x99Needles wrote: »Coming from someone who doesn't know how to keep to his word in any sense, I hope you don't expect me to take you seriously. Also, quoting me repeating my point in a different context and asking if I can be more contradictory? Can you be more ignorant?
You are on the forums in different threads constantly changing your opinion on multiple matters, seems the only real thing you can hold yourself to is whatever tickles your fancy in the immediate moment.
Upcoming prox det changes will not result in any different effect than there is now. Ball groups will use it, it will be most effective in 24 man raids no matter how you look at it.
As for running 16, I'll only run 16 when the game's group size is reduced. You mention max pop across all three factions, do you think everyone else runs around in 16 man groups? I'm the only one in cyrodiil that runs 24? Everything would be just fine if I ran 16? If you want smaller groups, take it up with ZOS.
As for running 16, I'll only run 16 when the game's group size is reduced.
"By playing intelligently." Frozen. You are reaching levels of stupidity I cannot begin to fathom. You seriously think running 16 is going to stop ALL lag? Are you that naive?
By playing intelligently, I mean by that to communicate with other guilds constantly and hit different objectives.
"You, you cannot play the game inside this keep because 16 ppl are already here. Sorry, you'll have to run somewhere else or log off." Seriously frozen, use that brain of yours, you have a degree remember? But hey, 8 more players in a group is the difference between 800ping and playable. I hope people read this and laugh at how ridiculous you sound.
The Siege damage changes being implemented to further damage players is because we only siege one wall down? ....???????????????????? So when siege does more damage Against Players...we will somehow be forced to knock more walls down...?????????????????? Siege damage is being increased on players. Not walls. I don't even know what else to say, you have the least amount of logic in your posts it's getting to the point of bad for my blood pressure.
Even if we wanted to knock more walls down, how is that going to fix anything related to what I'm worried about? You're just going to stack fire balista, meat bags, and oil cats, with oil on the ledges inside the inner. You know, the choke with only two walls. Or have you forgotten keep layouts already?
I think the only reason you want these siege changes is because like most others who want it, its the only way you kill things.
@Zheg I do agree with that TTK will be lower, hard to argue it won't. Overall fights I think might be slower paced though, and keep takes will be a lot more thought out and will really depend on how a defending group is set up. And in the same way, removal of AoE caps would have a profound change on TTK as well.
IMO we will see offensive strats for taking keeps that I have only ever seen two guilds run. I am sure others may have done it, but not that I remember.
Hopefully forward camps will allow for more fights that last longer as well.
Jessica Folsom wrote:It's a very grey area.
x99Needles wrote: »Let's even say I run 16 to stop all lag, (as Frozen has promised me).
"Yes! By all means let's have more people in the vecinity of a keep so we can enjoy the flawless performance this game has!
We'll have to see how the replacement version of FCs work out in practice. But, there is at least the possibility that their return will encourage groups to move deeper into enemy territory. That would spread out the population and (hopefully) lower lag.
Does no one remember massive pile ups at BRK , Alessia and Chal *With* forward camps in full swing?
"Yes! By all means let's have more people in the vecinity of a keep so we can enjoy the flawless performance this game has!
We'll have to see how the replacement version of FCs work out in practice. But, there is at least the possibility that their return will encourage groups to move deeper into enemy territory. That would spread out the population and (hopefully) lower lag.
Does no one remember massive pile ups at BRK , Alessia and Chal *With* forward camps in full swing?
I think they should make camps an offensive strategy only. It shouldn't be possible to deploy them near your own faction keeps.
90% of your reply is pure insults, bashing and denying the thruth by stating opinions instead of facts but we will get into it point by point and try to clarify it with maturity and constructive critism (something you and some VE members obviously can't do when people disagree with you).x99Needles wrote: »Coming from someone who doesn't know how to keep to his word in any sense, I hope you don't expect me to take you seriously. Also, quoting me repeating my point in a different context and asking if I can be more contradictory? Can you be more ignorant?
