Hey yes you nerf Forts AND ? i just do pvp missions then XD rank 13


you cannot stop me anymore XD you just slowing me down :smiley:

please please reward more open world pvp. People wont be able to exploit it, I promise!

EY i just do pvp missions same thing dude :smiley: so exploit ?XD

but i get you man i feel ya

figure of speech. I have no problem with people running mass missions. Just sayin

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Damn, you not only self snitched but you made a group photo of all the other exploiters too :+1:

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there is around 300ppl doing it atm and it wuld not matter since you can just do pvp missions its same speed

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Good for you, I cant wait to see the whine post a week later that nothing to do.

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they have no idea how to promote open world pvp, it’s a mess. The best way to promote open world pvp is to give more things to fight over. Forts are so terribly uninteresting. Forts should be able to be claimed by companies and lock more often. Give companies a minor reward for locking them. People want stature, not potions from this goofy pvp XP track. AGS is really struggling to understand what player repeatable content looks like.

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Yea, lock the forts for 1-6 hours after they are being contested. It would stop a lot of exploits.

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Omg the great game …. Just do fort for progress… newbie promotion …. I am gold in arena but never been there …… shame

un like most things this is infinite so even after max rank there are still reasons to play and pvp

Please uncap arena’s and make the progress better than what is rewarded for running faction missions.

Please don’t incentivize players into having to run these idiotic jogging simulator mission ad nauseum. Worst content in the game. Its a sad excuse for content. Players are going to quit if we have to do the jogging simulator bit again after we got free azoth travel everywhere.

I dont think the game needs mounts but if the devs are going to force active players into these idiotic faction missions than give us mounts so we can speed this nonsense up. Having to jog to the far reaches of the map is boring as hell and I like the games map more than most. Literally the only real need for mounts are these faction missions. Nearly everything else is very manageable without them including WT’s with all of the new shrine locations added.

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That because they are going to easy way instead of put real features for open world PvP. Archeage for example has trade routes, asault in sea boats, open world boses like kraken. The division has dark zones with partial loot . Features that u need to work on it. Not a shity reward track that didnt introduce real content to the game and is grindy as fuck. And they try to put cap because they know that is the only way to prevent grind so fast.
People come here to blame about bad moves and decisions of AGS. Tell why people dont play new world, and they continue for the grindy features instead of put real outworld content like i mentioned . Also making an arena or battleground cap make some people like me mad as hell cause right now the only ā€œnew contentā€ i want to play is arenas i was playing outpost rush and that shitty pvp misions that are bored as hell since launch and they now are triying to make me play another time same content because is AGS procedurance force people repeat same content over and over again instead of put funny new features and let people play their own. New people that try to come or returned players is normal they run away scared, with that non sense bored grindy content. U make PvE grindy as fuck with expertise non sense content and now they did the same with PvP forcing people to do that shity pvp misions introducing cap on arenas. Remove cap of arenas and outpost rush because is a non sense. To make people pvp outworld u must add real content and funny, not a forced grindy content that is 0 funny and u only make them play it forcing it. BAD , Bad and BAD

I hope they learn from this and start working towards having some daily PvP hotspots in a couple different areas on the map, say one at 7, 8, 9, etc. Or however yall wanna do it.

Whoevers holding when the timer hits 0 gets the reward.

My BiS expansion at this point would be new areas that are 90% PvP focused with some decent PvE encounters so everybody can get out and experience it.

King of the hill mechanics with the best rewards (whether its resources or ā€œbossesā€ to farm or whatever the new Asmo is) being towards the center of the zone, which would also be the most defensible position but not so overwhelming that it cant be overtaken.

Smaller spawns of the better rewards would be surrounding the middle and the resources get less and less the further to the edge you get.

Imagine logging on and knowing theres a few hundred people all out farming X in the new zone and if you want the best rewards youve got to go kill your way through the gauntlet to get there.

Sounds extremely replayable to me, and fun :stuck_out_tongue_winking_eye:

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Forts were supposed to be those ā€œhotspotsā€ like 9 months ago. I guess since the team can only operate when a fire is suddenly underneath their ass from player feedback, maybe now we can actually see some good changes(?).

Still do not have too much confidence considering how the Brightwood Fort buff makes ā€œCamping no longer costs resourcesā€ and Restless Shore Fort buff reward is that ā€œAll fast travel is now freeā€. Goofy rewards that no one in their right mind would actually want.

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So someone’s pvp xp level is simply a measure of how well they work the system rather than their pvp ability. Good to know.

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They should have had 2 PvP tracks. Participation track and then a Fame track. The Participation track just stick in all the instanced game modes and give set values for wins/losses and your done.

The Fame track should occur in the open would and should only reward for kills. No objective BS. A Fame track has to have the ability for a player to both go UP and DOWN in fame.

Essentially you have to create a ranking/point system for pvp and have rewards scale off that system.

At a high level, a point system system would work something like this.

Each kill accumulates a certain number of points. Each death loses a certain number of points.
The number of points accumulated for a kill or lost for a death depend on certain things:
A. Relative levels between killer and victim. (Gain more for killing above level. Lose more for dying to lower level.)
B. Relative number of points between killer and victim. (Gain more for killing someone with more points than you. Lose more for dying to someone with less than you.)
C. Number of enemies present. (Gain more for solo kills. Gain less for group kills. Lose more dying to solo player. Lose less dying to group.)
D. Length of time between last deaths. (Gain more points if person hasn’t died in a long time. Gain less or none if they died recently. Lose less if you haven’t died in a long time. Lose more if you have died recently). NOTE: This item can be one of the main items used to prevent farming.

The ranking system could work like this (for example):

  1. Civilian: 0-10 points
  2. Private: 11-20 points
  3. Corporal: 21-40 points
  4. Sergeant: 41-80
  5. Lieutenant: 81 - 160
  6. Captain: 161 - 320
  7. Major: 321 - 640
  8. Colonel: 641 - 1280
  9. General: 1281 - 2560
  10. Warlord: 2561+

With a setup like that you can then scale rewards based off a combination of the following:

  1. the number of points you are getting for a particular kill.
  2. your current status/rank at the time of kill (where higher ranks have access to better rewards)

Two low ranked friends try and farm each other, they may get say for example one gold each for the first kill of each other, but then nothing after until maybe a day later because they will never progress past civilian rank by only killing each other. The likelihood of someone high ranked letting a friend farm them when they can lose that ranking/title is pretty minimal….

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