xxslam48xxb14_ESO wrote: »No way do you get 800ap for a solo kill! Im never in a group and I still only get like 20ap for kills. Could it be because other players are near by me while im killing people? Idk but if I was getting that much ap per kill I would have noticed.
Taking and Defending objectives give a lot of AP if you are actually taking the objective from players.
If you are Player vs Dooring it up then you will not get a large amount of AP, which should be the case. Especially with groups(20-30 people) that go and take a keep on the other side of the map that has no strategic value whatsoever, they do not deserve to get AP when they do that and if they ever change it so that they do then it will hurt the AvA more than help.
Imperator_Clydus wrote: »Imperator_Clydus wrote: »Uhhh go get a group of 5-10 vet players and go on a resource capping spree and reap your rewards. One you get good AP, two the enemy doesn't know what the hell you are doing, three you are messing with their transportation too and from keeps, four you are actually still helping your alliance, and five they are repeatable once they are recaptured. Small group big rewards have fun your welcome
You mean capping resources with the resource repeatable? It is not "good AP" in the slightest. I run a objective-oriented group that is always cutting transitus and claiming important keeps to derail the enemy offensive. We barely receive any AP for doing any of it. The repeatable itself is unreliable and barely gives any AP for the effort.
Yes this is what I mean with a group of 6 vet players you can get around 1000 or so ap a resource. This is around the same as the repeatable kill quest was giving so its not bad at all. It gets better when you come under attack and hop in the tower. Then you can drop runes, mines and oil before they come in and get lots of kills before they overwhelm you.
This is where I personally feel the line between defending an objective and just farming kills is drawn. Some of the most popular ways of players farming kills are either holding elder scrolls hostage and farming players that way, or sitting in a tower dropping volcanic rune, oil, caltrops, etc.
I do not believe camping in a tower at all is objective-oriented in the slightest. I've seen plenty of small groups deliberately take the mine at Glademist or the farm at Aleswell, place a ballista on top of the tower to hit one of the keep walls to contest it, and force enemy players to engage in order to re-establish transitus.
Sadly, many PUGs fall right into this trap, reclaim the resource without actually taking care of the enemy in the tower, and it becomes an easy AP farm for anyone inside. I find this kind of behavior to honestly detract from AvA. To discourage this behavior, players either shouldn't be allowed to use siege in towers or they should be kicked out if the resource is taken by another alliance.
As far as the quest itself, you only receive 500 AP. If you receive any at all from just capping the resource, I doubt it's that much. The only way to make the endeavor worth while would be the hope that the enemy comes to protect the resource.
Irregardless, the point still stands that farming kills and not participating in AvA is the most efficient way of accumulating AP. If ZOS truly wants the entire player base engaging in AvA as they actually intended, then they will need to re-engineer AP gains so they actually encourage AvA, rather than promoting the ignoring or abusing of the system.
Imperator_Clydus wrote: »If they want anything other than zerg vs zerg, which isn't even really pvp for anyone but the leaders, they need to reward smaller groups. Otherwise, most players will take the easy road to alliance points, and do nothing but stay with the zerg, because that way they don't have think, react or even really pay attention. The leaders of the zerg do all the work for them...
The last MMO I played, Rift, had a pvp instance called Conquest, which bears some similarities to the pvp in ESO. Because there was basically no reward for small groups and solo players (they would be lucky to get a few hundred favor in a match as opposed to many thousands for the zergers), noone did anything but zerg. The same will happen here if you reward the zergers anywhere close what those in a smaller group gain.
This is a false perception. Anyone with a decent understanding of AvA can recognize that mindless zergs are bad. Dedicating so many troops to attack one point leaves many openings for attack at other points. I do not zerg and I have never supported such a terrible tactic. Making use of a zerg merely places one at a disadvantage and makes them easily exploitable for the enemy.
It should also be clarified that a large group party is not actually a zerg. A zerg would be two and really even more large group parties all hitting the same place without any regard for tactics or planning. Very few quality PvPers would endorse such a strategy as it would be to their detriment.
