View Full Version : Plz remove the 75% threshold on Alerts and Caps
isilyan
2013-09-05, 05:52 PM
Dear SOE
Plz remove the 75% threshold on Alerts and Caps, it simply favors the Pop dominant Empires on diffrent srevers to much:(
Plz bring it back to the old 100%, so the underpop Empires would have a better chance of holding off the pop dominant Empire back if they choose too...........
bpostal
2013-09-05, 06:29 PM
Wouldn't this work the other way around? The overpopped faction gets double teamed but all rolls into a biolab or some such and stays there until everyone logs out for the night. At least that's what I've always seen.
Also, this isn't SOE's email address (although they do check in from time to time) so you may be better off writing them an email or twitter if you want an actual response.
isilyan
2013-09-05, 06:55 PM
Well i for one choose to fight in the alerts on Miller, only to see TR take it all due to the Pop-dynamics/Alerts-dynamics.
But i doubt SOE will get their head out of their ass to fix the 4th Empire scum that is breaking most alerts on Servers:evil:
The 75% threshold smiply means that the Pop dominant Empire takes it all, with nothing to the loosers:mad:
And when was the last time you have seen VS/NC work together to roll TR on miller m8 ? :groovy:
Ok prehaps 100% is to high for a Cap, but i just feel tha PS2 need something while we are waiting for a Intercontinental system, its just that i feel that server dynamics combined with alerts is makeing it harder and harder to find a good fight:(
When you are the underdog Empire on a server......
And btw sry for the rant, a few beers and a hard working day, and a crap experince in PS2 tonight, made me take an arrow to the knee....
camycamera
2013-09-05, 07:03 PM
i'm sure that this will change once continent locking and capping comes into play.
Fenrys
2013-09-05, 07:50 PM
The server explodes every time a faction gets down to their last territory and the entire population of 2 empires floods into the same hex.
The 75%=captured mechanic was introduced to prevent the above scenario.
isilyan
2013-09-05, 08:06 PM
The server explodes every time a faction gets down to their last territory and the entire population of 2 empires floods into the same hex.
The 75%=captured mechanic was introduced to prevent the above scenario.
Ok i get this on caps(80-90% imho would be ok), but on Alerts:rolleyes:
SgtMAD
2013-09-05, 08:11 PM
The server explodes every time a faction gets down to their last territory and the entire population of 2 empires floods into the same hex.
The 75%=captured mechanic was introduced to prevent the above scenario.
no, what it did was stop the the last ditch defensive battles you would see at warp gates,
it was was another step in dumbing down the game for the whiners that didn't like getting their asses farmed by enemies pouring out of their warp gates.
there used to be great fights at warpgates but you almost never see any fighting at all there anymore,at least on Connery, anyway.
GeoGnome
2013-09-05, 08:21 PM
i'm sure that this will change once continent locking and capping comes into play.
Well no. I would say it works better once continental locking comes into play.
Simply put, to take command of a continent, 75% ownership granting you the advantages of that continent makes perfect sense. You need to take 100% of the continent though, in order to oust the other factions.
That has always been the sensible way I saw this happening.
The thing here is, that the 75% to lock a continent does NOT make sense Now, where everything is pretty much one big team death match. So, why is it in now, and not being held until continent locking happens? There is simply no reason.
bpostal
2013-09-05, 08:32 PM
Well i for one choose to fight in the alerts on Miller, only to see TR take it all due to the Pop-dynamics/Alerts-dynamics.
But i doubt SOE will get their head out of their ass to fix the 4th Empire scum that is breaking most alerts on Servers:evil:
The 75% threshold simply means that the Pop dominant Empire takes it all, with nothing to the losers:mad:
And when was the last time you have seen VS/NC work together to roll TR on miller m8 ? :groovy:
Ok prehaps 100% is to high for a Cap, but i just feel tha PS2 need something while we are waiting for a Intercontinental system, its just that i feel that server dynamics combined with alerts is making it harder and harder to find a good fight:(
When you are the underdog Empire on a server......