In a first time, you try to make people realize that Cyrodiil is in a poor state and that we should know by now that the game cannot currently operate as was intended (too many players on the screen at once or too many aoe calculations at the same time or the anti-bot system), and then 6paragraphs later you complain because people are shaming large groups for playing the way it was intended. There is no "Frozen you are out of context". This is plain simple. Quoted your words.You are on the forums in different threads constantly changing your opinion on multiple matters, seems the only real thing you can hold yourself to is whatever tickles your fancy in the immediate moment.
I am unsure about where and when I have been changing my opinion on multiple matters. I stick to the same points and have been promoting them for years (helping server performances - promoting quality gameplay over stacking more numbers) - just see my signature, it's all there. Feel free to enlight me about what you're reffering to. I'm afraid you are only bringing assumptions without facts which doesn't prove anything.Upcoming prox det changes will not result in any different effect than there is now. Ball groups will use it, it will be most effective in 24 man raids no matter how you look at it.
Which part of "Zenimax plans to redesign Prox Det in the next major update to deal minimal damage to few players and lot more than before to several players. This is how it should have worked since the beginning. It will still be a tool for large group against large group play and it will help smaller groups/solo players against larger groups." did you not get? You simply replied to this by stating a thruth you think is absolute without giving any argument or making any sense. Try again.As for running 16, I'll only run 16 when the game's group size is reduced. You mention max pop across all three factions, do you think everyone else runs around in 16 man groups? I'm the only one in cyrodiil that runs 24? Everything would be just fine if I ran 16? If you want smaller groups, take it up with ZOS.As for running 16, I'll only run 16 when the game's group size is reduced.
You will only run a 16men group when the game's group size is reduced. @speeez - Could you link me a @fengrush 's sigh meme in here please? Could we know your reasoning behind this? Not that I didn't expect it, I knew that even if I begged you it would not change your mind whatsoever.
I've never said that I think everyone else runs around in a 16 man group. You are making up my words. I've never said that everything would be fine if you ran with a 16men group. You are making my words once again. I simply suggested that you give it a try with 16 players and go fight another group of 16 players with plenty of players on the screen (40)+. Your ping will spike for sure because of too many players on the screen, but I assure you it will never spike as much as when two groups of 24 players run into each other (1200-2000ms), as we saw yesterday at Farragut when DC got their scroll back.
I've got plenty of great fights on Azura 16vs16 and it was epic. I even recorded some and would be happy to upload them for you if you really want me to. There is a huge different between 16vs16 and 24vs24 gameplay in a campaign max pop."By playing intelligently." Frozen. You are reaching levels of stupidity I cannot begin to fathom. You seriously think running 16 is going to stop ALL lag? Are you that naive?
Ok. You quote me saying "By playing intelligently" and relate it to me reffering to playing in a 16men group. Let's link my sentence now and see if you make any sense.By playing intelligently, I mean by that to communicate with other guilds constantly and hit different objectives.
Good try again, but I think you got confused a little bit trying to refute my point."You, you cannot play the game inside this keep because 16 ppl are already here. Sorry, you'll have to run somewhere else or log off." Seriously frozen, use that brain of yours, you have a degree remember? But hey, 8 more players in a group is the difference between 800ping and playable. I hope people read this and laugh at how ridiculous you sound.
Here you quote me saying something that I've never stated in my thread "You, you cannot play the game inside this keep because 16 ppl are already here. Sorry, you'll have to run somewhere else or log off."
You are so out of arguments that you gotta make up sentences that I supposedly said? I don't even mean this in any other way. What you said doesn't even reflect what I think. Your insults and tries to make me look bad are outrageous, I don't even know what to think. pfftThe Siege damage changes being implemented to further damage players is because we only siege one wall down? ....???????????????????? So when siege does more damage Against Players...we will somehow be forced to knock more walls down...?????????????????? Siege damage is being increased on players. Not walls. I don't even know what else to say, you have the least amount of logic in your posts it's getting to the point of bad for my blood pressure.
Ok. Again, a paragraph full of insults, bashing, words twisting and assumptions. Let's go back to my original post and figure this out like adults, shall we?
