trapwhre02
Well-Known Member
Okay, I've been thinking a while about whether this is necessary or not. I still am unsure, so I'd like to see affected players input about this issue.
Currently, Halcyona ends up in draws more often than ever. Reason for that is that a few players from Player Nation are interfering with the event and stagger the attacking process.
Basically, they pick on whoever is attacking a base, decimize their numbers until the point in which the attack has failed and people retreat. By doing this, they drag out the event for as long as it takes Halcyona to move into peace, resulting in a draw. Their goal is to farm as much honor and as many hostile faction kills (or just keep up the PvP for as long as possible).
Needless to say, they have great success at doing this. Keep in mind, I am speaking from the perspective of a West Faction player.
To illustrate where the issue (in my opinion) is, I'll be adding a screenshot of the map.
The core issue is their respawn location, located inbetween both Factions bases. Killing players from PN is of little to no effect, as their spawn allows them to re-enter a fight within seconds. Regularly, when we (West) move out of our base, they sit in the community centre, wait for us to pass and then kill the people in our tail. People come to help and they Ravenspine / Invincibile dash back into city where they are protected by guards. It's a never ending cat and mouse game that PN players win a majority of the time. Entering or taking over a base in Halcyona is harder than ever with all of the AoE CC's introduced with Ancestral skills in 3.5. These skills tremendously slow down the progress of invading an enemies base, which gives PN plenty of time to pick out members of our raid one by one. The moment we turn around to fight them, East pushes out of the base and we fight on two fronts, losing the battle.
East as far as I am aware, has the same issues. From what I've seen, we are at the point in which East does not even bother leaving their base anymore (as they usually have a little lower numbers than we do), forcing West to attack over and over again only to have the same outcome.
People can now come up to me and tell me all sorts of things like "Theres a solution to this, just do this or that." Yes but try doing that with a PUG raid who refuse to join voice-chat or don't read calls at all. This is a faction event and you have people attending it that aren't as experienced in PvP. This makes the whole situation incredibly frustrating. I come to Halcyona to have some enjoyable PvP. Instead, we fight at two fronts and bang our heads against walls trying to enter an enemies base. Field Fights (the most enjoyable ones, take fights for the flag as an example) rarely happen anymore.
My proposed solution to the issue:
Force Pirates/PN's respawn outside of Halcyona (e.g. Sanddeep)
All we need is a higher penalty for deaths of PN players, which gives us time to focus our strenght towards our actual enemy. I am aware they can just port back to Halcyona, but the point I'm trying to make here is that I wish to see more time inbetween their death and their ability to appear back in fights.
If you have a better solution, or think this solution comes with issues themselves, if you want to speak out about how you feel, (curious especially about the opinion about east players), then leave a comment.
I believe my solution is a fair one, as it does not remove PN's ability to show up, neither does it penalize their intention to seek out for PvP. It will help Halcy not be an 1 - 1/2hrs long event, and makes people see actual success, instead of ending up in a draw over and over again, making people question what the point in showing up is at all.
Votes are public, if you don't even attend Halcyona, feel free to expose yourself by voting no and not commenting as to why.
Thanks.
Currently, Halcyona ends up in draws more often than ever. Reason for that is that a few players from Player Nation are interfering with the event and stagger the attacking process.
Basically, they pick on whoever is attacking a base, decimize their numbers until the point in which the attack has failed and people retreat. By doing this, they drag out the event for as long as it takes Halcyona to move into peace, resulting in a draw. Their goal is to farm as much honor and as many hostile faction kills (or just keep up the PvP for as long as possible).
Needless to say, they have great success at doing this. Keep in mind, I am speaking from the perspective of a West Faction player.
To illustrate where the issue (in my opinion) is, I'll be adding a screenshot of the map.
The core issue is their respawn location, located inbetween both Factions bases. Killing players from PN is of little to no effect, as their spawn allows them to re-enter a fight within seconds. Regularly, when we (West) move out of our base, they sit in the community centre, wait for us to pass and then kill the people in our tail. People come to help and they Ravenspine / Invincibile dash back into city where they are protected by guards. It's a never ending cat and mouse game that PN players win a majority of the time. Entering or taking over a base in Halcyona is harder than ever with all of the AoE CC's introduced with Ancestral skills in 3.5. These skills tremendously slow down the progress of invading an enemies base, which gives PN plenty of time to pick out members of our raid one by one. The moment we turn around to fight them, East pushes out of the base and we fight on two fronts, losing the battle.
East as far as I am aware, has the same issues. From what I've seen, we are at the point in which East does not even bother leaving their base anymore (as they usually have a little lower numbers than we do), forcing West to attack over and over again only to have the same outcome.
People can now come up to me and tell me all sorts of things like "Theres a solution to this, just do this or that." Yes but try doing that with a PUG raid who refuse to join voice-chat or don't read calls at all. This is a faction event and you have people attending it that aren't as experienced in PvP. This makes the whole situation incredibly frustrating. I come to Halcyona to have some enjoyable PvP. Instead, we fight at two fronts and bang our heads against walls trying to enter an enemies base. Field Fights (the most enjoyable ones, take fights for the flag as an example) rarely happen anymore.
My proposed solution to the issue:
Force Pirates/PN's respawn outside of Halcyona (e.g. Sanddeep)
All we need is a higher penalty for deaths of PN players, which gives us time to focus our strenght towards our actual enemy. I am aware they can just port back to Halcyona, but the point I'm trying to make here is that I wish to see more time inbetween their death and their ability to appear back in fights.
If you have a better solution, or think this solution comes with issues themselves, if you want to speak out about how you feel, (curious especially about the opinion about east players), then leave a comment.
I believe my solution is a fair one, as it does not remove PN's ability to show up, neither does it penalize their intention to seek out for PvP. It will help Halcy not be an 1 - 1/2hrs long event, and makes people see actual success, instead of ending up in a draw over and over again, making people question what the point in showing up is at all.
Votes are public, if you don't even attend Halcyona, feel free to expose yourself by voting no and not commenting as to why.
Thanks.