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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.
This siege change, whether intended or not, has been polarizing. Some people love it and others hate it. I believe the answer lies somewhere between how it is now and how it was before to make the most people happy as possible.
ScruffyWhiskers wrote: »[
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.
Oh yeah. Great Job! Maybe you can add a warning when somebody is in the area and thinking about firing siege at you too!
This siege change, whether intended or not, has been polarizing. Some people love it and others hate it. I believe the answer lies somewhere between how it is now and how it was before to make the most people happy as possible.
ScruffyWhiskers wrote: »[
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.
Oh yeah. Great Job! Maybe you can add a warning when somebody is in the area and thinking about firing siege at you too!
Big red circle not good enough for you? Lol
Lord_Sando 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.
"MOVE"
ScruffyWhiskers wrote: »[
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.
Oh yeah. Great Job! Maybe you can add a warning when somebody is in the area and thinking about firing siege at you too!
Big red circle not good enough for you? Lol
IndyWendieGo wrote: »ScruffyWhiskers wrote: »[
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.
Oh yeah. Great Job! Maybe you can add a warning when somebody is in the area and thinking about firing siege at you too!
Big red circle not good enough for you? Lol
It really isn't for a lot of them. Like I've said in another thread- they call those of us that like this essentially trash players. Yet I haven't used any siege yet, and I'm the one purging/raising the idiots willfully standing there.
"Oh but I can't see the red circles! It doesn't always show up!"
Perhaps it's alien to them to actually LOOK around at their environment and move accordingly. I've wiped loads to siege, but that's my own damn fault because 1) I was raising people thinking I'd have enough time or 2) trying to heal those raised to get them OUT of the siege because they rezzed into it instead of waiting.
But we're trash players.
Edit: Also, if we're trash and they're dying to siege- Why haven't they slotted purge? Or find a friend that will? Like literally a circus ape of moderate intelligence wearing those comical lederhosen could figure this out right after he got out of his Shriner's car.
I died only twice to siege that night, once when I got cocky standing there trying to take on 3 players within range of a keep and second when I forgot to purge+BOL.
@Minno and @Minalan
A case of the end justifies all means? Let’s just increase the siege AoE radius to 60m and add some more sets that one shot players immediately when you come closer than 20m.
Will tremendously help with lag too. I understand NA has a lot of issues with guilds like AotP, but this isn’t a solution.
If these was implemented as a campaign rule I doubt very many people would play it for more than one week. A lot of people enjoyed the enchant bug too, but ultimately it’s not a lot of fun to obliterate opponents with no effort of your own.
And as for the lag - I experienced no difference at all on EU Sotha Sil.
@Minno and @Minalan
A case of the end justifies all means? Let’s just increase the siege AoE radius to 60m and add some more sets that one shot players immediately when you come closer than 20m.
Will tremendously help with lag too. I understand NA has a lot of issues with guilds like AotP, but this isn’t a solution.
If these was implemented as a campaign rule I doubt very many people would play it for more than one week. A lot of people enjoyed the enchant bug too, but ultimately it’s not a lot of fun to obliterate opponents with no effort of your own.
And as for the lag - I experienced no difference at all on EU Sotha Sil.
I played another lag free night prime time last night, and paid the new 'siege tax' only once. If the servers performed better, or certain factions wouldn't Zerg quite so hard, I would probably join in on your outrage.
But as it is. I can actually play the game and I'll take it. Every time AD showed up with 100 people and the game started time warping, we'd end up with a field of dead AD and suddenly I could use skills again.
IndyWendieGo wrote: »ScruffyWhiskers wrote: »[
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.
Oh yeah. Great Job! Maybe you can add a warning when somebody is in the area and thinking about firing siege at you too!
Big red circle not good enough for you? Lol
It really isn't for a lot of them. Like I've said in another thread- they call those of us that like this essentially trash players. Yet I haven't used any siege yet, and I'm the one purging/raising the idiots willfully standing there.
"Oh but I can't see the red circles! It doesn't always show up!"
Perhaps it's alien to them to actually LOOK around at their environment and move accordingly. I've wiped loads to siege, but that's my own damn fault because 1) I was raising people thinking I'd have enough time or 2) trying to heal those raised to get them OUT of the siege because they rezzed into it instead of waiting.
But we're trash players.
Edit: Also, if we're trash and they're dying to siege- Why haven't they slotted purge? Or find a friend that will? Like literally a circus ape of moderate intelligence wearing those comical lederhosen could figure this out right after he got out of his Shriner's car.
lol yea when I said "avoid red circles" I mean avoid situations where someone is starting to pepper you with siege. But I mostly run solo or sideline zergs for fights as a templar vamplar so its easier for me to know I shouldnt be tanking zergs unless I can get away. I died only twice to siege that night, once when I got cocky standing there trying to take on 3 players within range of a keep and second when I forgot to purge+BOL.
Either way I just want the lag fixed and for the same time slot+population we had a nice night of relative lag free fights.
ZOS_GinaBruno wrote: »This was mentioned in another thread, but we're working on getting this fixed for our next incremental patch.
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^_^
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.
Sandman929 wrote: »They should just open a campaign for people to go into, hit a target dummy, and that sets off explosions and tells them they just killed 80 players and pops up a message saying "You Win!". People seem to want that more than anything.