The way it is right now, an organized 24men group can easily get inside a keep without too many complications as long as people in the group follow these simply basics :
1) Stay stacked
2) Use Barrier
3) Have people spamming purges
4) Have someone popping maneuvers once and have everyone in the group not dealing any damage
If you follow these 4 instructions, siege will barely tickle you in any scenario. This is the actual meta. Now people have been asking for changes to make going inside the courtyard or going inside an inner keep harder than it actually is. I have never seen in any scenario in the world (game or movie related), attacker going inside a breach as easily as in this game. It is a joke. People who say that keeps are easy to defend have no idea what they're talking about. Now back to your post, you generalize saying that I think siege damage changes are being put in place to bring down additional walls which make me doubt if I'm the one learning english still or you. Then you say "Siege damage is being increased on players. Not walls" which prove how badly you misinterpret my point on purpose. Nothing else to add really. Just go read again my original post.Even if we wanted to knock more walls down, how is that going to fix anything related to what I'm worried about? You're just going to stack fire balista, meat bags, and oil cats, with oil on the ledges inside the inner. You know, the choke with only two walls. Or have you forgotten keep layouts already?
As I previously said, if you want to capture a keep, you should scout it properly in the first time (not aim the one next to the transit line), otherwise expect alot of defense and a very challenging fight. Not saying it is not the right thing to do but with the actual server performances, I barely try anymore. Latency gets way too harsh. If you like that kind of stuff and lag doesn't bother you, then go for it, your call. But you should not expect to be able to drive your 24men ballgroup inside a breach without troubles when people are HIGHLY defending it. A defending position should always have the advantage. It is not the fact right now. There is no counter to purge spamming and maneuvers. A ball group can easily gets inside a single breach and out maneuvers all sieges and defenses in place.
With the next siege meta, even if I'm very disappointed they are not making siege unpurgable, there are several great points such as faster balista rotation which will help deal with ballgroups typical marathon runners. I think they should have decrease the ressource damage by half though. They can still change their mind, it is not even on the PTS yet.I think the only reason you want these siege changes is because like most others who want it, its the only way you kill things.
Again, another free insult for no reason. You assume even if you know I can do much more than killing people on a siege, that I'm not worth more than that. Poor argumentation again coming from a guild leader of a well respected guild. I would be glad to take you in 1v1 anytime if you want to prove me wrong though. Oh wait, VE doesn't take guild or 1v1me brah challenges. My bad.
I'm excited for the changes as I have said before. Bulb brings up some valid points that he has vehemently (see that *** there?) defended, so I feel those have been covered pretty well.
Here is the good part. Siege will be buffed again damage wise. I remember setting up traps late night with tea pot, tbois, dshotz, and a few others. Kite zergs around the corner, one ballista shot and bomb. Boom goes 20 people. That to me is exciting. Same with oils on rocks. Love it.
So many players don't use siege, and don't adapt (the not top guilds), that I am excited for the small scale side again. The dps opportunities now are so much better overall, and that is really what it need. A high damage thing, with no aoe caps. Unfortunately it has to be siege, but its better than nothing.
What is kinda lame is the source drain value is so high, but such is life. Twice born with double serpert on my sorc for group play. Meh, ill do it, but not really, just adds alot of versatility.
We will see how it goes. People had the same thoughts about siege buffs before, and it was rough for a week. But once we started bombing the people up top of a keep with trebs, or my favorite, shooting front flag right from outside, it started to work in our favor again.
x99Needles wrote: »I'm excited for the changes as I have said before. Bulb brings up some valid points that he has vehemently (see that *** there?) defended, so I feel those have been covered pretty well.
Here is the good part. Siege will be buffed again damage wise. I remember setting up traps late night with tea pot, tbois, dshotz, and a few others. Kite zergs around the corner, one ballista shot and bomb. Boom goes 20 people. That to me is exciting. Same with oils on rocks. Love it.
So many players don't use siege, and don't adapt (the not top guilds), that I am excited for the small scale side again. The dps opportunities now are so much better overall, and that is really what it need. A high damage thing, with no aoe caps. Unfortunately it has to be siege, but its better than nothing.
