Joy_Division wrote: »You get plenty of AP from killing enemies and healing allies.
You get rewards for actually participating.
Joy_Division wrote: »You get plenty of AP from killing enemies and healing allies.
You get rewards for actually participating.
AnduinTryggva wrote: »In basically every other activity in ESO you get some sort of reward even if you fail. You don't need to kill the endboss to get access to chests and loot from minor bosses when you do a group dungeon or trial. Of course doing the endboss is much much better in terms of reward as they are higher value. But you don't get out of that specific activity with empty hands.
AnduinTryggva wrote: »In basically every other activity in ESO you get some sort of reward even if you fail. You don't need to kill the endboss to get access to chests and loot from minor bosses when you do a group dungeon or trial. Of course doing the endboss is much much better in terms of reward as they are higher value. But you don't get out of that specific activity with empty hands.
No, you don’t. Access to chests are a reward for clearing the previous boss(es). Loot from minor bosses are the reward for, well, killing that minor boss. If you fail/wipe on a boss, you get nothing for your effort on that pull.
AnduinTryggva wrote: »In basically every other activity in ESO you get some sort of reward even if you fail. You don't need to kill the endboss to get access to chests and loot from minor bosses when you do a group dungeon or trial. Of course doing the endboss is much much better in terms of reward as they are higher value. But you don't get out of that specific activity with empty hands.
No, you don’t. Access to chests are a reward for clearing the previous boss(es). Loot from minor bosses are the reward for, well, killing that minor boss. If you fail/wipe on a boss, you get nothing for your effort on that pull.
AnduinTryggva wrote: »I on my side think that 10% is sufficiently low
AnduinTryggva wrote: »I on my side think that 10% is sufficiently low
If you're not making at least 10% AP during the battle of a keep battle tick, you're weren't participating.
AnduinTryggva wrote: »AnduinTryggva wrote: »I on my side think that 10% is sufficiently low
If you're not making at least 10% AP during the battle of a keep battle tick, you're weren't participating.
That is not the point. I tried to explain the motivation for my suggestion twice and I do it now a third time.
It is NOT to boost AP numbers.
It is about RECOGNITION of effort put into it.
Considering that: Killing players and getting AP for it is a side effect available anyway irrespective of success or failure. This cannot be considered as recognition of effort.
A lot of effort is being there and distracting and dispersing enemy players even if you don't hit an enemy player. Putting up camps, sieges etc. that distract enemy fire and provides support for group.
AnduinTryggva wrote: »
AnduinTryggva wrote: »
You are rewarded; for completing your objective. Which is either defending a keep or taking a keep.; killing; or completing a quest.
You don't get rewarded for losing. Just like you don't get a Maelstrom Weapon for not beating the Arena, you don't get AP for not completing your objective.
AnduinTryggva wrote: »
You are rewarded; for completing your objective. Which is either defending a keep or taking a keep.; killing; or completing a quest.
You don't get rewarded for losing. Just like you don't get a Maelstrom Weapon for not beating the Arena, you don't get AP for not completing your objective.
I mean, to add to the point, if you partake in the battle and lose you are still rewarded with AP throughout the battle. Even just healing can bring in a significant amount of AP.
AnduinTryggva wrote: »AnduinTryggva wrote: »
You are rewarded; for completing your objective. Which is either defending a keep or taking a keep.; killing; or completing a quest.
You don't get rewarded for losing. Just like you don't get a Maelstrom Weapon for not beating the Arena, you don't get AP for not completing your objective.
*sigh*
You get rewards at every stage during your travel through the arena even if the final reward has the highest value. Just stop bringing this up again and again if it just does not hit the nail please.
AnduinTryggva wrote: »I mean, to add to the point, if you partake in the battle and lose you are still rewarded with AP throughout the battle. Even just healing can bring in a significant amount of AP.
So are the other side. This is a side effect of the activity and does not count to a sign of recognition of the effort put into it.
Am I the only one who finds it kind of patronizing to assume that (adult) players need "pity points" or a "solace prize" to get over a temporary setback in PVP? Of course, I understand and fully support the concept of a participation award or consolation prize, but they are usually given out to children...
Am I the only one who finds it kind of patronizing to assume that (adult) players need "pity points" or a "solace prize" to get over a temporary setback in PVP? Of course, I understand and fully support the concept of a participation award or consolation prize, but they are usually given out to children...
Tinkerhorn wrote: »Am I the only one who finds it kind of patronizing to assume that (adult) players need "pity points" or a "solace prize" to get over a temporary setback in PVP? Of course, I understand and fully support the concept of a participation award or consolation prize, but they are usually given out to children...