Part of the reason zergs do not work well in this game, versus GW2, WoW, or Rift, is because of how expansive Cyrodiil actually is. There is just too much territory to cover and bullying your way around with numbers generally doesn't work very well.
While I understand ZOS wants to try and be fair to those who may prefer to solo versus those who actually want to form large groups and participate in siege battles, one can't have their cake and eat it too. AvA at its core is built for large groups with up to 200 players on the screen.
It does not seem fair or right, in my opinion, to penalize players who participate in a massively multiplayer fashion to accommodate solo players or smaller groups. This is an MMORPG. This is not a single player game. Especially in AvA, if one even wants to gain elder scrolls or crown an emperor, it requires the effort of the entire alliance. One player cannot do this.
I'm not even asking for solo players or smaller groups to be completely irrelevant. Far from that, actually. One of the strengths of Cyrodiil is how sandbox in nature the zone is, and how many forms of PvP can spawn out of it. That being said, AvA is the main point of the zone, and it should be the large groups who benefit the most.
The way AP works currently, there is little motivation to form large groups and actually siege as the rewards are outweighed by just playing in a small group or by yourself. This inherently contradicts what I believe ZOS intended for AvA as they want to have the largest, most epic PvP experience available in the genre.
Imperator_Clydus wrote: »That's your assumption though. Any rational group wouldn't fall for this trick. They would either destroy the tower and wipe the enemies, because they wouldn't be foolish to take the resource. If PUGs did take the resource by chance, the rational group would just abandon it and let you rot there until you left it.
This isn't a tactic. It is nothing more than a abusing of mechanics that works on players that do not understand how AvA works. It has only been incredibly popular because it is an easy way to farm kills, which translates to easy AP. This is the only real reason people continue to use this "tactic."
Small groups don't have to sit in a tower all day using one ballista to destroy a wall to be viable. Lets be real. Some of the best small groups I have seen on the field when behind enemy lines and cut transitus not only to hot spots, but throughout entire transitus lines. Cutting the transitus of multiple keeps and outposts is by far more beneficial than just camping one.
A term that is widely misused. A zerg suggests that you have significantly larger numbers and that you are purely working on those larger numbers to accomplish tasks. I am not using numbers as a crutch to success. Most of the time, my group is outnumbered by either the AD or EP.
What I am simply doing is rallying as many players that I can that is an intended group number, and using them in a tactical and coordinated fashion that is intended in the actual game design of AvA. We do not just "mindlessly zerg" in hopes of accomplishing something. We play objectively and undermine the enemy alliance in any way we can.
If you consider that a zerg because of some some assumed bias on your part, then that is a fault of yours. There are plenty of zergs in ESO that are entirely counterproductive to AvA, never play objectively, and just throw themselves at masses of enemies to either grind kills for AP or because they don't know any better.
jvargas150_ESO wrote: »Imperator_Clydus wrote: »If they want anything other than zerg vs zerg, which isn't even really pvp for anyone but the leaders, they need to reward smaller groups. Otherwise, most players will take the easy road to alliance points, and do nothing but stay with the zerg, because that way they don't have think, react or even really pay attention. The leaders of the zerg do all the work for them...
The last MMO I played, Rift, had a pvp instance called Conquest, which bears some similarities to the pvp in ESO. Because there was basically no reward for small groups and solo players (they would be lucky to get a few hundred favor in a match as opposed to many thousands for the zergers), noone did anything but zerg. The same will happen here if you reward the zergers anywhere close what those in a smaller group gain.
This is a false perception. Anyone with a decent understanding of AvA can recognize that mindless zergs are bad. Dedicating so many troops to attack one point leaves many openings for attack at other points. I do not zerg and I have never supported such a terrible tactic. Making use of a zerg merely places one at a disadvantage and makes them easily exploitable for the enemy.
It should also be clarified that a large group party is not actually a zerg. A zerg would be two and really even more large group parties all hitting the same place without any regard for tactics or planning. Very few quality PvPers would endorse such a strategy as it would be to their detriment.