What is kinda lame is the source drain value is so high, but such is life. Twice born with double serpert on my sorc for group play. Meh, ill do it, but not really, just adds alot of versatility.
We will see how it goes. People had the same thoughts about siege buffs before, and it was rough for a week. But once we started bombing the people up top of a keep with trebs, or my favorite, shooting front flag right from outside, it started to work in our favor again.
What you just posted is entirely what's wrong with the changes. You just named 4 maybe 6 people running around a corner setting siege and with one click killing 20 people. That's exciting gameplay to you? What is being proposed is the best way to play will be siege. Why do we run steel tornado? hm? Why do we prox det? Because its the best source of damage in the lowest amount of time. So if you change that to be siege, what happens? Left-Click Meta. But hey, you find mindlessly clicking a button the most enjoyable form of gameplay. To each his own. You also mention the siege buff changes before, yet neglected to mention how they were reverted because, bad idea. If the best way to play this game is going to be siege, not only will it be boring but the fights will come down to who's defending. Stalest meta yet.
Hate siege because we love Keep Walls.Oh God the old Deci siege spec. Yeah, was not a fan. On this we are consistent lol, we have always hated siege.
I predict we will be back here with new threads saying how bad pvp still is. Jules thread will be at 60 pages because magicka DKs will still be dead.
No worries, your Pact Trebs are in the mail. Siege will be magickal in the next update, I hear.
"Yes! By all means let's have more people in the vecinity of a keep so we can enjoy the flawless performance this game has!
We'll have to see how the replacement version of FCs work out in practice. But, there is at least the possibility that their return will encourage groups to move deeper into enemy territory. That would spread out the population and (hopefully) lower lag.
Does no one remember massive pile ups at BRK , Alessia and Chal *With* forward camps in full swing?
"Yes! By all means let's have more people in the vecinity of a keep so we can enjoy the flawless performance this game has!
We'll have to see how the replacement version of FCs work out in practice. But, there is at least the possibility that their return will encourage groups to move deeper into enemy territory. That would spread out the population and (hopefully) lower lag.
Does no one remember massive pile ups at BRK , Alessia and Chal *With* forward camps in full swing?
New forward camps will not be spammable in the same way (cooldown on rezzing). Nor will they allow blood porting (limited range). So not really useful to cite examples of what happened with the old camps.
RinaldoGandolphi wrote: »They need to just make a Vet Version of Blackwater Blade and be done with it. the other night the was easily almost 200 people at Aleswell(between the 3 factions) and lag was zero, no red ping, no FPS drop below 35, nothing, everyone was using skills, most fun fights i have had since summer of 2014.
Common Denominator? Stuff dies fast in BB. Either you take the keep, or you get rekted by siege quickly, none of this ball group running around immune to this nonsense...if you stand under a door their getting oil poured on you, chances are our dead fast. This is exactly how the game was when it launched. ZOS made big mistakes nerfing siege weapons shortly after launch, they even should have left ground oils in the game...yes at level 12 i remember dropping an Oil in a 1v1 and ground oiling a guy 30 levels higher then me LOL!
Point is, in Blackwater Blade Barrier and Purge spam isn't there as a crutch to allow ball groups to live far longer then they should when they are standing in stuff they shouldn't be. This means they can't overload the server with message requests because fights end pretty fast. It has nothing to do with unlocking passives, these ball groups can't overload the server because when they stand in the breech in BB in siege fire they get rekted like they used to before they fixed Purge in 1.5 and before everyone unlocked Barrier....
Barrier was such a dumb idea to begin with...allowing 20 or so people to get a 15-20k sheild...dio you realize how broken that garbage is with the AOE caps, its just outright atrocious...
RinaldoGandolphi wrote: »They need to just make a Vet Version of Blackwater Blade and be done with it. the other night the was easily almost 200 people at Aleswell(between the 3 factions) and lag was zero, no red ping, no FPS drop below 35, nothing, everyone was using skills, most fun fights i have had since summer of 2014.
