Remove base offensive/defensive ticks

  • WuffyCerulei
    WuffyCerulei
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    That would pretty much put a complete halt to pvp in Cyrodiil. No incentive to take keeps of the other factions, thus no AP gain for anyone.
    Edited by WuffyCerulei on January 17, 2018 9:16AM
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  • Raudgrani
    Raudgrani
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    Something should at least be done, to reduce the interest in this damned Eye-of-Flame/Vicious Death tower farming groups. I sigh every time I see those little brats bunnyhopping and teabagging on top of some rock, and as soon as you go close, they turn and run to their tower like giggly little girls. If you don't follow, hopping out once again - and repeat.
  • Maura_Neysa
    Maura_Neysa
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    Actually I like this idea.

    -Holding keeps over time still has value for the score, so you still want to capture keeps, if you can hold them
    -The AP will come from find players, stopping the whole take this keep then go across the map.
    - Boost the value of Imperial City again. Easier to find people.
    - Encourages more open world play.
    - Less zerging because steam rolling keep after keep will have less value, so many of the average and good players will go look for more action elsewhere.

    Down side is AP will be harder to earn. So maybe AP prices would need adjusted. Would also get negative feedback from PvE because War Horn, vigor, and so on would be harder to get for those that hate PvP.
    Edited by Maura_Neysa on January 17, 2018 9:56AM
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  • Deep_01
    Deep_01
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    Make it much more difficult to turn a keep. Add more mini-objectives (single flag with 3 or 4 NPCs a bit far away from resource) that has to all be owned simultaneously.

    My idea is forces more PvObjective with less PvPing (or no).

    Say, like each resource having 1 to 3 mini-resource flags that needs to be owned and can be turned quickly by solo player (like IC flag that turns if you got to the halfway mark but doesn't speed up if 2 or more players are present)

    Leave the main flags atm work as they do. These mini-resource can either be surrounding each resource (9 mini resources) or just 4 mini-flags at each corner of the keep (tough to access and bad idea). All these flags needs to be owned to turn a keep. It can also be that if the mini flags are not manned the keep doesn't turn.

    This can leave big battles to main flags and solo players to fight at mini resource on prime times. Distance between the mini flags is key.

    This system makes it easy for two players to mess with a zerg from turning a keep (turn one mini flag each and go sneak. Kill whoever remains once the zerg leaves or move to another flag so that the herd eventually thins out. More chaos in coordination, more mistakes made)

    On a AD capped map like in your other post @Derra , this is a huge problem. One solution I can think of for that problem is messing with transitus network. If you turn half (5 of 9) mini flags you cut off keep. If you can get two or three keeps across the map close to that, that can mess a bit. Maybe alliance with both gates open ignore mini resources?

    (Involves lots of riding and they outnumber you 2 to 1) Say AD zerg is at Arrius. You turn 5 mini flags at Arrius, Brk and chalman. They either have to turn 15 flags or ride to sejanus/blk to get to the real (troll siege of 2 EP with 8 sieges who suicide to NPCs and join home keep siege or somehow turn the keep if zerg is lazy?) siege point Alessia or Aleswell etc. If EP can position and pull it off, you will have enough time to retake a home keep while the AD zerg rides.

    Tedious, could cause more lag and require more work. Thoughts if it will work?

    EDIT: formatting.
    Edited by Deep_01 on January 26, 2018 3:34PM
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  • Etaniel
    Etaniel
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    Ley wrote: »
    Derra wrote: »
    Ley wrote: »
    I think people should be forced to PvP in a way that I approve and all other forms of PvP should be fruitless. /s

    Well the issue is that taking an undefended keep is no player versus player interaction. It´s player versus environment (namely npcs and keep doors).

    Your argument is invalid as it´s no other form of pvp in the first place.

    You may want to do nothing but directly fight other players in small battles and that's fine. Some people want to put a lot of pressure on the map by taking over strategic keeps, cutting off transit routs, helping their alliance push emp or dethrone an existing emp. Some want huge zergfests. Some want to go around and solo resources. Others just want to come in, get some AP and get out. Players can also go into Cyrodiil and deliberately attempt to avoid pvp encounters all together (skyshard hunting, delves, quests). If people want to PvD (player vs door) then they should be able to do so and others are welcome to come and kill them. There's nothing wrong with doing any of these things.

    The game offers other places to go and experience small scale battles outside of Cyrodiil (battle grounds, IC, dueling).

    I think the issue is that people do so during off hours when they have no opposition.
    Taking empty keeps during prime time in the back of enemy lines has strategic value and serves a pvp purpose, taking empty keeps during off hours with zero opposition is just pve and shouldnt be rewarded as a pvp feat.
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  • Etaniel
    Etaniel
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    I'd suggest basing the offensive tick on the holding faction's population.
    Taking keeps would provide different amounts of AP with values such as :
    Taking a keep from a Locked faction - 6k Ap
    from a high pop faction - 4.5k Ap
    from a medium pop faction - 2.5k Ap
    from a low pop faction - 500 Ap or even 0

    That way, you don't penalize people who enjoy taking keeps with a strategic goal in mind, or even people who enjoy zergfest, but you completely remove the AP incentive from people who play PvDoor when zero opposition is online.
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  • esotoon
    esotoon
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    Etaniel wrote: »
    That way, you don't penalize people who enjoy taking keeps with a strategic goal in mind, or even people who enjoy zergfest, but you completely remove the AP incentive from people who play PvDoor when zero opposition is online.

    The trouble is, this still penalises people who do not play during 'prime time' but who put in equal effort.

    If say the populations are locked on all three factions, and they each have an equal number of players during Prime Time, you would get 6k AP for taking a Keep.

    Now fast forward 6 hours, to when the population is down to 1 bar each. But again, each faction has an equal number of players on. If you take a Keep then, you only get 500AP. So even though in terms of numbers, those players were facing equal odds to those playing at Prime Time, they are making 1/12 of the AP for the same amount of effort.

    There is a notion that keeps only get taken outside of Primetime by PVDooring. Whilst this does undoubtedly happen a lot, there are also many occasions when keeps are taken from a similar number of enemy players throughout the non-prime time hours. So why should those players be rewarded less?
    Edited by esotoon on January 26, 2018 9:13PM
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