I have been looking through the forums to find some answers towards this. As I got a lot of useful information from the Warhammeralliance forum, this "Guide" will be in English :ugeek:
What do you need?
Addon: Victory Points
The Victory Points addon shows a numerical representation of victory points. Currently, 100 points means you flip the zone, 150 points means the zone is locked.
Macro:
Code:
/script EA_ChatWindow.Print(towstring(GetCampaignZoneData( GameData.Player.zone).controlPoints[GameData.Realm.NONE]), SystemData.ChatLogFilters.CHANNEL_9)
This shows you the zones neutrality value, the gap between the two control bars:
ORDER + DESTRUCTION + NONE = 100
- In T3 and below zones, you can see this track zone activity: 50 after server restart, down to ~20 if scenarios are firing and there are 20 or so people actively levelling in the zone.
- In T4, it never naturally drops below 45; presumably this was the change they made early on.
- You get 34 points for owning all keeps and BOs, and 10 for 100% zone control in the tier below. All other sources of points drop the neutral score. So to get the 66 needed to lock the zone, you need (best case, 100% T3 control and 0 points for other side) the neutral score down to 100 - 66 = 34, 16 points away from its default value.
Some of the Math behind this!
50 control points always split between the two sides:
22 : 2 keeps @ 11 points
16: 4 BOs @ 4 points
3?: 7% of lower tier control pool
9?: scenario win/loss record (starts even, 1 point switches owner per win)
How do you get the control points?
There are 4 ways to get control points
BOs/keeps
Scenarios
PQs
PvP kills
- BOs and keeps are static Victory Points (=VP), they always give a certain amount, about 60 in total with the new patch (haven't made tests yet). These VP can not decay.
- Scenarios give you points for every 18 persons you have queued, source, and up to 5 points for a 500 point win in the scenari. These VP are from a pool shared by both realms, and will decay over time, 1 hour.
- PQs give from 1-5 VP, the easiest ones giving 1 the lord PQs up to 5. PQs only give VP once and will decay after an hour of completion, whether doing them again will reset the timer hasn't been tested. These VP r from a pool that isn't shared by the realms, these VP can not be affected by the other side.
- PvP kills give 1 VP for x amount of players.
Code:
There is apparently a 2% per 30 minutes bonus given if one side has 18 people sitting in queue for a scenario that doesn't pop (aka the other side isn't queuing). The 2% figure is an estimate based on the phrasing used when describing the feature. But due to decay, the multitude of things that could be going wrong with it, and the wide range of things contributing to VP I've been unable to confirm or test it.
What do we need to do?
So let's start off. You need every objective and keep, that gives you your 50%. Next we'll assume you have a tight bunch of zergers that know how to pvp 1v1 and you have capped out the scen pool- 70%. Now the decay comes in to play, every 15 minutes your side must have killed twice as many people as have died a pvp death plus 15.
Let's assume RvR kills are owning it up and as such taking care of the decay and nothing more (God knows this'll never happen as there will always be kamakazi level 32s that believe they are the word of God- but lets play pretend). There are 9 PQs in most zones with the potential for 1% from each. Each PQ takes around 15-20 minutes to complete (and reset etc) when using twice as many people as balanced for- meaning the 30% you have to make up will take around 3.3 hours and will require 106 people for PQs alone.
So we can end up on a positive I'll go in to the obvious things that go wrong.
- Your side loses a scenario -5%
- Your side enters a scenario -18 people aka -1% (from PQs)
- Your side loses an objective -15 minutes -3%
- Your side loses a keep -(however many killed when trying to retake it x 2 / 5)%
- Your side only kills twice as many people as die in RvR -3% per 15 minutes aka +2.5 hours of PQ grinding
- Your side only kills 50% more than they die (error, cannot take zone).
In the perfect world you'll need to hold all objectives, all keeps, win 4 scenarios and then have the other side never queue up for it again, have 108 people grind PQs for 3.5 hours, maintain an 80% kill/death ratio.
This system ensures that zones don't flip in offpeak times with the added bonus of them not flipping in peak times. It's a method of artificially delaying content that isn't ready yet- the same bandade that pushed the token system back in favor of random loot, and the hidden ward system of linear gear progression that was throw out a decade ago as being 'unfun'.
What you'll mostly see is zones flipping after arduous behind-the-scenes work by dedicated guilds that grind PQs until a zone is around 30% done not counting scenarios or objectives. Then the general populous will be called upon to take the objectives, which they will do as a matter of course. Then you'll need luck with the scenario pops and a total domination in the zerg vs zerg as the VPs approach 100 (more than likely- the number has some weird effect on people). However the other half of the time you'll simply get the number peaking at 85-92 and then plummeting down as people log off in frustration as they spend hours assuming they are simply one PQ/zergfest away from magically flipping.