Part of the reason zergs do not work well in this game, versus GW2, WoW, or Rift, is because of how expansive Cyrodiil actually is. There is just too much territory to cover and bullying your way around with numbers generally doesn't work very well.
While I understand ZOS wants to try and be fair to those who may prefer to solo versus those who actually want to form large groups and participate in siege battles, one can't have their cake and eat it too. AvA at its core is built for large groups with up to 200 players on the screen.
It does not seem fair or right, in my opinion, to penalize players who participate in a massively multiplayer fashion to accommodate solo players or smaller groups. This is an MMORPG. This is not a single player game. Especially in AvA, if one even wants to gain elder scrolls or crown an emperor, it requires the effort of the entire alliance. One player cannot do this.
I'm not even asking for solo players or smaller groups to be completely irrelevant. Far from that, actually. One of the strengths of Cyrodiil is how sandbox in nature the zone is, and how many forms of PvP can spawn out of it. That being said, AvA is the main point of the zone, and it should be the large groups who benefit the most.
The way AP works currently, there is little motivation to form large groups and actually siege as the rewards are outweighed by just playing in a small group or by yourself. This inherently contradicts what I believe ZOS intended for AvA as they want to have the largest, most epic PvP experience available in the genre.
Lol.. wanted to stop reading at the point you said zergs don't work...
You must be on the zerg side...
or else good luck defending vs 100+ with your 5..
galiumb16_ESO wrote: »Imperator_Clydus wrote: »That's your assumption though. Any rational group wouldn't fall for this trick. They would either destroy the tower and wipe the enemies, because they wouldn't be foolish to take the resource. If PUGs did take the resource by chance, the rational group would just abandon it and let you rot there until you left it.
This isn't a tactic. It is nothing more than a abusing of mechanics that works on players that do not understand how AvA works. It has only been incredibly popular because it is an easy way to farm kills, which translates to easy AP. This is the only real reason people continue to use this "tactic."
Small groups don't have to sit in a tower all day using one ballista to destroy a wall to be viable. Lets be real. Some of the best small groups I have seen on the field when behind enemy lines and cut transitus not only to hot spots, but throughout entire transitus lines. Cutting the transitus of multiple keeps and outposts is by far more beneficial than just camping one.
The game is not played by a lot of rational groups, but yes over time the trick will become less useful because they will learn, but for this moment in time it is extremely effective and that is why it is used. Cutting off transitus is the goal, I could care less if you approve of how we do it, as long as it gets cut off. The rational group is welcome to leave us in there, but we will wreck havoc on their transitus and rear keeps with our comfy base of operations.
No one said you have to be in a tower to be effective, there is a lot of ways to be effective. There are also a lot of factors on what is the best way at that point in time. How hard are you being pressed, how fast they can take the transitus back vs how fast you are disrupting it, where you are cutting off the transitus at, so you have somewhere to retreat too, etc. Using a tower is an effective tool in the toolbox.A term that is widely misused. A zerg suggests that you have significantly larger numbers and that you are purely working on those larger numbers to accomplish tasks. I am not using numbers as a crutch to success. Most of the time, my group is outnumbered by either the AD or EP.
What I am simply doing is rallying as many players that I can that is an intended group number, and using them in a tactical and coordinated fashion that is intended in the actual game design of AvA. We do not just "mindlessly zerg" in hopes of accomplishing something. We play objectively and undermine the enemy alliance in any way we can.
If you consider that a zerg because of some some assumed bias on your part, then that is a fault of yours. There are plenty of zergs in ESO that are entirely counterproductive to AvA, never play objectively, and just throw themselves at masses of enemies to either grind kills for AP or because they don't know any better.
Our definition's of zerg are based on the scales we play. I play at a small group of skilled players, you play at a pug raid scale. I am not sure why you view zergs as always being poorly led, as my personal view is that a zerg can have a good leader doing smart, tactical and strategic actions, but when you PUG your members and your group size is 20 plus, you are not winning fights through skilled individual play it is either because your leader put the zerg in a good position so you had the advantage or you out numbered them, or maybe you just got lucky.
