Guilds who force their members to run certain builds are the ones making their members ineffective, not large zergs. Zerg surfers can create their own build and make sure they are effective in battlegrounds and Cyrodiil, whereas guilds with predefined roles' members are completely defenseless when separated from the group. As long as AP is around, these guilds will continue to be ineffective until they can stop making excuses and make the necessary adjustments, or fade from existence as more players catch onto the current era of armies dominating in Cyrodiil (Vivec).
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
how many faction do you need to stack nowadays to break 200ppl? 2-3 or is it even possible
#makecyrogreatagain
Guilds who force their members to run certain builds are the ones making their members ineffective, not large zergs. Zerg surfers can create their own build and make sure they are effective in battlegrounds and Cyrodiil, whereas guilds with predefined roles' members are completely defenseless when separated from the group. As long as AP is around, these guilds will continue to be ineffective until they can stop making excuses and make the necessary adjustments, or fade from existence as more players catch onto the current era of armies dominating in Cyrodiil (Vivec).
Crispen_Longbow wrote: »Guilds who force their members to run certain builds are the ones making their members ineffective, not large zergs. Zerg surfers can create their own build and make sure they are effective in battlegrounds and Cyrodiil, whereas guilds with predefined roles' members are completely defenseless when separated from the group. As long as AP is around, these guilds will continue to be ineffective until they can stop making excuses and make the necessary adjustments, or fade from existence as more players catch onto the current era of armies dominating in Cyrodiil (Vivec).
80 AoTP people in "Their own builds" chasing down 12 players in "group builds".
End result
The 12 players will die.
40 of the 80 players will die to those 12
AoTP to the left - Organized Guild groups to the right.
80 AoTP people in "Their own builds" chasing down 12 players in "Their own builds".
End Result
The 12 players will die.
3 of the 80 players will die.
Yes I can see why Ahtu would want guilds to be more like the group on the left in the image above.
LOL you guys really are clueless
We had 50ish people last night, but when Omni attacked arrius with TD, it brought down dang near every EP that was online upon them 😂. I think if they would have hit arrius with help from at least one more AD guild they would have had a much better chance! You guys should try running 48 I'm Omni! 😯 It's actually super fun!
You guys should try running 48 I'm Omni!
The group on the left looks like they are having more fun and not taking things too seriously 😯
As far as I know, I haven't seen anybody else in Drac complains about AotP in these forums. Not sure where you are coming from with these accusations. This being said, you will never see me zerg surf them since I usually log out when they are on. The only time you have seen me around them is when I was defending my last emp keep.
As far as I know, I haven't seen anybody else in Drac complains about AotP in these forums. Not sure where you are coming from with these accusations. This being said, you will never see me zerg surf them since I usually log out when they are on. The only time you have seen me around them is when I was defending my last emp keep.
Ok ok! I'll give you guys the true secret to beating us long term... Ready?
...
Form your own EP guild that is welcoming and helpful to new and casual members, and pick them up from zone in your own raid before I can invite them to my Zerg. And if you really want to stick it to me, make sure you are not being a massive *** to these members and make sure they are having fun too! Then they will have no reason to run in my Zerg!
Boom! There is the secret, can't wait to see all these new Zone guilds popping up! ❤️
Guilds who force their members to run certain builds are the ones making their members ineffective, not large zergs. Zerg surfers can create their own build and make sure they are effective in battlegrounds and Cyrodiil, whereas guilds with predefined roles' members are completely defenseless when separated from the group. As long as AP is around, these guilds will continue to be ineffective until they can stop making excuses and make the necessary adjustments, or fade from existence as more players catch onto the current era of armies dominating in Cyrodiil (Vivec).
Soul_Demon wrote: »
Firstly it's sooo cute to see the members of a certain guild which was known for faction stacking and zerg surfing with their 24m+ groups now come here and QQ about other's doing it to them! I wonder what happened to the joy of ‘challenging’ frontline fights now that the shoe is on the other foot...
Secondly it's interesting where the information that Dracarys "hates" AotP is referenced from. @frozywozy for example is free to share his views but he doesn't represent Drac's guild view. We don't require our members to drink from a punch bowl.
