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Should attacks against other player bases have a cool down period? Destroyed bases have one but should there be a limit on how many bases you can destroy or how many command point you can use in a given period? Would that enhance PvP?

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  • Should attacks against other player bases have a cool down period? Destroyed bases have one but should there be a limit on how many bases you can destroy or how many command point you can use in a given period? Would that enhance PvP?

    the only way to enhance pvp would bet lift the move restrictions and reduce move timers and penalties for being destroyed. when this game first came out there was no base lockdown timers so you could move your defense units and base structures immediately before and after a 2 minute attack timer initiated, you could move your base right away after an attack there was no 6 hour, 10 space move restriction timer for easier retaliation purposes. there was no 24 cooldown preventing you from keeping up with your enemies by blocking poi bonus and stopping you from retaliating. the reason for all of these patches was to prevent alliances from becoming bogged down in prolonged war, they were designed to give the stronger alliance a greater advantage to win more easily. increased poi bonuses also separate stronger alliances from weaker ones much faster. they initiated these patches when there were many more teams and alliances were closer to even strength for a longer period of time. many of these patches now are likely to hinder the growth of the player base due to the lack of interaction in pvp scenarios. many servers become stale and empty now due to the inability of weaker alliances to compete against these top teams that can more easily recruit better players. in order to not sound like a broken record i will not mention what things like mass collusion and the endless reward structure that promotes it has done to the health of this environment.
  • Sure, cut the destroyed base cool down by at least half. But some limit on offensive actions like having the attack range shortened in pvp and some other limiters should go along with that.
  • Sure, cut the destroyed base cool down by at least half. But some limit on offensive actions like having the attack range shortened in pvp and some other limiters should go along with that.

    i think placing limits on pvp is what got us to the point of this little to no pvp in these servers.
  • ofc you are correct - but you still really believe in changes? Don´t hope so. ;)

    No important + required changes have been introduced during the last year - despite the statement made by @EE_Elephterion more than 12 month ago!
  • ofc you are correct - but you still really believe in changes? Don´t hope so. ;)

    No important + required changes have been introduced during the last year - despite the statement made by @EE_Elephterion more than 12 month ago!

    im extremely patient, even if 12 months ago they said they were working on stuff i still think it could be possible to witness change in pvp mechanics or at least the addition of a new environment for pvp centric play, now they did attempt to make the vet server a little more pvp centric with reduced move and recovery times but really its the first couple weeks of a new server that has the best pvp potential with smaller base sizes comes more movement and less of a power discrepancy due to poi advantage makes full scale war more exciting and being destroyed less of a hinderance as opponents will not be able to vastly outgrow you while you are forced to wait 24 hours before you can retaliate or use an alliance poi bonus
  • one_cIown
    149 posts Member
    edited December 2022
    Although i do think PvP its the most fun part of the game, the biggest issue with PvP is PvP. There is simply no real reward for PvP. It costs too much. It costs CP, Repair time, no RP gain and penalises you with recovery times when moving or lack of bonuses when you die. PvP is an add on to the game. Its not necessary to fight to win or finish game.

    Digging to the middle has none of the costs or penalties of PvP. Being first to conquer middle is rewarded with a badge. So people being people will choose to dig and will put all their time effort and money into digging deeper and faster than all around them. The result is command a team and conquer the fort.

    Only way PvP can be made better is if game developers make a PvP element / requirement equal to the fort with an equal reward then and only then you would see some real prolonged fighting (maybe). It also needs rewards to be on a similar level to digging. RP farming and account eating in the past was exploited and abused so probably too much investment to prevent that happening again without considerable code writing. So i am guessing PvP will not change.

    But you also need some strong opposing teams to actually compete against each other. And not everybody likes to fight ;-) Presently i'm guessing there are not really enough individual teams to make it fun too many big teams with too many wings.

    A couple through away thoughts. Removal of POI from all new servers (means all are on even standing) and removal of 24hrs timer on death to speed up retaliation may be about only way i can see some immediate improvement. Although I can't think of ways to reduce the other PvP costs CP RT RP resources etc at least not without seeing the return of previous exploits.
  • gamerdruid
    5024 posts Moderator
    one_cIown wrote: »
    .....
    A couple through away thoughts. Removal of POI from all new servers (means all are on even standing) and removal of 24hrs timer on death to speed up retaliation may be about only way i can see some immediate improvement. Although I can't think of ways to reduce the other PvP costs CP RT RP resources etc at least not without seeing the return of previous exploits.

    Removal of POI would make an interesting server, I think.
    I am not an employee of EA/Envision. The views expressed are my own!
  • mass collusion will ruin any changes you try to make here, let me point out that each major alliance in fs19 started the server in their own sector, that doesnt happen by mistake and it isnt due to players relocating, it wasnt an accident. these players all know each other and predetermine much of what will happen in a discord server before the game even starts. theres just no way its possible for a fair game here unless you cut the player count to 100-200 players per server and preregister player names to join teams. and even if that happens you cant just be giving out rewards for second place or there would be less incentive for players to play against each other and every reason to continue to cooperate. thanks for the xmas present of a new server for the holidays but im pretty sure the players asking for a new server in forum didnt want another FA server or malus, we've been calling for no malus no FA for a long time to no avail. and you think a server without poi or an end game would be interesting do you? hmm i wonder where that idea came from.
  • gamerdruid
    5024 posts Moderator
    It's not just on FS19 - look at the PTE! Alliances don't need to do much, simply state we will be in XX sector and those that wish to join a particular alliance will land in that sector.