Later in this thread you talk about taking 20 people and going to cut off transitus and undefended keeps. If you split your 20 man force into 4-5 groups with each coordinating to take down a different keep, each person manning two pieces of siege at the same time, then I would say yea that's not zerging, but my guess is you took all 20 to the same keep, and then to the next keep, which to me is zerging. I am not saying that as a slight, you work with what you have in your group, and the reality is in a pug raid you will not have enough skilled folks that you can effectively split off like that, I doubt you even would have enough folks carrying siege.
At any rate talking about the definition of zerg is about the same as talking about religion, a discussion without end and just derails the rest of the discussion. You are welcome to your view, I have mine, time to move on with what the OP was about.
xsorusb14_ESO wrote: »Groups that take over an objective, just to sit in a tower and poor oil on the few people that trickle in crack me up
It is far easier to take the objective, wait a little off to side stealthed, and then when all those idiots come in and take it back while standing on that flag, to just run in and bomb them..
You'll kill far more then you'll ever kill camping that tower.
With that said... Clydus no one is ever going to take you seriously, Because you're a zerger.. not only are you a zerger, You do it on Bloodthorn....a server that you outnumber the two other sides you're fighting pretty much all day long.
If you had any sort of balls, you'd be playing on a server where you don't outnumber your opponent all the time..But instead you chose to play on that craptastic server, then come on the forums demanding the game change based on your crappy playstyle.
Imperator_Clydus wrote: »xsorusb14_ESO wrote: »Groups that take over an objective, just to sit in a tower and poor oil on the few people that trickle in crack me up
It is far easier to take the objective, wait a little off to side stealthed, and then when all those idiots come in and take it back while standing on that flag, to just run in and bomb them..
You'll kill far more then you'll ever kill camping that tower.
With that said... Clydus no one is ever going to take you seriously, Because you're a zerger.. not only are you a zerger, You do it on Bloodthorn....a server that you outnumber the two other sides you're fighting pretty much all day long.
If you had any sort of balls, you'd be playing on a server where you don't outnumber your opponent all the time..But instead you chose to play on that craptastic server, then come on the forums demanding the game change based on your crappy playstyle.
I wasn't aware you were a spokesman for the community. Well excuse me...
Sarcasm aside, you are off topic, and your comments are in no way relevant to the discussion at hand. I have been on Bloodthorn since the first day of early access, when the campaign was dominated by EP 24/7, all the way to now.
Unlike many who like to campaign hop either to run away from PvP or to try and find whichever campaign offers the best AP farming, I actually want to build a community and stable PvP on one campaign. That may be difficult for you to understand, but that's actually the entire point of AvA. Faction camaraderie. Faciton unity. Faction loyalty. Guesters and campaign hoppers have none of these things, and merely detract the experience for the rest of us.
Either way, your opinion has been heard and there is really nothing else you can add to this discussion. Feel free to move on with your life. This is a discussion for those of us who actually want to improve AvA and make sure this game doesn't die or go F2P in less than a year.
Imperator_Clydus wrote: »Indeed. The point of this thread is to talk about why AP gains is illogical in this game. Small groups and solo players get the most for death matching. Playing objectively barely gives you any, even with the repeatables. Defense is your best option, and that's largely based around on many players are actually present. The only decent way of gaining AP in a large group is to attack zergs and ignore objectives.
Above all else, the crux of this problem is people are exploiting the fact kills determine most AP gains. Players abuse the elder scrolls. They disregard tactics for mindless killing with little benefit. The point of AvA is largely ignored and lost with the current setup. To rectify this, making AP gains more objective-oriented and not penalizing larger groups would go a long way.
galiumb16_ESO wrote: »Imperator_Clydus wrote: »Indeed. The point of this thread is to talk about why AP gains is illogical in this game. Small groups and solo players get the most for death matching. Playing objectively barely gives you any, even with the repeatables. Defense is your best option, and that's largely based around on many players are actually present. The only decent way of gaining AP in a large group is to attack zergs and ignore objectives.