As a guild we don't hate AotP. We have friends who play with them including @_Crow Additionally whilst some other guilds avoid them to the point that they even swap to another campaigns we actually try to fight them and for a lot of us those fights are some of the most fun (I said a lot because people are free to have different personal opinions and reasons for fighting them).
We have always said that every playstyle should have its place, should be supported by ZOS and have viable counter playstyles. Personally I think it's a shame that ZOS don't care about PVP whatsoever and will never fix the server performance. I feel it shouldn't be a such of a problem what AotP do because as @Crown referenced it’s not the first or even the largest zerg this game has seen. The game was introduced on market as a huge AvA game and PVP used to be one of the main features. It's not players fault that developers simply don't want to invest some money to fix their own product.
It's pointless to blame players for how they play if you are still here at this point. We all are customers and AotP members are not breaking terms of service and are having fun playing a game they love. Same as other people including yourselves try to do. This doesn't mean that I or Drac as a guild agree with many of the points AotP raised about organized raids in this thread or that we wouldn't prefer or recommend their groups to split up.
Guilds who force their members to run certain builds are the ones making their members ineffective, not large zergs. Zerg surfers can create their own build and make sure they are effective in battlegrounds and Cyrodiil, whereas guilds with predefined roles' members are completely defenseless when separated from the group. As long as AP is around, these guilds will continue to be ineffective until they can stop making excuses and make the necessary adjustments, or fade from existence as more players catch onto the current era of armies dominating in Cyrodiil (Vivec).
What makes you think that organized groups ‘force’ their members to use certain builds? I have been / am in several 12-16 man raid guilds and have friends in a number of other similar raid guilds, and I have never heard of anyone being ‘forced’ to use a certain build – rather, theory crafting a clever group setup (roles, skills, gear and how it all combines) together is part of the fun and of course once we have defined a setup we do want (and do not feel forced) to actually use it.
Also, I certainly wouldn't say that groups with predefined roles are ‘ineffective’, quite the contrary. I wonder on what metrics you base your assessment?
Soul_Demon wrote: »Firstly it's sooo cute to see the members of a certain guild which was known for faction stacking and zerg surfing with their 24m+ groups now come here and QQ about other's doing it to them! I wonder what happened to the joy of ‘challenging’ frontline fights now that the shoe is on the other foot...
Secondly it's interesting where the information that Dracarys "hates" AotP is referenced from. @frozywozy for example is free to share his views but he doesn't represent Drac's guild view. We don't require our members to drink from a punch bowl.
As a guild we don't hate AotP. We have friends who play with them including @_Crow Additionally whilst some other guilds avoid them to the point that they even swap to another campaigns we actually try to fight them and for a lot of us those fights are some of the most fun (I said a lot because people are free to have different personal opinions and reasons for fighting them).
We have always said that every playstyle should have its place, should be supported by ZOS and have viable counter playstyles. Personally I think it's a shame that ZOS don't care about PVP whatsoever and will never fix the server performance. I feel it shouldn't be a such of a problem what AotP do because as @Crown referenced it’s not the first or even the largest zerg this game has seen. The game was introduced on market as a huge AvA game and PVP used to be one of the main features. It's not players fault that developers simply don't want to invest some money to fix their own product.
It's pointless to blame players for how they play if you are still here at this point. We all are customers and AotP members are not breaking terms of service and are having fun playing a game they love. Same as other people including yourselves try to do. This doesn't mean that I or Drac as a guild agree with many of the points AotP raised about organized raids in this thread or that we wouldn't prefer or recommend their groups to split up.
Omni's members are free to express their opinions in the same way Dracarys members are free to express theirs. Neither should be a reflection on the guild as a whole.
We've never run more than 24, by the way. Both as Omni and for those of us who were formerly members of Vehemence. Glad to see you continue to insist that we do, though.
