Faction Imbalance with open world pvp

I’m playing on a server which seems to have a faction imbalance.
Normally this wouldn’t be a problem, but when trying to get my pvp track quickly at Eastburn I run into some open world pvp issues.
The area seems to be too many yellow and purple people.
Yellow is mostly camping out all the collection points with the green team not able to access the pvp quests.
Green team does not have enough players to combat the yellow players, and purple players.
I tried to switch to the yellow team, but the game does not allow me to change.
I think this is causing an effect for the yellow/purple players to finish their pvp track while the green is not able to.

I think removing a faction would be a great idea to combat this population issue. Constantly being out numbered does not make me want to play the game.

2 Likes

Open world issue is same for a while now. Numbers do win in open world.
We should have system in place that would allow smaller but more skilled/organized groups to win. Was suggesting some time ago that repair cost on each next death should go up by like 10-25% and this debuff is removed after 1h or so with out player dying. And would affect only pvp on player.

Its depressing when I’m the only green and I see 40 yellow and 40 purple having fun. a debuff without dying? I die all the time due to this imbalance. I think there needs to be large bonuses for factions with imbalances.

I can’t even get enough people together for a 5man group

The factions are the biggest problem with open world PvP. The 60 day faction swap also doesn’t help. It seems so far AGS has been relying on players to create their own PvP. Now when they incentivize a open world PvP hotspot like Great Cleave the true Open World experience comes out.

the game will be whispering soon. on my server all the territories are yellow and the cities empty … i took the game on day one and i didn’t even want to get to 60 for all the bugs. buggy quests, buggy crafting, skill lag desync there is no aspect of the game without bugs … sadness.

fck no wtaf, just go to another place to do missions

I mean idea for hotspot like GC now is nicie, but it should be build into game. Like every 1-2h game should randomly chose place where you get multiplier x1.5-2 for pvp exp. It would create hot spots like now we see in GC.

And issue with open world pvp remains: numbers to matter. Skill/teamplay does not. Where in fact all 3 should matter.

That why we need a solution where 5 dudes that kills 10 enemies over and over with out own deaths can push out enemies from location. RIght now there is no limit on come backs after you die in pvp. Previously we had azoth travel cost. So new mechanic is needed.

1 Like

as I understand, great cleave is a forever neutral territory so I’m curious why has pvp in GC has spiked. I would have proposed that players gain a bonus multiplier to their luck and exp gain for joining factions that are less populated. but what your saying is make a randomized location where players gain more exp for simply being in proxy there of…? we have players frequently doing pvp while they are doing chest runs and its proving to be a bit of a hastle but players are failing to see a pvp match opportunity. where teams can start on either enterances in myrkgard and work their way inward and will eventually meet and have to prove their supremacy while having to fight hordes of npc’s as well. this could be an entertaining pvp mode that satisfies a lot of players. competing over which team kills the most npc’s and players for a duration sounds kinda fun to me.

in GC you can do faction missions in like 5min.
Fastest way to make pvp exp, tokens, azoth salt.

ah

This topic was automatically closed 21 days after the last reply. New replies are no longer allowed.