Yeah sure, when 20+ enemys are in our keep i will go outside to get our resources back...NOT
Shouldnt the def tick scale with the duration and size of the siege?
I mean who would go outside when 20+ enemies are siegeing a wall or maingate just to get the resources back?
i guess now ppl dont even want to def anymore...leave it behind and retake it would bring more ap then i guess
Btw wouldnt the wall bug be more important to fix than than the def tick?
DocFrost72 wrote: »To the point that sending a small man out during a siege is suicide, I think the angle ZOS was going for was to rush the resource as a first line of defense.
Lose at the resource? Spawn back at the keep. Lose at the outer? Fall back to the inner.
It has kind of become standard fare to see a resource under attack and think "whatever". That isn't good. I don't have an opinion on the change (need to play more) but it is aimed at a real issue.
The reason its standard fare to see the resource under attack and thing "whatever" is because it usually is a small man group, the very people they said they wanted to be able to have an effect on the war, as its great bait for outnumbered videos. What this will do will not help the small man group. In stead of drawing out a few; the faction zergs are going to respond.
I´m glad defensive ticks got some attention, was ridiculous how easy it was to farm AP just by showing up.
EvilAutoTech wrote: »I´m glad defensive ticks got some attention, was ridiculous how easy it was to farm AP just by showing up.
Didn't they already address this by varying your defense tick based on how much you actually defended?
I remember reading about that change but never bothered to verify that it was implemented.
Anyway, I can't think of a solution that I like other than reverting the latest change. I mean, I could see adding a door and a second flag to the tower, but that would probably keep me from being able to solo resources even in CP campaigns. The amount of time a solo player would have to spend would make it almost certain that enemies will show up before you're done.
Carbonised wrote: »InvitationNotFound wrote: »Carbonised wrote: »InvitationNotFound wrote: »Don't get me wrong here, I also like AP. But if you are honest to yourself, the system implemented with the last update is just ridiculous.
I disagree. I PvP'ed almost all day around during the Midyear event, and went to defend lots of keeps in that time. In many of the scenarios the defense was wiped, sometimes after a long time of defense, plus the riding back and forth, and you got 0 AP in defense ticks. Defending is already a risky business, and with largely diminished AP gains, why even bother riding all the way back to defend a keep, with a significant risk of getting 0 AP, or a chance to get a small D-tick.
I led a lot of groups under the event, and noticed that people generally don't really care about defending keeps, it takes a coordinated group to call for a defense of a keep, and with this change, the incentive to do so is heavily diminished.
Had plenty of defense ticks during the event. Randomly popping up ticks for 30-50k for a few minutes of fighting or just wiping a handful of players. Sorry, but this is ridiculous...
Even if you reduce the ticks to 15-25k for just two or three minutes, it is still ridiculous.
No you didn't get 50k just for wiping a handful of players, that's either exaggeration or lies. What could have happened was that someone else defended the keep for a long while against more people, before you arrived, and then you got lucky and shared that AP pool when the tick came.
Or like me, you can be unlucky and defend a keep for 20-30 minutes, then freeze out of the game, spend 10 minutes trying to get back, and when you finally do, the fight is over and the tick is long gone. Happened to me and others much more times than I care for.
The best way to get AP during the event was to flip flags in IC, secondarily to flip resources with no defense. That should tell you something about where the AP is found. Bombblades and elite people farming resources for scrubs is also a good AP generator, as well as coordinated zerg trains.
D-ticks for keep defense is very poor time vs. gains when it comes to AP generation.
DocFrost72 wrote: »To the point that sending a small man out during a siege is suicide, I think the angle ZOS was going for was to rush the resource as a first line of defense.
Lose at the resource? Spawn back at the keep. Lose at the outer? Fall back to the inner.
It has kind of become standard fare to see a resource under attack and think "whatever". That isn't good. I don't have an opinion on the change (need to play more) but it is aimed at a real issue.
The reason its standard fare to see the resource under attack and thing "whatever" is because it usually is a small man group, the very people they said they wanted to be able to have an effect on the war, as its great bait for outnumbered videos. What this will do will not help the small man group. In stead of drawing out a few; the faction zergs are going to respond.
Whether it's tower jockeys or worried a keep is going to come under attack, the result will be encouraging resources to be zerged, not small-manned. That, or it's a large group doing their capture 9 resource quests who will run at the first sign of actual pvp and race to the next resource which they can flip faster than you.
Meanwhile there is zero possibility a small group is going to leave a keep under siege -- when the attackers already have the upper hand with siege placement and probably numbers as well -- to go spend 3-4 minutes flipping a resource. Because if you go, the keep is not going to be defended successfully anyway; keeps flip too fast.
So now you get more AP for just being present at a pvdoored keep with a huge zerg than you get for defending your home keeps. Playing PVE resource merry-go-round is annoying enough, I'm not sure why adding PVE flipping emp ring keeps would be an improvement.