    The membership of the alliances are pre-determined, as are those of officers etc.
    I am not an employee of EA/Envision. The views expressed are my own!
  • gamerdruid wrote: »
    It's not just on FS19 - look at the PTE! Alliances don't need to do much, simply state we will be in XX sector and those that wish to join a particular alliance will land in that sector.

    The membership of the alliances are pre-determined, as are those of officers etc.

    oh ya simply state it to whom? and no confusion or conflict ever arises between them from it?
  • one_cIown wrote: »
    Although i do think PvP its the most fun part of the game, the biggest issue with PvP is PvP. There is simply no real reward for PvP. It costs too much. It costs CP, Repair time, no RP gain and penalises you with recovery times when moving or lack of bonuses when you die. PvP is an add on to the game. Its not necessary to fight to win or finish game.

    Digging to the middle has none of the costs or penalties of PvP. Being first to conquer middle is rewarded with a badge. So people being people will choose to dig and will put all their time effort and money into digging deeper and faster than all around them. The result is command a team and conquer the fort.

    Only way PvP can be made better is if game developers make a PvP element / requirement equal to the fort with an equal reward then and only then you would see some real prolonged fighting (maybe). It also needs rewards to be on a similar level to digging. RP farming and account eating in the past was exploited and abused so probably too much investment to prevent that happening again without considerable code writing. So i am guessing PvP will not change.

    But you also need some strong opposing teams to actually compete against each other. And not everybody likes to fight ;-)......

    I think the point of pvp is not the end game just an obsticle before it. Making the rewards higher for killing player bases will encourage farming on both sides thus killing strategy. So even with strong alliances the outcome is not necessarily set. But there is simply nobody organized enough to compete with them.
  • gamerdruid
    5024 posts Moderator
    oh ya simply state it to whom? and no confusion or conflict ever arises between them from it?
    To those in the alliance at the reset. The PTE is very different and can be considered one long world with multiple fortresses and starting points so knowing where your alliance is going to be is helpful. The same seems to be happening with other worlds where an alliance internally decides where they are going to start. I'm not familiar enough with production world alliances to know if the same groups always start in the same sector, but on the PTE that has been the case for a long time.
    I am not an employee of EA/Envision. The views expressed are my own!
  • gamerdruid wrote: »
    oh ya simply state it to whom? and no confusion or conflict ever arises between them from it?
    To those in the alliance at the reset. The PTE is very different and can be considered one long world with multiple fortresses and starting points so knowing where your alliance is going to be is helpful. The same seems to be happening with other worlds where an alliance internally decides where they are going to start. I'm not familiar enough with production world alliances to know if the same groups always start in the same sector, but on the PTE that has been the case for a long time.

    i dont think the pte server has anything to do with player vs player iteraction at all, the point i was trying to make is that collusion leads to a lack of pvp interaction in most servers. you stated that it was not just the new server but also the pve and that alliances simply needed to organize with themselves on where to be and i challenge that statement and suggest that most cics of the current alliances on fs19 know each other and coordinate on discord which leads to each ajor alliance starting in their own sector to avoid conflict. you cant even get 10 alliances full in a pte these days so even talking about the pte in a forum post on pvp is a mute point in itself. since this is a player vs player post i decided to add my opinion and that is mass collusion has impacted pvp here.
    gamerdruid wrote: »
    It's not just on FS19 - look at the PTE! Alliances don't need to do much, simply state we will be in XX sector and those that wish to join a particular alliance will land in that sector.

    The membership of the alliances are pre-determined, as are those of officers etc.

  • before this turns into another chad bashing thread and every forum post gets closed for discussion id like to just say i dont want the game to change for anyone if they like it the way it is, all i ever wanted was a place where i can play for a little while where the same 150 players dont have such a massive advantage because of mass collusion. im more than used to abuse in global chat and forum posts because i like pvp and i have a perspective not shared by anyone else. the best environment for me would be a server without forgotten attacks with or without morale and enough room to be able to move away from people to have a small space on the map i can play in away from everyone. id like the ability to defend myself without poi having too much of an early impact on player growth. it would be nice if there were a few servers going at once so that everyone who likes to play project style isnt on every single server ever. i dont want to play this game when its the same groups of people every single time that are in the top alliances, it is my opinion that they make this game boring because the refuse to compete against one another. and because servers are so few and far between, every time a new server starts those same players have already secured victory in the previous server and are ready to repeat. it doesnt matter to me who wins, what team or what the names are, the fact of the matter is, whether people like tokenting understand this or not, is that its always the same people and its always the same outcomes and its always the same boring server. its been years since ive been able to play now and im still here, i dont need anyone to like me i just wanted a place to play where i can survive alone and potentially impact the environment around me. i hope everyone has a merry christmas happy new year and this is the last time im going to post about it i think because im clearly misunderstood and have gotten nowhere here.
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