Common Denominator? Stuff dies fast in BB. Either you take the keep, or you get rekted by siege quickly, none of this ball group running around immune to this nonsense...if you stand under a door their getting oil poured on you, chances are our dead fast. This is exactly how the game was when it launched. ZOS made big mistakes nerfing siege weapons shortly after launch, they even should have left ground oils in the game...yes at level 12 i remember dropping an Oil in a 1v1 and ground oiling a guy 30 levels higher then me LOL!
Point is, in Blackwater Blade Barrier and Purge spam isn't there as a crutch to allow ball groups to live far longer then they should when they are standing in stuff they shouldn't be. This means they can't overload the server with message requests because fights end pretty fast. It has nothing to do with unlocking passives, these ball groups can't overload the server because when they stand in the breech in BB in siege fire they get rekted like they used to before they fixed Purge in 1.5 and before everyone unlocked Barrier....
Barrier was such a dumb idea to begin with...allowing 20 or so people to get a 15-20k sheild...dio you realize how broken that garbage is with the AOE caps, its just outright atrocious...
Weren't tons of people complaining when IC dropped that BWB resulted in fights taking forever because of the battle spirit changes and how no one had enough damage to kill in a timely manner? So which is it? Do people take forever to kill, or are they dying in a second? It can't be both. Moreover, as I said a few posts back, if the only solution is to make pvp fights end in a second or two and turn this into a FPS, ffs just throw in the towel and close the servers.
Furthermore, you, like many others, keep referring to groups as derogatory 'ball groups', blame them for all of the lag, and suddenly go quiet when someone points out the obvious - if ball groups are the cause of the lag, how is it that two full raids can collide and have lag free fights on empty campaigns or on the main campaigns so long as there aren't tons of other people present there (or tons of other people colliding somewhere else on the map)? I've asked this question dozens of times, and just get ignored because the only logical answer is that whether people are within 15m of each other or more spread out, the main cause of the lag is derived from total people in an area - you (and the others that keep repeating that false line), just don't want to venture into that piece of evidence because you know what it means. If it's the 'ball group' - people standing relatively close to each other instead of in a relative area, they should be causing lag each and every time they fight, everywhere they fight, and that is so far from the truth it's laughable that people keep parroting the same BS talking point because you heard someone else say it and want to be trendy.
As to your barrier point, I've always thought shields in this game were ridiculous, overpowered, and a poor mechanic - but given how the entire rest of the battle system operates, shields are so intertwined that there's no way to eliminate them given the super high damage in game and given that some classes (sorcs) are almost entirely dependent on them if you aren't stam. It could certainly be revamped, but there's no way wrobel would actually do it. That's why there is so much backlash over the barrier changes, he's revamping one skill when he should be revamping the entire mitigation system.
They completely reworked the battle leveling system overall with orsinium (I think), including BWB. People used to have 35k hp, 18k stam/mp and identical stats.
Now, and I am not joking, the highest DPS you can get on a toon at any point is when they are around level 40, in legendary gear, with willpower/agility items.
RinaldoGandolphi wrote: »They need to just make a Vet Version of Blackwater Blade and be done with it. the other night the was easily almost 200 people at Aleswell(between the 3 factions) and lag was zero, no red ping, no FPS drop below 35, nothing, everyone was using skills, most fun fights i have had since summer of 2014.
Common Denominator? Stuff dies fast in BB. Either you take the keep, or you get rekted by siege quickly, none of this ball group running around immune to this nonsense...if you stand under a door their getting oil poured on you, chances are our dead fast. This is exactly how the game was when it launched. ZOS made big mistakes nerfing siege weapons shortly after launch, they even should have left ground oils in the game...yes at level 12 i remember dropping an Oil in a 1v1 and ground oiling a guy 30 levels higher then me LOL!
Point is, in Blackwater Blade Barrier and Purge spam isn't there as a crutch to allow ball groups to live far longer then they should when they are standing in stuff they shouldn't be. This means they can't overload the server with message requests because fights end pretty fast. It has nothing to do with unlocking passives, these ball groups can't overload the server because when they stand in the breech in BB in siege fire they get rekted like they used to before they fixed Purge in 1.5 and before everyone unlocked Barrier....
