Make Flashpoints with Objectives based on total objectives to count as a Victory rather than kill count.

Make Flashpoints with Objectives based on total objectives to count as a Victory rather than kill count.
  • Thread starter Thread starter WarGinger
  • Start date Start date
  • Open Combat GCW PvP 
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Either make objective based flash points based on objective completion, count objectives as kills, or dont bother with objectives.
Justification
It defeats the spirit of the objective based game to have 1 kill win over 10 objectives being completed.
Motivation
I believe this is being exploited as a means of denying content and victories. A single player getting a single kill and then leaving wins regardless of how much effort other players from the opposing team put in.
There have been a number of flash points where the objectives are being overwhelmingly overlooked when it comes to the team being registered as victorious. Example the Imperial victory with 10 rebel objective completions and 1 imperial kill shared below. Either make objective based flash points based on objective completion, count objectives as kills, or dont bother with objectives.
 

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I agree and support but does this actually make a difference? It doesn’t even say in game who wins. Is there a bonus in tokens or credits for the winning side? I see a bump in tokens when getting objectives and kills (I think for kills anyway).

I ask that cause is it worth devs time to fix it just so the feed in discord says the other team won?

Still upvoted, would add “Imperial Team Victorious” in game as well.
 
I agree and support but does this actually make a difference? It doesn’t even say in game who wins. Is there a bonus in tokens or credits for the winning side? I see a bump in tokens when getting objectives and kills (I think for kills anyway).

I ask that cause is it worth devs time to fix it just so the feed in discord says the other team won?

Still upvoted, would add “Imperial Team Victorious” in game as well.
There is a bonus in tokens/points to the players and the GCW control for the winning team.
 
I'm with Rason, I think having objectives having a contribution to the kill/win would be a simple way to fix this. Be it +1 towards kill credit, or even a few more.
 
Won’t this just make it so the side with the biggest zerg has an even easier time winning?

I don’t think a 1:10 (kills: objective) ratio is right but neither is 1:1. If you are able to complete 10 objectives to the enemies 0 then your team should really not be feeding to the enemy hardly at all.
 
I love this as someone who has a main that is pure support. My main has such poor combat abilities and I play a lot of content with friends so that doesn't matter. But like my ability to get kills in any sort of pvp is pretty low. Can I make sure my team gets kills? yeah I guess so. In the play with our group I make the calls and provide the strategy and support. So I love any way that my actions can also count for points.
 
Objective and kill weight is completely wrong, Kills has a negative effect on continuing to fight as its pointless out numbered. If object had more weight there would be more reason to continue fighting to stop the objectives even out numbered.
 
I agree with the overall sentiment that objectives need to either matter more or not exist in flashpoints so I have upvoted but IMO objectives should influence the payout/GCW control granted. Not sure how that would work and I am not saying add more payout/GCW, simply figure out a way to scale the payout based on objective control. Yes superior numbers would mean more kills which should also mean more objectives, but what if a lesser force can hold off overwhelming numbers from taking objectives? Maybe even grab a few themselves? Making that matter would be cool
 
I think a 1:1 ratio for objectives to kills would be a good update. Keeps people from getting 1-2 kills and then sitting AFK outside to "take the win" and/or help when one dude with 0 buffs is getting himself farmed out. Keeping objectives worth doing.

Also add some LOS to some of these, please.
 
I think a 1:1 ratio for objectives to kills would be a good update. Keeps people from getting 1-2 kills and then sitting AFK outside to "take the win" and/or help when one dude with 0 buffs is getting himself farmed out. Keeping objectives worth doing.

Also add some LOS to some of these, please.
1 - 1 is still to kill heavy. IF objectives were worth people imo would be less likely yo sit out. Examples

You are winning the fight: if you sit out objectives are worth more and you would lose.

You are losing the fight: trying to hold, steal or disrupt objectives is worth more than dying trying.

You won early objectives but now outnumbered: you need to disrupt/contest the objectives as much as possible. High kill point would mean giving up as its pointless.

Kills being a majority factor will always create content denial. Look at first petra for kills and then the evolution to deaths.

My understanding is that kills was weighted in fp's as such that it promotes more fighting, imo it promotes bigger team wins or kill counting and denial.
 
As a Imperial we sometime struggle with numbers when we are outnumbered 2+ to 1 and as we watch in our camp trying to ping our friends its going to kill morale if we have to watch the rebel zerg all over objectives making it more impossible for us to form any kind of true comeback.

Time Starts
15 Min into match: Rebels have 17 people and 10 objectives. Imperials are on the sidelines trying to get people to show up.
20 Mins into the match: Rebels have killed 3-5 imperials who have zerged in for no reason and are now up 12 objectives and 5 kills while we still are outnumbered 21 to 12. Then all the rebels leave the battlefield. They have all the objectives on lock down, are up on kills so why stay the final 5 minutes.
Final Minutes: Imperials may have found enough for 2 full groups but no one to fight, no way to win because rebels locked down on objectives the whole match so why stay, why try.

I'm just imagining Waynetrain going on about how the world is against us even before it begins. So what's stopping team 1 from getting a few objectives and then leaving so the other team has no one to kill and can't make any come backs on obj's because they were too far behind while they were pinging discord for people?
 
As a Imperial we sometime struggle with numbers when we are outnumbered 2+ to 1 and as we watch in our camp trying to ping our friends its going to kill morale if we have to watch the rebel zerg all over objectives making it more impossible for us to form any kind of true comeback.

Time Starts
15 Min into match: Rebels have 17 people and 10 objectives. Imperials are on the sidelines trying to get people to show up.
20 Mins into the match: Rebels have killed 3-5 imperials who have zerged in for no reason and are now up 12 objectives and 5 kills while we still are outnumbered 21 to 12. Then all the rebels leave the battlefield. They have all the objectives on lock down, are up on kills so why stay the final 5 minutes.
Final Minutes: Imperials may have found enough for 2 full groups but no one to fight, no way to win because rebels locked down on objectives the whole match so why stay, why try.

I'm just imagining Waynetrain going on about how the world is against us even before it begins. So what's stopping team 1 from getting a few objectives and then leaving so the other team has no one to kill and can't make any come backs on obj's because they were too far behind while they were pinging discord for people?
I dont think the issue here is rebel or imperial directed, I think getting balanced numbers to show up is a seperate issue that happens both ways at various times of day. The example I chose just happens to be Imperial victory from a single kill over 10 Rebel objectives.
The main point of this pv is to make objective based games actually objective based, stopping content blocking by one side or the other leaving when they are ahead in kills (making a comeback impossible). And I think a great point was made earlier in the thread that being outnumbered doesn't stop a team from denying the larger force's objective if they play smart.
Saying you can't win because you didn't show up until 2/3 of the way through a game and the other team has already scored by that point 7 objectives is a very different thing than being denied victory after being there the whole game, all because the team that didn't put in effort on the objectives managed to pop off 1 kill right at the start.
If you want to play team deathmatch, organise a battlefields event or stomp around restuss.