And btw sry for the rant, a few beers and a hard working day, and a crap experience in PS2 tonight, made me take an arrow to the knee....
The last Amp Station alert I led a platoon in, about a week or so ago now, the NC and VS tag teamed the TR with the NC achieving a dominating victory. I dunno if it was intentional though.
Nowadays I don't even bother with the alert if, for example, it's an Amerish tech plant and the cont shows 50% TR. You'll find better fights on Indar and Esamir.
isilyan
2013-09-05, 08:45 PM
The last Amp Station alert I led a platoon in, about a week or so ago now, the NC and VS tag teamed the TR with the NC achieving a dominating victory. I dunno if it was intentional though.
Nowadays I don't even bother with the alert if, for example, it's an Amerish tech plant and the cont shows 50% TR. You'll find better fights on Indar and Esamir.
Its just that i feel that the 75% threshold is really broken in alerts, while you see a few VS/NC victories;)
You far to often see a TR steamroll, and i agree 100% with you:rolleyes: I also go to Indar or Esamir for a good fight outside alert-time:groovy:
Its just that the 75% is makeing the streamroll much easier for the Pop dominant Empire on a server:rolleyes:
camycamera
2013-09-05, 08:48 PM
Well no. I would say it works better once continental locking comes into play.
Simply put, to take command of a continent, 75% ownership granting you the advantages of that continent makes perfect sense. You need to take 100% of the continent though, in order to oust the other factions.
That has always been the sensible way I saw this happening.
The thing here is, that the 75% to lock a continent does NOT make sense Now, where everything is pretty much one big team death match. So, why is it in now, and not being held until continent locking happens? There is simply no reason.
oh, that is actually quite a good point, that does make sense.
bpostal
2013-09-05, 08:52 PM
Its just that i feel that the 75% threshold is really broken in alerts, while you see a few VS/NC victories;)
You far to often see a TR steamroll, and i agree 100% with you:rolleyes: I also go to Indar or Esamir for a good fight outside alert-time:groovy:
Its just that the 75% is makeing the streamroll much easier for the Pop dominant Empire on a server:rolleyes:
The entire alert system is more or less broken. It's showing it's weakness as a bandaid that was put in to create and consolidate fights prior to cont locking being put in. The cont capture and global facility alerts exacerbate the problem.
The pop imbalance is always going to exist, if not world pop then cont or region pop. The trick is to find some way to negate that, which is the opposite of what the current alert system does. Reverting the cont capture from 75% to 100% isn't going to help either, it just means that the alert is going to last all two hours and piss everyone off.
isilyan
2013-09-05, 09:06 PM
The entire alert system is more or less broken. It's showing it's weakness as a bandaid that was put in to create and consolidate fights prior to cont locking being put in. The cont capture and global facility alerts exacerbate the problem.
The pop imbalance is always going to exist, if not world pop then cont or region pop. The trick is to find some way to negate that, which is the opposite of what the current alert system does. Reverting the cont capture from 75% to 100% isn't going to help either, it just means that the alert is going to last all two hours and piss everyone off.
I rather be pissed off, than indifferent;) But i agree the alert system is broken, and its being made worse by Account+Pop:rolleyes:
I just that we could have some stopgab of sorts until we get a true Intercontinental system.....
bpostal
2013-09-05, 09:09 PM
I rather be pissed off, than indifferent;) But i agree the alert system is broken, and its being made worse by Account+Pop:rolleyes:
I just that we could have some stopgab of sorts until we get a true Intercontinental system.....
Remove capture the continent and global alerts. Once a cont is pop locked there's only so much that can be done. Of course, that still doesn't help if the other two factions don't show up in force.
isilyan
2013-09-05, 09:39 PM
Remove capture the continent and global alerts. Once a cont is pop locked there's only so much that can be done. Of course, that still doesn't help if the other two factions don't show up in force.
Agreed, but its all about implementing mechanics that makes the fight worthwhile for the underdogs to a point, the pop xp is far from enough;)
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