valenwood_vegan wrote: »
MincMincMinc wrote: »i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
What can we expect when they make spawns designed to disadvantage the already losing team
- The losing team is always up on the wall, so they know they didnt win the first engagement
- Then there is a good chance they are down a player because one of their guys escaped and is running around so they are maybe 6-7 vs 8.
- Then they have to make the commitment to jump down and nobody wants to be the first penguin off the iceberg
- Then as they are falling one by one they have to endure 2-3s of enemy attacks before they can even land and cast
- Then they all have to spend 10s or more going defensive to recover and regroup.....maybe setting them back minutes at a time because they are forced to use their ults defensively
- Then they can finally try fighting the 6 or 7v8 against enemies that already beat them in an 8v8
Spawns on the maps should be at level with the ground which would entice hesitant group members to stay balled up with their team as they leave. Then zos just needs to make a one way wall so enemies cant go hard into the spawn. Zos could go a step further and have a two tiered system where there is the one way wall hard safe spawn that forces players out after a 10s timer(enough time to buff up while safe) Then you get pushed out into a soft spawn area where enemies would take a dot damage like slaughterfish if they entered.
Honestly I think having more of a timed spawn regroup mechanic would help the newer players too, to atleast force them to respawn together and have a better chance of staying grouped up
Nah, I got an automated response immediately, then 10 minutes later another letter saying they found no violations in the 2 players' behaviour. After that I opened a ticket via the website, attaching screenshots and videos, which they closed after 3 minutes, stating they found no violations. All I want is for them to publicly say we can grief dungeon groups with no repercussions if that's the case.
I filed an in-game report, which was declined 10min later after a "thorough" investigation. Then I filed another report via the website, which was closed after 3 minutes, another "thorough" investigation I presume.
MISTFORMBZZZ wrote: »
tbf if swimming mounts did take 9 months we will probably never see crossplay