your relic(2 go, 2 stay) or send your own sneaky scout to take purple's relic(in which case they won't be able to cash in your relic even if they do capture it).
Also, why are you actually spending time fighting at relic base while your relic is home? You don't need to win and you don't need to be out of combat to take it, grab the relic and go. It does feature fighting if all the teams understand the rules but it's fighting at the right time and place. You fight to defend your relic, defend your relic carrier and defeat enemy's relic carrier, you lose the match by fighting on top of their relic for 5 minutes when you can just grab it and go(due to how insanely easy it is to take it's nigh impossible to stop actually taking it but is possible to kill the person afterwards).
It'd be same mindless fight to kill that Deathmatch is. Now don't get me wrong, I love Deathmatch(even tho I suck at it ) but we already have it, we don't need Deathmatch #2. As it is, CTF has both fighting and some strat/teamwork involved beyond "kill them all". With just 2 teams, it'd be just running back and forth between 2 bases, with it being super obvious where everyone goes next.
Why are you - all of you - fighting halfway? It's like objective based PvP. Think of it like Cyrodiil: you're EP, a large enough group to make a difference and you're in the open field near Arrius(which belongs to EP, like it should) which has AD's scroll. You run into a large-ish AD zerg and have a heroic fight there in the field. In the meanwhile, DC caps Arrius and gets the scroll. Did DC cheese something out? Not really, it was you and AD that didn't pay attention to the objective getting captured(and specifically you as EP that didn't even leave any scouts at Arrius to know what's going on). DC were just playing the objective.
I used to think of it the same as you until I realized you can't give relic in without having your own and had some great 3-team PvP once all the relics were taken. I'm not very good at BGs but I've won CTF with getting 300 points behind in the first few minutes of the match - I just didn't let the winning team have their relic at all. And yes, it featured a whole lot of PvP because all of the winning team tried to blast me down and my team tried to defend me. It was great:)
That's just the thing though, the "no score until you relic is home" restriction encourages PvP in CTF and offers opportunity to prevent PvRelic only scoring. But there's no such mechanic in Domination as far as I can tell. You always can cap the flags and you always get points for it, and you never have any incentive to actually hold your flags once they're capped so it's PvFlag all over.
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