Above all else, the crux of this problem is people are exploiting the fact kills determine most AP gains. Players abuse the elder scrolls. They disregard tactics for mindless killing with little benefit. The point of AvA is largely ignored and lost with the current setup. To rectify this, making AP gains more objective-oriented and not penalizing larger groups would go a long way.
This is how I see your issue. You, playing strategically, decide to take your merry bad of soldiers and hit the back keeps to cut off transitus. As you are playing in the back line and there are no players there, you do not get very many points for your efforts, but your actions have a huge benefit to your alliance. So you feel robbed.
While I appreciate that, my view is that you shouldn't be taking 20+ people down there to take an empty keep. That is the job for a small group who will get a lot more AP than your big group doing the same task, not to mention likely get it done faster.
Either you should be coordinating with a small group, or carve out a group of your own raid that is full of experienced players you can trust, you send them to do those tasks while you focus the rest of your raid group where larger groups are needed, and thus get more AP for your efforts. Same impact, more AP.
In my opinion the current system does a lot to encourage a wise use of resources and strategic play and discourage large groups running around doing what a small group should be doing.
Is this conversation actually about the AP gains, or the emperor system? I think it is the latter and we would likely find more common ground discussing it's issues and how it's use of AP earnings is flawed than changes to the system to discourage small group play.
Could actually take this thread seriously if you understood how the game mechanics actually work, but unfortunately it seems your whole post is based on not even understanding the way ap gains work.
For some ludicrous reason you think that being in a large group is giving you less value from killing a player when in fact that player is worth the exact same amount, the difference is you have more people to split that ap worth.
Now let me educate you a little bit, i probably shouldn't bothered since i doubt you will listen, but i'm going to try anyways because i'm starting to get sick and tired of people complaining about game mechanics and changes they want when they don't even understand the mechanics in the first place.
So a player is worth ~900-1k Ap Max, Every time that player dies they become worth less and less and less AP, Now overtime without dying there value increases back to the Max, as well when they kill players there Value will grow back to max fast, this is why those solo gankers or small groups are generally worth good points since they have a good K:D Ratio, compared to zergers just dying over and over again.
The next thing to note is that when your in a group the AP gains get split among the group, all you have to do is be in range and in the group, it doesn't matter how much you did in that grp, groups all get the exact same ap as all other members it gets split, obviously people outside the group can share in this ap if they helped kill the target with your grp, which in big zergs can mean *** all ap since it becomes a double split.
Note that from what I've seen as well the split is actually quite favorable to larger groups, as it doesn't seem to be a complete even split meaning if a player was worth 900 ap and you have 10 people you all might get like 180 or 220 instead of 90, i won't claim to know the exact maths atm.
On top of that healing pvp damage also gives AP, so all those 8-16 gains you see constantly are probably more from healing ap gains, i'd almost beat on it.
Now about objectives, taking and defending objectives also gives massive bonuses, if you kill to get them that is, basically anyone you kill in a O or D gets added to the bonus pool that is split even once the object is completed D or O, so if you killed 100k ap worth of players and you got 10 guys you all get 10k ap when you cap, if you did the same with 20 players you get 5k ap, of course in a bigger group you have the potential to get a lot more if you kill a lot more.
Anyways these are some of the things you just simply don't understand maybe if you did you wouldn't complain so much.
Realistically what it seems like is your team is taking empty keeps or fighting along side other big groups and just splitting ap way more then you thing, basically being a big zerg.... i mean you on bloodthorn its 3bar dc so you outnumber everything most of the time, if your group was more effective killing players a 1:1 Ratio or better instead of just outnumbering everything to win ap gains wouldn't seem so bad, you just need to be effective for your group size.
If a Organised group of 12 can take out a zerg of 50 for great points then a grop of 24 can kill a zerg of 100 for better points or take a keep from 200 defending for amazing points.
