C'est pas vraiment ca, admettons que tu ais 500 destru queued sur un scenar de 12 joueurs, et aucun ou 5-6 coté ordre, aucun scenar ne va se lancer évidemment, mais la destru va engranger des points en tenant compte de 12 joueurs uniquement sur les 500, ce ne sont pas les 500 qui vont faire gagner ces points, tout ça dans un but d'équilibre entre les factions.
En gros la destru gagne par forfait dans ce cas, mais le systeme ne tient compte que du nombre de joueur que le scenar aurait du comprendre.
Il faut aussi savoir que la barre d'influ est divisée en plusieurs parties, représentant chacune un certain pourcentage. Ces parties sont FORT + OBJ, KILL dans la zone, scenar de la zone, QP de la zone, et pour finir une sorte de bonus, le contrôle du T3 associé. Ca tout le monde le sait normalement.
Maintenant chaque partie est capée, par exemple 50% de la barre en prenant les Fort + Obj, et imaginons 20% pour les kill de joueurs, ce qui veut dire, qu'enchaîner les kill une fois les 20% atteint, ne fera plus progresser la barre. En revanche et c'est la que c'est important, il ne faut pas relâcher la pression même si le cap des kill est atteint, car c'est une partie de l'influence qui varie rapidement en fonction du résultat des combats. En gros il faut vraiment dominer sa zone, entièrement, pendant un laps de temps finalement assez court. Dominer ca veut dire réussir à garder tous les objectifs, avoir le moins de pertes possible dans la zone rvr, les kill faisant varier la progression, essayer de n'inscrire que des groupes "opti" en scenar histoire de n'en perdre aucun, et accessoirement, si le T3 est acquis lui aussi, ca permet de se créer un petit bonus de points qui permet d'atteindre plus rapidement le lock.
Pour les valeurs exactes de chaque pallier, Mythic ne communiquera jamais la dessus, cela dit, il est simple de les vérifiers en prenant une zone qui se trouve à 0 d'influ, chaque fort va donner en gros 15%; un addon permet d'avoir les valeurs exact de la barre de progression, chaque obj etc, ensuite on divise globalement le reste de l'infu entre scenar/qp/kill sachant que le kill équivaut en gros a scenar+qp.
Il y a un article officiel qui traite clairement de tout ça sur le herald US, je le past ici, ca pourra toujours aider, mais le système est assez clair, les raisons du non lock de certaine zone est simplement due au fait que tous les objectifs à atteindre ne le sont pas.
Zone control is based on several pools, each of which is worth a percentage. Together, these pools tally up to 100%. Every time a player is killed, a quest is finished, or a scenario is completed (win or lose), this contributes points towards zone control. Battlefield objectives (BOs) and Keeps are binary. This means that once you own a BO or a keep, you have a chunk of zone control points that don’t go away unless the enemy takes it from you.
Most everyone these days looks at the map, discovers that they own all the BOs and Keeps, and thinks that’s all that’s needed to capture a zone. This assumption is false! In order to control a zone, players also need to win Scenarios associated with that zone, do quests, and kill players in that zone. Zone Control is all about total dominance in everything involved with a Zone. You must push on all fronts!
Before anyone thinks they can get around giving the enemy points by not going to fight, we have a safeguard that grants points to the realm which is queuing, in case the other realm decides not to queue -- Defend By Not Defending is what we call it. It takes longer for those points to accumulate, but if one realm decides not to queue for a Scenario in contested zones, the other Realm will get points towards zone control. This is similar to the forfeit rule in sports. Also note that points earned from queuing only gives points if you have enough players to launch 1 Scenario, not 50. This means that if Destruction has 500 players queued for a Scenario that requires 18 players to launch, they’re only getting credit for 18 players. This is to ensure that over populated Queues don’t get anything extra for having 500 in the queue or just 18.
BO's and Keeps provide the same amount of control for both realms, in other words, if order owns a keep or BO, they get the same amount of control as Destruction does when they own them. Battlefield Objectives offer less control than Keeps. When a Keep is captured, the Zone Control bar will show much more movement than when a BO is captured.
Prior Zone control is a direct correlation to the points you get for the higher Tiers. For example, if Order owns 50% of Tier 3 in HE vs. DE, then 50% of that Prior Zone pool is carried over. If Order took over Tier 3 completely, they would not get 100% of the Prior Zone pool; they would simply get as many points as they have earned in that lower tier. The lower tiers don't cap out at 65% either. Players can keep pumping points into the lower Tiers to get up to 90%+ ownership, which results in owning 90%+ of the Prior Zone control pool for higher Tiers.
Finally, points degrade over time in all of the pools except for the points contributed by BO and Keeps ownership simply because they are either owned or not owned by a realm. The reason that points degrade is to ensure that a stalemate doesn’t occur over long periods of point gains.
Now let’s look at a few situations:
The Zone control bar is pretty even between Order and Destruction, but Destruction owns all the BOs and Keeps in a zone. This means that Order is doing very well in Scenarios. Destruction needs to step it up in Scenarios to flip the zone.|
The Zone control bar is empty on Destruction, about half way for Order, and Order owns all the Keeps and BOs in a zone. This means that no one is fighting in Scenarios in that zone. Order needs to queue up and fight or Destruction needs to queue up and take BOs/Keeps to flip the zone.
The Zone control bar is about ¼ full for both Order and Destruction and BOs and Keeps are split 50/50. Usually this means that no one is fighting in Scenarios in that zone, or killing anyone in that zone at all.
So the long and short of it all? Fight on all fronts! Take BOs and Keeps, fight in Scenarios, kill players in open field…it all counts!