For what it's worth, I couldn't give less of a *** over how many groups a guild chooses to run. The game was marketed as being capable of supporting 2,000 players on a single server and massive several-hundred-player fights were part of what many of us signed up for. My only issue is that the game blatantly can't support that the way it did in 2014, and when you're stacking 60+ players in the same blob in one spot, any time other players attempt to approach and need to render those players, it often leads to hard crashes. That's not fun. It's frustrating, aggravating, and drives players to leave the server and avoid PvP altogether. I don't find that to be healthy.
We've actually had a significant number of fun, long-term engagements fighting AotP over the past couple months as well. It's obviously challenging, and when we're outnumbered that significantly, it forces us to play differently. It's still not particularly pleasant when abilities don't fire, mashing a skill 5-8 times before it registers becomes the norm, and every fight we lose another player every 2-3 minutes to a crash, but if the game would work as it was marketed to, I imagine it'd actually be quite good.
Knowing that the game doesn't work as intended, though, it's difficult for me to retain much respect for the players who continue to consciously choose to enable game-breaking behavior. It's one thing to have one raid run up to Sejanus to fight and have a bunch of disorganized pugs surf you - it's another entirely to deliberately organize and stack every player possible into the same spot and never split them up.
As someone who's run a bunch of different PvP guilds over the years, I just genuinely feel sick about the way AotP is being run at the moment. Crow has a great opportunity to absolutely dominate the map on multiple fronts, empower and help improve the skill of his players, train dozens of new potential Leads, and legitimately be capable of having three or more coordinated raids at different points of the map to actually really make a good play at map control, giving good fights to multiple enemy forces at once, spreading the factions out to actually help to counteract poor server performance, and give everyone a better gameplay experience. The biggest problem with lower server caps over the past few years has been that it's led to people generally always consolidating all fighting to the same 2-3 spots on the map at all times. AotP has the people now to do something most guilds have never been able to do, and that's actually force there to be more fights and spread people out more. Instead, they're just brute-forcing everything, continuing to perpetuate and exacerbate a long-standing problem, and have expressed absolutely no remorse for it.
When Zheg and I and the others discussed starting up Omni in the months following VE's retirement, one of the first points we were able to agree upon was to no longer build around and recruit for a consistent 24-person group anymore. Not because there's anything wrong with running 24 people - but because there was legitimately nothing to fight on the map that required it, or could withstand that. It's not needed. There haven't been enough competent guilds of a similar size in some time, and the only time having 24 would be useful was if we were fighting faction stacks - and both Omni and Dracarys have demonstrated over the past year and a half, 16 or 18 people is absolutely adequate to fight 40-50 enemies in a lot of scenarios anyway.
That in mind, AotP's reluctance to ever even consider breaking their one 60-man into two 30-mans is what boggles my mind. If you have remotely decent leadership and some semblance of group organization and theorycraft (even if it just means covering your basic Healer-to-DPS-to-Support ratios, not even talking full group build stuff), there's no reason why 30 people shouldn't be able to have a 70%+ success rate when pushing any objective or most other groups you'll encounter. So why don't they? They already have 80+ people willing to log in every night to fight. They already have people like Ahtu and others willing and able to lead. Give them time and actually remotely challenging situations and they'll continue to develop and improve. And then they could have 2-3 different forces pushing different areas of the map at once - Ahtu goes north to Glademist to push back DC, Crow can take Bleakers and Dragonclaw while they're stretched thin. Or Crow can push Alessia and hold AD at Bay while Ahtu fights DC in the north. You'll still get good fights, but do so without melting the servers, and considering you wouldn't outnumber everyone you fight in every single situation, you might actually help your players learn and grow and improve - be they leaders or just members.
The infrastructure is already there and in place. That's an infrastructure that many GMs have tried to develop and have failed. It's something I've considered in the past myself - and I know others in Omni have brought it up too. "What would it be like to have two 18-man Omni raids on the map at the same time?", or even just "What would it be like if we had another guild *in general* that we could trust and coordinate with so when we push up to Arrius for 25 minutes and hold 75% of the EP on the map there, AD actually does something useful and takes back Alessia and Sej instead of continually potatoing into the Ash Gate?"