Anyways maybe you should spend more time actually understanding the maths behind the system before you start posting all this crap about changing it.
Imperator_Clydus wrote: »I'm quite aware that AP is split based on how many people contribute to the kill. As I've stated before, this means large groups would have to kill hundred players in constant battle just to equal the one kill that solo player received in AvA. The flaw in this system is the large group has to constantly be in battle and mindlessly killing. Playing objectives is discouraged.
Yes, we've already addressed there is diminishing returns. You still disregard that a solo player or a small group will receive a significant amount of AP over a large group. What you seem to fail to realize is I understand entirely how the system works. As I've stated before, it's based on farming kills.
The point of this thread is objectives are discouraged. AP is built exclusively around killing players. Sometimes, in order to undermine the enemy faction, you have to cut their transitus, or take keeps, etc.
There is no guarantee that enemies will actually protect their territory, as they love to zerg and mindlessly kill. Hence, there lies the problem that you can contribute more to the war effort than anyone else, completely crippling the enemy offensive, saving your allies from defeat, and not receive anything for it.
Actually, EP generally has a comparable population size to DC most of the time. The issue, which is entirely off topic, is the ability to guest on other campaigns and faction hopping is destroying population balance. You, yourself, are familiar with this, of course, as you are from Hopesfire and you are currently on Bloodthorn with your other former emperor buddies.
You still fail to realize what is right in front of you. AP works exclusively on killing. But you already know this, stealing elder scrolls and farming kills in Chorrol, or any building you find without actually returning your elder scroll to the temple. None of your buddies play objectively. All you do is farm kills. Do not come in here trying to explain how the system works when you, yourself, exploit it.
All I'm stating is AvA would be a lot more dynamic, emergent, and interesting if it was objective-based. As it currently stands, the best way to "contribute" is to follow zergs and farm as many kills as you can. Or, as you like to do, take an elder scroll without actually capturing it and farming PUGs and bad players. This contradicts how AvA should work where outwitting the enemy and taking key points should be rewarded, not mindless kills.
Imperator_Clydus wrote: »I'm quite aware that AP is split based on how many people contribute to the kill. As I've stated before, this means large groups would have to kill hundred players in constant battle just to equal the one kill that solo player received in AvA. The flaw in this system is the large group has to constantly be in battle and mindlessly killing. Playing objectives is discouraged.
Yes, we've already addressed there is diminishing returns. You still disregard that a solo player or a small group will receive a significant amount of AP over a large group. What you seem to fail to realize is I understand entirely how the system works. As I've stated before, it's based on farming kills.
The point of this thread is objectives are discouraged. AP is built exclusively around killing players. Sometimes, in order to undermine the enemy faction, you have to cut their transitus, or take keeps, etc.
There is no guarantee that enemies will actually protect their territory, as they love to zerg and mindlessly kill. Hence, there lies the problem that you can contribute more to the war effort than anyone else, completely crippling the enemy offensive, saving your allies from defeat, and not receive anything for it.
Actually, EP generally has a comparable population size to DC most of the time. The issue, which is entirely off topic, is the ability to guest on other campaigns and faction hopping is destroying population balance. You, yourself, are familiar with this, of course, as you are from Hopesfire and you are currently on Bloodthorn with your other former emperor buddies.
You still fail to realize what is right in front of you. AP works exclusively on killing. But you already know this, stealing elder scrolls and farming kills in Chorrol, or any building you find without actually returning your elder scroll to the temple. None of your buddies play objectively. All you do is farm kills. Do not come in here trying to explain how the system works when you, yourself, exploit it.
All I'm stating is AvA would be a lot more dynamic, emergent, and interesting if it was objective-based. As it currently stands, the best way to "contribute" is to follow zergs and farm as many kills as you can. Or, as you like to do, take an elder scroll without actually capturing it and farming PUGs and bad players. This contradicts how AvA should work where outwitting the enemy and taking key points should be rewarded, not mindless kills.
