About dynamic scoring
Dynamic objective scoring based on number-defending/attacking could also work but on the other-hand completely does not give experience for feinting, one of the most valuable tactics in a commander’s tool box. So…just because someone isn’t defending an objective shouldn’t determine its value…But how many people COULD defend it does. Why should you not get the points if you tricked the enemy commander into leaving t3 SMC undefended because you attacked their Garri about 30s earlier for the sole purpose of getting him to move? Good tactics deserve good rewards. BUT in this case the Population is still their…just on a different map.
You don’t want to keep and defend an keep you acquired via feinting, do you?
You want to reset something to wood is my experience with feinting. So the score this objective have afterwards is quite irrelevant. Important is that the WP, walls and it’s former score for the opponent is destroyed. All this you can achieve with any scoring.Concerning rewards: I really thing that taking a keep after an 1 hour fight should be equally rewarding than taking N keeps and X towers via PvD. Currently PvD is far more rewarding and thats why EotM is as it is and a lot of “feinting” is only karma-train in reality (oh they defend this, lets try there).
Feinting is not a Karma-training tactic. Karma training is not about fighting and is simply always being where the enemy is not and to put all your resources into capping the next objective which is either paper or forget it, next objective.
Feinting is used to gain the advantage IN a Fight. In this case is used to get a head-start on papering a t3 objective. My server is perpetually an underdog and so we use feinting a lot. Will we keep the structure? Sometimes. But as you say mostly to make it easier to take in the future, requiring them to use resources to retake…ect. I could prolly write atleast several more paragraphs on the billion uses of feinting, via viels, siege, and everything else.
I don’t disagree with dynamic rewards, fighting outnumbered, length of fight, enemies killed, objectives won or lost, upgrade tiers ect…all good metrics to add spice to rewards and we submitted similar stuff.
BUT… I think the rewarding part, should be a benefit directly to the players, in the form of WxP, Exp, Loot….ect. The relative value of the objective hasn’t changed because the two opposing forces…even if they are on different maps, are still in contest over that objective and therefore is still worth something to the current active population and therefore still has value. However, if the server population is at like 0, so no opponent on any maps anywhere that’s when I think PPT should be adjusted.
Necessitating active defense for the enemy to get points means the best way to defend against your opponents is to abandon it before they get there. Please explain to me that Im wrong here. Because if Im correct that would mean that not only does it encourage karma training, but in fact becomes the only way to actually win. Never defend (so enemy gets the least points) and always attack, hoping someone is at your next target to defend so you can finally get some ppt. Now of course we could add…all kinds of If/Then statements to this situation (well if someone was there in the last 3 min….if someone is within a certain distance….if…the cap was 0 then after a few minutes it will be back to normal or slowly increase ppt contribution……), and go back and forth about how our 4 nested If/then statements interact or don’t to achieve some strange effect. Dunno, sounds like it would force the karm-train to become the new meta for all wvw….Clearly your idea is worser….lol sorry I couldn’t resist
(edited by PabbyGaul.9682)