Like everyone else is saying... I understand what ZOS is trying to do by making resources more meaningful, but in reality, it simply doesn't work the way you expect it to. Nobody is going to send 4-6 persons to retake resources while there's a huge zerg of 40 people hitting your keep walls, or when there's a group of 10+ tower huggers hiding in the resource tower, just waiting to bomb the 4-5 players trying to retake a resource. Or when "only" 20 of those 40 will peel off the siege, come zerg the resource and flip it within 45-60 seconds, and go back to resume their assault.
The current AP gain from keep defense makes it next to pointless because of these new changes.
@ZOS_BrianWheeler , come spend one night on PC Vivec to see first hand how unpractical these recent ideas are in the current PvP context.
Like everyone else is saying... I understand what ZOS is trying to do by making resources more meaningful, but in reality, it simply doesn't work the way you expect it to. Nobody is going to send 4-6 persons to retake resources while there's a huge zerg of 40 people hitting your keep walls, or when there's a group of 10+ tower huggers hiding in the resource tower, just waiting to bomb the 4-5 players trying to retake a resource. Or when "only" 20 of those 40 will peel off the siege, come zerg the resource and flip it within 45-60 seconds, and go back to resume their assault.
The current AP gain from keep defense makes it next to pointless because of these new changes.
@ZOS_BrianWheeler , come spend one night on PC Vivec to see first hand how unpractical these recent ideas are in the current PvP context.
Here's a perspective from an outsider, I don't PvP, and never plan to. I enjoy PvE and wish the oblivion map had an option, like a white flag, or red cross, so one could just do the dailies there, but anyway.
The first thing I think of when sieging is the historical meaning of surrounding and causing the enemy to live off their supplies inside a fortified position, ie a castle.
So Siege =
A military operation in which enemy forces surround a town or building, cutting off essential supplies, with the aim of compelling the surrender of those inside.
"Verdun had withstood a siege of ten weeks" / synonyms: blockade, encirclement
"the siege of the fort lasted into the morning"
So why would you (Zos) change how its done by having a group of people rush out to defend a farm?
I can not think of any situation where, when a castle was under attack, the king / general orders the defenders to leave the safety of the walls to go save a few farms.
Now if the farms, mills, etc, the resources had a Motte-and-Bailey setup, then a small garrison could be assigned to defend the farm or resource inside. That even sounds a bit fun, in a game world.
It makes no sense, & I'm glad I do not PvP, as I'm not invested in it at all.
On reflection the motive is clear.
To spread us out.
It's not about gameplay or tactics etc. It's to move some players out the main balls to the resources. They know balls = performance issues.
InvitationNotFound wrote: »it is funny how people claim "don't fix something that isn't broken". Yet, the defense ticks, introduced with summerset, were broken af.
ZOS_BrianWheeler wrote: »With update 19 the Keep Resource levels will degrade if you don't defend and/or recapture the Resources. The bonus to Defensive ticks are dependent on the level of Resources within the Keep. A Keep with all level 2 Resource levels will give the highest D-tick bonus compared to a D-tick in Update 18 with level 5 Resource levels. This also resulted in adjusting the bonus a level 1 Keep gives to be much higher than in Update 18.
This is all tied to the update we did for sharing Keep/Resource Defensive ticks within the superstructure of a Keep and it's Resources. The best defense ticks possible from a Keep will rely on having a max level Keep and defended Resources.
ZOS_BrianWheeler wrote: »With update 19 the Keep Resource levels will degrade if you don't defend and/or recapture the Resources. The bonus to Defensive ticks are dependent on the level of Resources within the Keep. A Keep with all level 2 Resource levels will give the highest D-tick bonus compared to a D-tick in Update 18 with level 5 Resource levels. This also resulted in adjusting the bonus a level 1 Keep gives to be much higher than in Update 18.
This is all tied to the update we did for sharing Keep/Resource Defensive ticks within the superstructure of a Keep and it's Resources. The best defense ticks possible from a Keep will rely on having a max level Keep and defended Resources.
and another "pro Zerg" patch because only a faction that has higher numbers will be able to defend Keep and hold all 3 ressources to get the highest possible ticks
tbh that is a bad Change it just buffs zerging even more
Carbonised wrote: »InvitationNotFound wrote: »it is funny how people claim "don't fix something that isn't broken". Yet, the defense ticks, introduced with summerset, were broken af.
Except many of us don't think they were broken. Like I said earlier, the easiest way to earn AP was to flip flags in IC, secondarily to flip flags at resources. I defended loads of keep during the event, and I have yet to see those "broken" ticks you claim. Possibly because when you -did- get a D-tick, most likely all your resources or most would have been taken, and thus you got a small tick. D-tick abuse hasn't changed a thing with this, you can still abuse D-ticks at a remote keep without taking the resources and feed the main keep for ticks.
If that was what they wanted to target, then they should have targeted that exploit specifically, instead of just nerfing all D-ticks. Realisticly, in most larger sieges, you will always get a D-tick without the resources, since all 3 would have been lost during the siege.
Like many others have said, we're just back to the situation before Summerset with very low D-ticks, and people will just avoid defending altogether, and flip keeps back and forth instead. I agree that having your friends feed you AP in a "fake" siege and collect the D-ticks is an exploit, but it could easily have been adressed without nerfing D-ticks for the legit defenders.