player vs player
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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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.
i think placing limits on pvp is what got us to the point of this little to no pvp in these servers.
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
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.
Removal of POI would make an interesting server, I think.
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?
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.
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.