No your not aware of anything, you have no clue, i'm sure you just learned more from my post then you have in the last how ever long you been playing, you do understand that big groups get a bigger split of ap.. compared to a smaller group, I've tested the maths, you obviously haven't.
And yeah also your damn right ap works of killing what you don't understand is around objectives YOU GET A EXTRA BONUS DID YOU NOT READ THAT???????
And if you think taking a scroll or a node, distracting your players has no tactical gain then you must not watch the map, because drawing players to a distraction isn't just decent ap it forces players to move out of place, and lets you get more map control.
What you want is to encourage keep swapping and PVE farming lol, you want bigger groups to get more ap for doing less, basically seems like your some noob zerg runner, lets be honest mate, this thread is a troll, you don't have much clue as to what is going on.
I could go way more into the mathematics but you are just going to read what you like and bypass the data as you did with my post, you obviously just don't get it.
Basically you want a pvp system based around pve, yeah your terrible, you can call us exploiters and as much crap as you want, in the end you ignore everything about my post, and just take what you want, everyone in this post is laughing at you.
Hell we are laughing at you every time we play on your server to scared to face us, bit of a joke you are, i pity you sir, in the end pvp in this game is not for you, go enjoy the trials when they come out because the fact you want a pvp system that isn't based around pvp and is based around pve is just sad.
In short. Guerilla tactics is fun, discouraging for the enemy, and effective. Even solo fights around quest spots is indirectly slowing down the enemies progress. It all should be rewarded with AP and VP.
Alright so lets sum things up, from your original post we have proven that large groups receive more Alliance Points Value per kill then then Smaller groups, thus the only thing that your trying to prove now is that you need to be rewarded better for taking objectives.
However the problem lies in you keep ignoring the fact that you get massive bonuses for both attacking and defending, yes that's right MASSIVE, most days i get several 10k+ bonuses for attacking or defending.
Basically any smart group that's looking for big Ap gains plays around objectives, the only issue you have is your not getting bonuses for taking undefended objectives, but yet you are, you get home keep bonuses, Enemy Keep Bonuses, Scroll Bonuses, these can change outcomes of battle, you just won't get a massive straight out AP bonus, but then its PLAYER VS PLAYER.. why should you get a bonus for points for taking stuff against NPCS, i mean you can solo take a keep with no defenders..
I think that you personally need to spend more time working out the game mechanics and how everything works, i mean i was laughing my ass of when you tried to cap a blue scroll at brindle the other day, if you don't even understand something as simple as which keeps are your home keeps, its obvious your not going to understand the detailing on alliance point gains.
Basically any addition to bonuses for taking undefended keeps will result in zergs avoiding fighting and going around in a circle taking keeps well the other alliances back cap them.
In the end you may think my posts are ignorant but unfortunately for you that is a hypocritical statement as you are just ignorant of how the system actually works and i don't need to but much of a effort in to discredit you are its something you do by your self, you basically have no support from anyone in this thread, and half the things you actually want are already in play you just didn't know that they were, so yeah spend some time learning the game please.
Agrippa_Invisus wrote: »I find it really hard to find any call for balance credible from someone who plays Bloodthorn DC. If you wanted a better, more rewarding fight -- you would be on another server as a DC. One that needs you, like AB for instance, and not on a server that routinely locks population every night and only sees opposition the weekends when guild events happen.
Clydus, I do consider you a cut above the DC on BT (who are band wagoneers of the lowest order most days), but seriously, try your hand at a better campaign before your complaints.
As it is, everything Alacrity does to your alliance you have coming, in spades.
Imperator_Clydus wrote: »
What the current AP system currently does is promotes and encourages
smaller groups and solo players vastly over large groups.
I enjoy leading large group parties on my campaign. Yesterday alone, my group claimed most of the keeps in Cyrodiil throughout the day. Unfortunately, one does not receive a lot of AP for claiming keeps.
Unless the keep, itself, is actually defended, playing tactically and having foresight actually works against one with how AvA currently works. Besides myself, every single emperor for the DC has either been a solo player or played in small groups, farming kills to generate a colossal amount of AP.
