Tarn_Sirun Posted January 22, 2012 Share Posted January 22, 2012 After much thought and debate within my guild, we have decided the best solution for illum would be to: 1) Restrict the ability to cap an assault point until the one previous is controlled. i.e. the rebels cant take central until they control the rebels base, and southern assault. this will encourage the fight to be localized 2) once a position is controlled, a debuff (bleed effect) is placed on the defenders while they are "Camping" in that area. we recommend that 5 minutes of delay from the capture be waited before placing the debuff D.o.t. on the defenders, and that the D.O.T. be slow starting but progressively strengthening debuff. This will allow for a more dynamic combat area, no one will hold control points forever no matter how many people one side has over the other 3) take away the "safe zone" from all aspect of pvp. warzones and illum bases have players that exploit this system to "pull" enemy players into their death, it is far too easy to exploit and shouldn't be in the game at all Link to comment Share on other sites More sharing options...
Roak Posted January 22, 2012 Share Posted January 22, 2012 (edited) 1 and 2 are good, attacking team should work their way across map and buffs should be applied when close to attacking/defending area. 3 is a poor fix to stop base camping, instead of instakilling it should knock enemy players back 50 feet. Edited January 22, 2012 by Roak Link to comment Share on other sites More sharing options...
Tarn_Sirun Posted January 22, 2012 Author Share Posted January 22, 2012 oh lastly, the republic and imperial bases should offer their respective players a buff that extends the entirety of the illum battlefield. this buff should also decrease the farther from the base you are respectively. Such as: players at their base might receive a 200% bonus to their stats, at one assault point away they might be at 150% bonus, at central both sides would have an extra 100% to their stats, and as they advance from central they lower down to 50% and then nothing at the enemy base. Link to comment Share on other sites More sharing options...
PrimusValkor Posted January 22, 2012 Share Posted January 22, 2012 IMHO the only solution to Ilum is to remove the WZ commendations cap or remove the cap on the number of Champion bags u can have (currently 1). Link to comment Share on other sites More sharing options...
Spymaster Posted January 22, 2012 Share Posted January 22, 2012 3) take away the "safe zone" from all aspect of pvp. warzones and illum bases have players that exploit this system to "pull" enemy players into their death, it is far too easy to exploit and shouldn't be in the game at all The wall of death is silly but there needs to be safe zones so that people can form up and launch a counter attack against the higher population faction. What they need are stronger NPCs in the area to make sure players are in a position to defend their own spawn zones. Without that none of your other ideas matter, the higher pop faction will just camp the spawn areas. Link to comment Share on other sites More sharing options...
Tarn_Sirun Posted January 22, 2012 Author Share Posted January 22, 2012 stronger, and more NPC defense sure..... safe zone, NO Link to comment Share on other sites More sharing options...
digitaldew Posted January 22, 2012 Share Posted January 22, 2012 I would rather the daily to include 30 kills or 30 deaths from pvp combat engagement. To many times its 5-6 of one faction controlling central and I am the only one of my faction to be found. Also change the daily up, make it random. Put the 5 objective daily back in place. If empire has the 5 objective daily then make republic have the 30/kill armament daily and vice versa. Add more to the mix even. Link to comment Share on other sites More sharing options...
Spymaster Posted January 22, 2012 Share Posted January 22, 2012 stronger, and more NPC defense sure..... safe zone, NO What's the difference? Link to comment Share on other sites More sharing options...
Tarn_Sirun Posted January 22, 2012 Author Share Posted January 22, 2012 seriously? you dont know? ok explaining the difference for the noobies.........the difference is NPC's can be CC'd tanked or at least they have a single target kill..... a safe zone kills anyone who passes through it..... Link to comment Share on other sites More sharing options...
Spymaster Posted January 23, 2012 Share Posted January 23, 2012 (edited) seriously? you dont know? ok explaining the difference for the noobies.........the difference is NPC's can be CC'd tanked or at least they have a single target kill..... a safe zone kills anyone who passes through it..... I didn't need an explanation of the mechanic. I meant... why is one ok and one not, in your opinion since both leave a "safe zone" for players to regroup in. I was hoping to keep the conversation going.... but I guess you'd rather just call me a noob than have an intelligent discursion huh? Edited January 23, 2012 by Spymaster Link to comment Share on other sites More sharing options...
Tarn_Sirun Posted January 24, 2012 Author Share Posted January 24, 2012 I didn't need an explanation of the mechanic. I meant... why is one ok and one not, in your opinion since both leave a "safe zone" for players to regroup in. I was hoping to keep the conversation going.... but I guess you'd rather just call me a noob than have an intelligent discursion huh? i dont know what a discursion is. but the difference is one is not using a system to exploit people to their deaths. there are several situations where having this suggested mechanic over a wall of death is more real, and more fun. giving one example, a rebel is running to base from southern assault as he is chased by 5 imperials. he is on foot and trying his hardest to make it to safety. however as he is running into his base someone catches up and stuns him, the rest of the imperials catch up and they start laying into him.... he runs to his base for cover, the NPC's start firing protection fire 2 or 3 shotting imperials. sadly the rebel player dies, and so do 3 of the 5 imperials chasing him Link to comment Share on other sites More sharing options...
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