usmcjdking wrote: »PVP is perfectly playable if your concept of playing isn't stack up under a siege shield and 20 earthgores.
usmcjdking wrote: »PVP is perfectly playable if your concept of playing isn't stack up under a siege shield and 20 earthgores.
No it's not. i was in a group of 4 tonight fighting 20 AD and the 20 AD dropped a siege line of cold fire. *** this bug.
usmcjdking wrote: »PVP is perfectly playable if your concept of playing isn't stack up under a siege shield and 20 earthgores.
No it's not. i was in a group of 4 tonight fighting 20 AD and the 20 AD dropped a siege line of cold fire. *** this bug.
usmcjdking wrote: »PVP is perfectly playable if your concept of playing isn't stack up under a siege shield and 20 earthgores.
usmcjdking wrote: »PVP is perfectly playable if your concept of playing isn't stack up under a siege shield and 20 earthgores.
No it's not. i was in a group of 4 tonight fighting 20 AD and the 20 AD dropped a siege line of cold fire. *** this bug.
usmcjdking wrote: »usmcjdking wrote: »PVP is perfectly playable if your concept of playing isn't stack up under a siege shield and 20 earthgores.
No it's not. i was in a group of 4 tonight fighting 20 AD and the 20 AD dropped a siege line of cold fire. *** this bug.
Sounds like you need to pick a better spot to fight.
ZOS_GinaBruno wrote: »This was mentioned in another thread, but we're working on getting this fixed for our next incremental patch.
ZOS_GinaBruno wrote: »This was mentioned in another thread, but we're working on getting this fixed for our next incremental patch.
@ZOS_GinaBruno have the team check the data on lag and population numbers for last night primetime Vivec NA. I have a feeling that "OP" seige killing off players was helping with keeping the lag in check. Alot of us actually enjoyed fights last night and there were plenty of players on the screen.
ZOS_GinaBruno wrote: »This was mentioned in another thread, but we're working on getting this fixed for our next incremental patch.
@ZOS_GinaBruno have the team check the data on lag and population numbers for last night primetime Vivec NA. I have a feeling that "OP" seige killing off players was helping with keeping the lag in check. Alot of us actually enjoyed fights last night and there were plenty of players on the screen.
ZOS_GinaBruno wrote: »This was mentioned in another thread, but we're working on getting this fixed for our next incremental patch.
@ZOS_GinaBruno have the team check the data on lag and population numbers for last night primetime Vivec NA. I have a feeling that "OP" seige killing off players was helping with keeping the lag in check. Alot of us actually enjoyed fights last night and there were plenty of players on the screen.
ZOS_GinaBruno wrote: »This was mentioned in another thread, but we're working on getting this fixed for our next incremental patch.
ZOS_GinaBruno wrote: »This was mentioned in another thread, but we're working on getting this fixed for our next incremental patch.
@ZOS_GinaBruno have the team check the data on lag and population numbers for last night primetime Vivec NA. I have a feeling that "OP" seige killing off players was helping with keeping the lag in check. Alot of us actually enjoyed fights last night and there were plenty of players on the screen.
Ya, keep one campaign this way... If it helps performance who cares about balance
LeifErickson wrote: »ZOS_GinaBruno wrote: »This was mentioned in another thread, but we're working on getting this fixed for our next incremental patch.
@ZOS_GinaBruno have the team check the data on lag and population numbers for last night primetime Vivec NA. I have a feeling that "OP" seige killing off players was helping with keeping the lag in check. Alot of us actually enjoyed fights last night and there were plenty of players on the screen.
Yeah that was the first time I actually could kind of play solo last night. It was still really laggy and still feels like you need group padding to have a good time but definitely not completely unplayable.
ZOS_GinaBruno wrote: »This was mentioned in another thread, but we're working on getting this fixed for our next incremental patch.
@ZOS_GinaBruno have the team check the data on lag and population numbers for last night primetime Vivec NA. I have a feeling that "OP" seige killing off players was helping with keeping the lag in check. Alot of us actually enjoyed fights last night and there were plenty of players on the screen.
Ya, keep one campaign this way... If it helps performance who cares about balance
ZOS_GinaBruno wrote: »This was mentioned in another thread, but we're working on getting this fixed for our next incremental patch.
usmcjdking wrote: »PVP is perfectly playable if your concept of playing isn't stack up under a siege shield and 20 earthgores.
Chiming in to support leaving sieges like they are.
Great fights. ~500ms lag at most, as opposed to the typical 3-4sec spikes in the prime time.
Milegate fights actually have a point now (that Vivec's 2 hour ash gate to nik back and forth fight).
In my honest opinion this bug is the best change happened to Cyro in 3 years^_^
To everybody that tells this should be a feature.
Get Good.
Just look at the opposing opinions here Miat.
It's almost like you can pick out exactly *who* runs in a warden earthgore ball group.
PS: thanks for updating your add on so quick.