This mentality, in my personal opinion, is bad for AvA. The experience should be focused on defending keeps, securing elder scrolls, and claiming territory. Pure death matching should be a secondary component that doesn't lead to better rewards and benefits.
Especially with how large and massive AvA is, with hundreds of players participating in sieges, it should be these players who accumulate the most AP. As it currently stands, the large groups AvA was built for do not even compare to small groups and solo players. For an MMORPG, that is an incredibly confusing and frustrating predicament.
http://www.youtube.com/watch?v=7wVagQ_LVd4#t=151Am I the only individual who believes the AP system needs to be reassessed and that large groups should be encouraged rather than discouraged?
Imperator_Clydus wrote: »Agrippa_Invisus wrote: »I find it really hard to find any call for balance credible from someone who plays Bloodthorn DC. If you wanted a better, more rewarding fight -- you would be on another server as a DC. One that needs you, like AB for instance, and not on a server that routinely locks population every night and only sees opposition the weekends when guild events happen.
Clydus, I do consider you a cut above the DC on BT (who are band wagoneers of the lowest order most days), but seriously, try your hand at a better campaign before your complaints.
As it is, everything Alacrity does to your alliance you have coming, in spades.
Here's the deal. I have been on Bloodthorn since the very first day. I don't know if you were there or not, but it only took a day until a EP super guild/alliance came to the campaign and took over. For the first week of early access and starting into the game, the entire campaign was all red.
It wasn't fun. I didn't enjoy it and in fact, many DC players left. However, I chose to make Bloodthorn my home campaign. Through the good times and bad, I wanted to build a community and make the campaign work. Before I knew it, more DC guilds decided to transfer to Bloodthorn.
Within a few days, the playing field had been leveled, and EP wasn't dominating unchecked anymore. This EP super guild, not having fun anymore, decided to leave Bloodthorn and dominate another dead campaign without competition. This left a void in the EP and the DC started to dominate too often.
AD, never got their act together and even with the transfer of Entropy Rising and the Tamriel Foundry community, didn't seem to have a noticeable impact on AvA. Here we are a few weeks later, EP is largely an unorganized mass of zergs, AD is largely nonexistent, and many more players have transferred here to join the DC because it's an easy win.
The current state of the campaign is less than ideal. I do not support nor like the players who constantly change campaigns or guest in order to avoid competition for easy wins or to seek it. This has led to the unstable and unwieldy AvA that most of the campaigns currently have.
This cannot be resolved by the player base. This is purely an issue ZOS needs to fix. Had they decided to keep transfers at 100,000 AP rather than reducing it to 15,000 AP and limiting the ability to guest, we probably wouldn't even be having these issues.
My point, is I'm not interested in being a part of the problem. I chose Bloodthorn and that is where I intend to stay. I came here to build a community and to unify and organize the DC. I have little interest in campaign hopping wherever the battle is, as the same problems will only propagate themselves there.
I do not know you, but the population imbalances and state of AvA can only be fixed by ZOS. I have various other threads addressing these issues and why ZOS needs to get their act together unless they want PvP to be this lopsided on most of the campaigns.
Irregardless, besides the population issues, AvA has issues. I am merely addressing them because those who choose to abuse and exploit the system are ruining the fun for everybody. I am sure I am not the only one here who actually cares about AvA and wants it to work as intended.
I came here because ZOS promised DAoC RvR where faction camaraderie and working as a team mattered in the PvP experience. As it currently stands, AvA is nothing more than a farm fest where many ignore the objectives of AvA in order to try to find better ways of gaming the system and undermining the PvP for everyone.
This also exacerbates the population issues, with the entire system encouraging abuses and player behavior being manipulated by these faults. Please do not misunderstand my intent, as I'm not happy with the AvA experience anymore than you are. With that being understood, lets work to resolve the problems, rather than using exploiters and farmers like Alacrity as a means of karma and revenge.