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Alliance War scoring. AoE zergballs. Lag

GeorgeBlack
GeorgeBlack
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The way the game is designed favours mindless AoE spamming crown stacking zergballs that dont need to aim/focus a target. They just spam and roll with the ball.
I am not sure what portion of the pvp playerbase enjoys this or why even.

The best way to score points for the alliance is to take control of keeps and outposts. There are massive battles happening during a siege but unfortunatly we cant enjoy it because of the lag. So the only option remains to be part of an AoE spamming crownstacking zergball leading to more lag.

I suggest more, smaller buildings like towns around the map as an outlet to players that dont want to play in laggy zerg infested sieges, yet they want to contribute to the War by scoring points.
This will resort in new battle areas without lags or zergs in which smallscale can flurish
  • VaranisArano
    VaranisArano
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    Its almost like in an AvAvA game mode originally designed for groups of 8 to 24, team work is OP, the larger the organized group the better, and unsurprisingly, players in large organized raid dominate the battlefields and the campaign scores.

    The reason you don't understand why players enjoy it is that you think its "mindless". It's not. Its playing a specialized role as a member of a team. But as long as you and others call it "mindless", I'm never surprised that you don't understand why players enjoy it.

    Of course, ZOS keeps trying to add new objectives to Cyrodiil to spread the fights out...and it keeps not working because by design some objectives are more important than others and that's where the large fights break out.

    Which is why most "small scale, no zergs" groups these game either play BGs as premades or look an awful lot like resource tower farmers.

    I'd be all for more Alliance War towns with flags to attempt to spread the fight out more (it won't work unless ZOS overhauls scoring with it). I don't expect it to revitalize small scale the way you hope. Cyrodiil is designed for large groups, designed to organically create faction stacks and zergs heading to important objectives, and ZOS hasn't changed that dynamic. Moreover, they don't seem able to fix the lag, which sucks for everyone who just wants to play PVP.
  • GeorgeBlack
    GeorgeBlack
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    Its almost like in an AvAvA game mode originally designed for groups of 8 to 24, team work is OP, the larger the organized group the better, and unsurprisingly, players in large organized raid dominate the battlefields and the campaign scores.

    The reason you don't understand why players enjoy it is that you think its "mindless". It's not. Its playing a specialized role as a member of a team. But as long as you and others call it "mindless", I'm never surprised that you don't understand why players enjoy it.

    Of course, ZOS keeps trying to add new objectives to Cyrodiil to spread the fights out...and it keeps not working because by design some objectives are more important than others and that's where the large fights break out.

    Which is why most "small scale, no zergs" groups these game either play BGs as premades or look an awful lot like resource tower farmers.

    I'd be all for more Alliance War towns with flags to attempt to spread the fight out more (it won't work unless ZOS overhauls scoring with it). I don't expect it to revitalize small scale the way you hope. Cyrodiil is designed for large groups, designed to organically create faction stacks and zergs heading to important objectives, and ZOS hasn't changed that dynamic. Moreover, they don't seem able to fix the lag, which sucks for everyone who just wants to play PVP.

    As a matter of fact everything you describe as organized is voided because there are examples of massive combat in which each member has a role to play in their group and Guild without crown stacking or AoE spamming.
    Combat in which there are cooldowns and the players mostly look at their enemy instead of Red circles, green circles, timers and crowns. Not in cyrodiil thought.
    Cyrodiil is mindless AoE.
  • GeorgeBlack
    GeorgeBlack
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    Its almost like in an AvAvA game mode originally designed for groups of 8 to 24, team work is OP, the larger the organized group the better, and unsurprisingly, players in large organized raid dominate the battlefields and the campaign scores.

    The reason you don't understand why players enjoy it is that you think its "mindless". It's not. Its playing a specialized role as a member of a team. But as long as you and others call it "mindless", I'm never surprised that you don't understand why players enjoy it.

    Of course, ZOS keeps trying to add new objectives to Cyrodiil to spread the fights out...and it keeps not working because by design some objectives are more important than others and that's where the large fights break out.