That's what I'm talking about. Unfortunately, most of us don't play often enough anymore, are burnt out, or have other RL obligations that would make it hard to consistently do that - not to mention the effort involved in recruiting people and training enough additional leads to support it. Heck, we can barely get enough people online to play more than twice a week now, between conflicting schedules and frustrations with how terrible the servers have been performing in recent months. We don't have that infrastructure or the time, resources and interest to manage that in 2019 the way we might have if this was 2014. Crow does, and it just blows my mind that he's choosing to just continue to take the path of least resistance, stack everyone in one spot, and force the servers to melt when he could be doing so much more that would have a far more positive impact on all players - those he leads and those he fights - than what he's doing now.
Omni's members are free to express their opinions in the same way Dracarys members are free to express theirs. Neither should be a reflection on the guild as a whole.
We've never run more than 24, by the way. Both as Omni and for those of us who were formerly members of Vehemence. Glad to see you continue to insist that we do, though.
For what it's worth, I couldn't give less of a *** over how many groups a guild chooses to run. The game was marketed as being capable of supporting 2,000 players on a single server and massive several-hundred-player fights were part of what many of us signed up for. My only issue is that the game blatantly can't support that the way it did in 2014, and when you're stacking 60+ players in the same blob in one spot, any time other players attempt to approach and need to render those players, it often leads to hard crashes. That's not fun. It's frustrating, aggravating, and drives players to leave the server and avoid PvP altogether. I don't find that to be healthy.
We've actually had a significant number of fun, long-term engagements fighting AotP over the past couple months as well. It's obviously challenging, and when we're outnumbered that significantly, it forces us to play differently. It's still not particularly pleasant when abilities don't fire, mashing a skill 5-8 times before it registers becomes the norm, and every fight we lose another player every 2-3 minutes to a crash, but if the game would work as it was marketed to, I imagine it'd actually be quite good.
Knowing that the game doesn't work as intended, though, it's difficult for me to retain much respect for the players who continue to consciously choose to enable game-breaking behavior. It's one thing to have one raid run up to Sejanus to fight and have a bunch of disorganized pugs surf you - it's another entirely to deliberately organize and stack every player possible into the same spot and never split them up.
As someone who's run a bunch of different PvP guilds over the years, I just genuinely feel sick about the way AotP is being run at the moment. Crow has a great opportunity to absolutely dominate the map on multiple fronts, empower and help improve the skill of his players, train dozens of new potential Leads, and legitimately be capable of having three or more coordinated raids at different points of the map to actually really make a good play at map control, giving good fights to multiple enemy forces at once, spreading the factions out to actually help to counteract poor server performance, and give everyone a better gameplay experience. The biggest problem with lower server caps over the past few years has been that it's led to people generally always consolidating all fighting to the same 2-3 spots on the map at all times. AotP has the people now to do something most guilds have never been able to do, and that's actually force there to be more fights and spread people out more. Instead, they're just brute-forcing everything, continuing to perpetuate and exacerbate a long-standing problem, and have expressed absolutely no remorse for it.
When Zheg and I and the others discussed starting up Omni in the months following VE's retirement, one of the first points we were able to agree upon was to no longer build around and recruit for a consistent 24-person group anymore. Not because there's anything wrong with running 24 people - but because there was legitimately nothing to fight on the map that required it, or could withstand that. It's not needed. There haven't been enough competent guilds of a similar size in some time, and the only time having 24 would be useful was if we were fighting faction stacks - and both Omni and Dracarys have demonstrated over the past year and a half, 16 or 18 people is absolutely adequate to fight 40-50 enemies in a lot of scenarios anyway.