Framing the argument as a consolation prize is in my opinion a mischatacterisation of many arguments. This isn't about a pat on the back and a thumbs up. From my perspectives it's simply just removing economic dissinsentives especially in regards to being less punitive to players in a population imbalance situation a.k.a. 18 out of the 24 hours in a day.
In a situation where you're defending a keep outnumbered 5 to 1 against a blob with high health and high healing (This is not in reference to ballgroups) there is not really any meaningful AP generation for the outnumbered but if you wanted to fully participate in the alliance war and are spending AP to fund the camps, the siege, the repairing, potentially potions etc... you're easily getting through thousands of AP yourself.
At current if the economics of PvP are important / a limitation for you, you're better off leaving cyrodiil.
Putting in a lot of effort with stacking dissadvantages and then reflecting on how there's pretty much 0 benefit in even bothering is not good for Cyrodiils health. Of course most of us PvP for PvPs sake but that doesn't mean it should be punished.
The game had low pop bonuses to try and tackle this but it rarely works at all and hasn't for years. It's much easier just to provide AP to all participants. It's not that every situation should be a net positive for alliance points, but taking off the high costs might also encourage more people to stick around a bit longer in uneven pop situations.
I'm not even talking about adding insentives which cyrodiil definitely could use more of. Just simply pointing out that this can be discouraging to PvPing in cyrodiil.
I know it wouldnt be anywhere near a solution to pop imbalances but it might help somewhat in preventing that sudden night exodus which does in part exist because of the "No point in staying" mentality / reality.
Tinkerhorn wrote: »Am I the only one who finds it kind of patronizing to assume that (adult) players need "pity points" or a "solace prize" to get over a temporary setback in PVP? Of course, I understand and fully support the concept of a participation award or consolation prize, but they are usually given out to children...
Framing the argument as a consolation prize is in my opinion a mischatacterisation of many arguments. This isn't about a pat on the back and a thumbs up. From my perspectives it's simply just removing economic dissinsentives especially in regards to being less punitive to players in a population imbalance situation a.k.a. 18 out of the 24 hours in a day.
In a situation where you're defending a keep outnumbered 5 to 1 against a blob with high health and high healing (This is not in reference to ballgroups) there is not really any meaningful AP generation for the outnumbered but if you wanted to fully participate in the alliance war and are spending AP to fund the camps, the siege, the repairing, potentially potions etc... you're easily getting through thousands of AP yourself.
At current if the economics of PvP are important / a limitation for you, you're better off leaving cyrodiil.
Putting in a lot of effort with stacking dissadvantages and then reflecting on how there's pretty much 0 benefit in even bothering is not good for Cyrodiils health. Of course most of us PvP for PvPs sake but that doesn't mean it should be punished.
The game had low pop bonuses to try and tackle this but it rarely works at all and hasn't for years. It's much easier just to provide AP to all participants. It's not that every situation should be a net positive for alliance points, but taking off the high costs might also encourage more people to stick around a bit longer in uneven pop situations.
I'm not even talking about adding insentives which cyrodiil definitely could use more of. Just simply pointing out that this can be discouraging to PvPing in cyrodiil.
I know it wouldnt be anywhere near a solution to pop imbalances but it might help somewhat in preventing that sudden night exodus which does in part exist because of the "No point in staying" mentality / reality.
There is no mischaracterization being done here. The OP has LITERALLY called this solution pity points and a solace prize, the poster is merely calling this out.
Tinkerhorn wrote: »
Fair enough. I had forgot the original post and suppose my argument is against the OP's framing of the argument. The argument put forward by OP is poor but there are good reasons for distributing AP across the board.
AnduinTryggva wrote: »AnduinTryggva wrote: »
You are rewarded; for completing your objective. Which is either defending a keep or taking a keep.; killing; or completing a quest.
You don't get rewarded for losing. Just like you don't get a Maelstrom Weapon for not beating the Arena, you don't get AP for not completing your objective.
*sigh*
You get rewards at every stage during your travel through the arena even if the final reward has the highest value. Just stop bringing this up again and again if it just does not hit the nail please.
AnduinTryggva wrote: »So are the other side. This is a side effect of the activity and does not count to a sign of recognition of the effort put into it.
AnduinTryggva wrote: »So much fighting against it. OK, I get the point. You don't want to consider something else. Up to now only ONE single person has really provided an argument against it that is constructive and did explain why an implementation of my suggestion would be bad. The others basically just say: Na, na, na, I don't want this.
Some even tried to be insulting in a hardly camouflaged way aliking me to a child. I wonder how adult such a behavior actually is...