    Which is why most "small scale, no zergs" groups these game either play BGs as premades or look an awful lot like resource tower farmers.

    I'd be all for more Alliance War towns with flags to attempt to spread the fight out more (it won't work unless ZOS overhauls scoring with it). I don't expect it to revitalize small scale the way you hope. Cyrodiil is designed for large groups, designed to organically create faction stacks and zergs heading to important objectives, and ZOS hasn't changed that dynamic. Moreover, they don't seem able to fix the lag, which sucks for everyone who just wants to play PVP.

    As a matter of fact everything you describe as organized is voided because there are examples of massive combat in which each member has a role to play in their group and Guild without crown stacking or AoE spamming.
    Combat in which there are cooldowns and the players mostly look at their enemy, act and react to what's going on instead of Red circles, green circles, timers and crowns.
    One skill does not work against every build like AoE spamming does. Not in cyrodiil thought. This combat is not found in Cyrodiil.
    Cyrodiil is mindless AoE
    But since Cyrodiil is what we have I made this suggestion.

  • Durham
    Durham
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    Its almost like in an AvAvA game mode originally designed for groups of 8 to 24, team work is OP, the larger the organized group the better, and unsurprisingly, players in large organized raid dominate the battlefields and the campaign scores.

    The reason you don't understand why players enjoy it is that you think its "mindless". It's not. Its playing a specialized role as a member of a team. But as long as you and others call it "mindless", I'm never surprised that you don't understand why players enjoy it.

    Of course, ZOS keeps trying to add new objectives to Cyrodiil to spread the fights out...and it keeps not working because by design some objectives are more important than others and that's where the large fights break out.

    Which is why most "small scale, no zergs" groups these game either play BGs as premades or look an awful lot like resource tower farmers.

    I'd be all for more Alliance War towns with flags to attempt to spread the fight out more (it won't work unless ZOS overhauls scoring with it). I don't expect it to revitalize small scale the way you hope. Cyrodiil is designed for large groups, designed to organically create faction stacks and zergs heading to important objectives, and ZOS hasn't changed that dynamic. Moreover, they don't seem able to fix the lag, which sucks for everyone who just wants to play PVP.

    I dont think its mindless at all but I do think those large groups especially ones that run 48 in a ball know that they effectively locking up the server. I do not blame the players I blame ZOS. The only way you will change balling is to change the way healing works its really that simple. However ZOS cant do that due to the fact that PVE dominates this game and the CROWN STORE. Healing cannot be changed because of vast web of changes that will be required on the PVE side of the game, vast amount of mechanics would need to be changed.

    My sugestion;

    Eliminate the 7 day server ...
    Create 2 30 Servers

    1 server like Vevic that dominated by BGS 24mans and 48mans let them have their fun because that is fun to them :) Also these groups are vital to bringing more people into the PVP side of the game, if they are not ran off because of performance. However Performance is not the same issue for large setup like it is for the smaller more mobil groups.

    1 Server like the shore of 2017/2018 one that is dominated by smaller guilds that typically run 6-12 on most nights. Eliminate the battle group option. Change the way AP Is awarded to promote a smaller style of play. Limited stacked healing . No faction lock because most of these players do care about faction switching as bad. On the weekends on Shore all 3 factions could be locked and there would be no lag in the summer of 2018.

    BG's will be avialiable for those people who prefer the smallest of setups of 4 mans. However understand many people do not like BGs due to they are NO CP! Many of those players would also run in on the smaller group server.

    The most vocal people about ball groups do not get upset when they die. They get upset because that gameplay creates an unplayable experience for them. They do not want to get in a TS when 48 other people talking over each other. They do not want to be told everything they need to do. They want to run a smaller setup that is not really a small man but a managable TS that each player understand the role they play. Most of theses playes do not just heal they also do damage. People that do damage just do not do damage they might CC or Pele off targets . For these smaller guilds BG's are not option because BGs are for 4 and NO CP.

    The BG server will always be more popular due to the fact they will bring in the most PVP'ers and the smaller group setup server will not be as friendly to random people comming into the server.
    Edited by Durham on 4 May 2019 14:45
    PVP DEADWAIT
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