VaranisArano wrote: »Step 1: fix performance so the game can actually handle large, protracted fights at defended keeps
Step 2: raise D-ticks again so players rush to defend keeps when they are attacked
The increased D-ticks during Summerset did wonders for preventing PvDoor! Problem is, the server couldn't handle the amazing fights and its only gotten worse.
VaranisArano wrote: »Step 1: fix performance so the game can actually handle large, protracted fights at defended keeps
Step 2: raise D-ticks again so players rush to defend keeps when they are attacked
The increased D-ticks during Summerset did wonders for preventing PvDoor! Problem is, the server couldn't handle the amazing fights and its only gotten worse.
VaranisArano wrote: »Step 1: fix performance so the game can actually handle large, protracted fights at defended keeps
Step 2: raise D-ticks again so players rush to defend keeps when they are attacked
The increased D-ticks during Summerset did wonders for preventing PvDoor! Problem is, the server couldn't handle the amazing fights and its only gotten worse.
Step 3: decrease the base value of O-ticks (and adjust the per-player-killed scaling to compensate?) to remove the incentive to PvDoor empty keeps for a guaranteed juicy 6k AP.
VaranisArano wrote: »VaranisArano wrote: »Step 1: fix performance so the game can actually handle large, protracted fights at defended keeps
Step 2: raise D-ticks again so players rush to defend keeps when they are attacked
The increased D-ticks during Summerset did wonders for preventing PvDoor! Problem is, the server couldn't handle the amazing fights and its only gotten worse.
Step 3: decrease the base value of O-ticks (and adjust the per-player-killed scaling to compensate?) to remove the incentive to PvDoor empty keeps for a guaranteed juicy 6k AP.
Eh, I don't really have a problem with some PvDoor. Not only does it reward factions who can move fast, read the map, or use scouts, you do want to keep incentives for players to get off the emp ring and spread out, after all. And if you boost D-ticks, you don't want to diminish O-ticks to the point that everyone is just going to wait for someone else to attack them.
During Summerset, it was a lot harder to successfully PvDoor back keeps when players were chasing the massive D-tick as opposed to the attitude that really allows for PvDoor: "We'll make more AP from recapturing it." Just boosting D-ticks was sufficient without diminishing the O-tick.
VaranisArano wrote: »VaranisArano wrote: »Step 1: fix performance so the game can actually handle large, protracted fights at defended keeps
Step 2: raise D-ticks again so players rush to defend keeps when they are attacked
The increased D-ticks during Summerset did wonders for preventing PvDoor! Problem is, the server couldn't handle the amazing fights and its only gotten worse.
Step 3: decrease the base value of O-ticks (and adjust the per-player-killed scaling to compensate?) to remove the incentive to PvDoor empty keeps for a guaranteed juicy 6k AP.
Eh, I don't really have a problem with some PvDoor. Not only does it reward factions who can move fast, read the map, or use scouts, you do want to keep incentives for players to get off the emp ring and spread out, after all. And if you boost D-ticks, you don't want to diminish O-ticks to the point that everyone is just going to wait for someone else to attack them.
During Summerset, it was a lot harder to successfully PvDoor back keeps when players were chasing the massive D-tick as opposed to the attitude that really allows for PvDoor: "We'll make more AP from recapturing it." Just boosting D-ticks was sufficient without diminishing the O-tick.
Thats all fine, but the current system encourages farming empty keeps too much.
Its a pvp zone, players shouldnt be heavily rewarded for killing npc. Not to mention it makes off hours capping far too appealing to a lot of people, who are just there to farm ap.
That's why I said to decrease the base O-tick value, but increase the additional scaling from each player killed in the process of securing the objective.VaranisArano wrote: »Eh, I don't really have a problem with some PvDoor. Not only does it reward factions who can move fast, read the map, or use scouts, you do want to keep incentives for players to get off the emp ring and spread out, after all. And if you boost D-ticks, you don't want to diminish O-ticks to the point that everyone is just going to wait for someone else to attack them.
That's why I said to decrease the base O-tick value, but increase the additional scaling from each player killed in the process of securing the objective.VaranisArano wrote: »Eh, I don't really have a problem with some PvDoor. Not only does it reward factions who can move fast, read the map, or use scouts, you do want to keep incentives for players to get off the emp ring and spread out, after all. And if you boost D-ticks, you don't want to diminish O-ticks to the point that everyone is just going to wait for someone else to attack them.
Such a change would have little effect when capturing a contested (defended) objective - in fact, it would even result in increased rewards for successfully capturing a very heavily defended objective when the fighting goes on for a long time.
Whereas when PvDooring an undefended objective, the AP gain would be very small, as it should be.
Either ZOS is unwilling to commit the cash or unable to write the code, in either case smooth mass fights are not happening.
The real solution is to introduce changes to disincentivize aggregation in large number.
redgreensunset wrote: »As someone who is a super casual pvper could someone kindly enlighten me as to what O-tick and D-ticks are? Offense and defense Is my guess but I would like a confirmation.
redgreensunset wrote: »As someone who is a super casual pvper could someone kindly enlighten me as to what O-tick and D-ticks are? Offense and defense Is my guess but I would like a confirmation.