That in mind, AotP's reluctance to ever even consider breaking their one 60-man into two 30-mans is what boggles my mind. If you have remotely decent leadership and some semblance of group organization and theorycraft (even if it just means covering your basic Healer-to-DPS-to-Support ratios, not even talking full group build stuff), there's no reason why 30 people shouldn't be able to have a 70%+ success rate when pushing any objective or most other groups you'll encounter. So why don't they? They already have 80+ people willing to log in every night to fight. They already have people like Ahtu and others willing and able to lead. Give them time and actually remotely challenging situations and they'll continue to develop and improve. And then they could have 2-3 different forces pushing different areas of the map at once - Ahtu goes north to Glademist to push back DC, Crow can take Bleakers and Dragonclaw while they're stretched thin. Or Crow can push Alessia and hold AD at Bay while Ahtu fights DC in the north. You'll still get good fights, but do so without melting the servers, and considering you wouldn't outnumber everyone you fight in every single situation, you might actually help your players learn and grow and improve - be they leaders or just members.
The infrastructure is already there and in place. That's an infrastructure that many GMs have tried to develop and have failed. It's something I've considered in the past myself - and I know others in Omni have brought it up too. "What would it be like to have two 18-man Omni raids on the map at the same time?", or even just "What would it be like if we had another guild *in general* that we could trust and coordinate with so when we push up to Arrius for 25 minutes and hold 75% of the EP on the map there, AD actually does something useful and takes back Alessia and Sej instead of continually potatoing into the Ash Gate?"
That's what I'm talking about. Unfortunately, most of us don't play often enough anymore, are burnt out, or have other RL obligations that would make it hard to consistently do that - not to mention the effort involved in recruiting people and training enough additional leads to support it. Heck, we can barely get enough people online to play more than twice a week now, between conflicting schedules and frustrations with how terrible the servers have been performing in recent months. We don't have that infrastructure or the time, resources and interest to manage that in 2019 the way we might have if this was 2014. Crow does, and it just blows my mind that he's choosing to just continue to take the path of least resistance, stack everyone in one spot, and force the servers to melt when he could be doing so much more that would have a far more positive impact on all players - those he leads and those he fights - than what he's doing now.
Sandman929 wrote: »Ok ok! I'll give you guys the true secret to beating us long term... Ready?
...
Form your own EP guild that is welcoming and helpful to new and casual members, and pick them up from zone in your own raid before I can invite them to my Zerg. And if you really want to stick it to me, make sure you are not being a massive *** to these members and make sure they are having fun too! Then they will have no reason to run in my Zerg!
Boom! There is the secret, can't wait to see all these new Zone guilds popping up! ❤️
I don't know the PC environment, but this is a fair point assuming it's anything like the console environment. Older, experienced players couldn't possibly stack any more chips on their shoulders and they're incredibly rude and toxic to new, or new to PvP, players trying to find their way in Cyrodiil.
A night filled with successful play in a group of friendly people is much more enjoyable than being teabagged and ridiculed in zone as a noob.
Long term goal before I have even started the guild is to eventually split up the super Zerg and it still his. It will take time to gather enough raid leads! 😉 The end goal as I have stated many many times, is that we will have a 48 man Zerg north, and a 48 man Zerg south fighting both factions at the same time! 😃 That's what is going to happen, and it's just matter of getting consist raid leads and time at this point. We will then only stack more then 2 raids if DC or AD stacks a super zerg of 60+.
This is the plan and we are going to reach it, but like I said, it's going to take a bit of time is all 😉
Long term goal before I have even started the guild is to eventually split up the super Zerg and it still his. It will take time to gather enough raid leads! 😉 The end goal as I have stated many many times, is that we will have a 48 man Zerg north, and a 48 man Zerg south fighting both factions at the same time! 😃 That's what is going to happen, and it's just matter of getting consist raid leads and time at this point. We will then only stack more then 2 raids if DC or AD stacks a super zerg of 60+.
This is the plan and we are going to reach it, but like I said, it's going to take a bit of time is all 😉
Long term goal before I have even started the guild is to eventually split up the super Zerg and it still his. It will take time to gather enough raid leads! 😉 The end goal as I have stated many many times, is that we will have a 48 man Zerg north, and a 48 man Zerg south fighting both factions at the same time! 😃 That's what is going to happen, and it's just matter of getting consist raid leads and time at this point. We will then only stack more then 2 raids if DC or AD stacks a super zerg of 60+.
This is the plan and we are going to reach it, but like I said, it's going to take a bit of time is all 😉