Barrier was such a dumb idea to begin with...allowing 20 or so people to get a 15-20k sheild...dio you realize how broken that garbage is with the AOE caps, its just outright atrocious...
Weren't tons of people complaining when IC dropped that BWB resulted in fights taking forever because of the battle spirit changes and how no one had enough damage to kill in a timely manner? So which is it? Do people take forever to kill, or are they dying in a second? It can't be both. Moreover, as I said a few posts back, if the only solution is to make pvp fights end in a second or two and turn this into a FPS, ffs just throw in the towel and close the servers.
Furthermore, you, like many others, keep referring to groups as derogatory 'ball groups', blame them for all of the lag, and suddenly go quiet when someone points out the obvious - if ball groups are the cause of the lag, how is it that two full raids can collide and have lag free fights on empty campaigns or on the main campaigns so long as there aren't tons of other people present there (or tons of other people colliding somewhere else on the map)? I've asked this question dozens of times, and just get ignored because the only logical answer is that whether people are within 15m of each other or more spread out, the main cause of the lag is derived from total people in an area - you (and the others that keep repeating that false line), just don't want to venture into that piece of evidence because you know what it means. If it's the 'ball group' - people standing relatively close to each other instead of in a relative area, they should be causing lag each and every time they fight, everywhere they fight, and that is so far from the truth it's laughable that people keep parroting the same BS talking point because you heard someone else say it and want to be trendy.
As to your barrier point, I've always thought shields in this game were ridiculous, overpowered, and a poor mechanic - but given how the entire rest of the battle system operates, shields are so intertwined that there's no way to eliminate them given the super high damage in game and given that some classes (sorcs) are almost entirely dependent on them if you aren't stam. It could certainly be revamped, but there's no way wrobel would actually do it. That's why there is so much backlash over the barrier changes, he's revamping one skill when he should be revamping the entire mitigation system.
1) players complained because individual players were harder to kill making fights last longer. Group formatting in BWB is closer to loose raid formation than what we call competitive vet pvp. Can't compare the two when discussing actual dmg mechanics because they operate differently due to not having purge or barrier. Fight last long individually but when two factions face each other fights are determined by class ulti coordinated attacks and theirs constant push back. I doubt its as doom and gloom as you state. On BWB you get yellow ping for players present, but it never goes above that and fights are closer to how game functioned at launch than the vet ranks play now.
2) ball groups argument keeps being shuffled around because of the fact players continue to feel the strain near one on a populated server. I don't blame them, since their are simply observing. The "one vs one group alone" argument seems faulty for two reasons: a) vacuum condition that only 48 people can attest to. B)still no mention on measurement of how many messages the server can actual handle. It's likely no lag present due to the fact the server can handle the purge between two groups and if there are no other fight factors (I.e. another raid, solo players,siege, etc) then I can assume the fight didn't last very long under these conditions because both groups concentrated on themselves resulting in quick efficient death versus normal fight conditions. But if the issue was players being around players, why doesn't BWB have this red ping issue? Hence why players point at ball group mechanics; their inclusion in any fight results in players noticing higher pings than normal.
3) barrier has no drawback in its use. Class shield do (exception of sorcs other than breaking their stam). Barrier can buff everyone in the AOE range, gives 20k extra "health" , only uses one ulti slot, and it requires purge/barrier to counter. It's removal shouldn't cause a review of current class shields and removal of shields entirely would move the game closer to the FPS mentality you mentioned. Barrier does not match the pro/con mentality of an RPG.
They completely reworked the battle leveling system overall with orsinium (I think), including BWB. People used to have 35k hp, 18k stam/mp and identical stats.
Now, and I am not joking, the highest DPS you can get on a toon at any point is when they are around level 40, in legendary gear, with willpower/agility items.
Yeah they finally started to take all gear and attributes into account, which was a much needed change.
Also, I am and also am not surprised if that's true, knowing ZOS.