propertyOfUndefined wrote: »The problem I see with a lot of teams in some of these matches is they refuse to split up. They need to move together as a group of 4. That works best for some match types, but not all of them — especially not relic and domination. Part of the fun, imho, is to learn what works best and change strategies depending on the match type, who your pugs are, and who you’re up against.
And yeah… “winning the battles but losing the war” is a common saying tor a reason
CameraBeardThePirate wrote: »The issue with this logic is splitting up will do nothing if the winning team is running, as a team of four, from flag to flag and avoiding fights. They will cap faster as a group of four than 1 or 2 players that are split up, and can just tank a lone player while capping a flag and there's nothing that lone player can do about it.
RealLoveBVB wrote: »You can play PvP with weapons and with brain. Looks like the winning team used the last one.
_adhyffbjjjf12 wrote: »_adhyffbjjjf12 wrote: »CameraBeardThePirate wrote: »_adhyffbjjjf12 wrote: »
Clearly a team doesn't win by 'running away' that's just a passive aggressive attack on the integrity of the other team to somehow justify why they lost. The op is tilted and evidently does not understand how the opponents outplayed them, and if he doesn't want to learn it will keep happening.
The winning team DID just run away the entire match. You can see that quite clearly on the scoreboard by their kills, deaths, damage, and healing numbers. They didn't ever engage in any fights.
Edit, look at the score, the pit daemons were tunnel versioned onto killing the weak team, in the mean time they got outflanked and outplayed. A skilful team would have realised this, ignored the weak drakes and adapted to outplay their real competition in that fight, which is basically what happened, whereas OPs team were stuck feeding at the kill trough and could not change their own behaviour even though they could see what was happening.
That's a lot of assumptions you make. In bg's there are times where you CAN'T just disengage from a fight. If I left a fight, the team is just gonna beat on me from me behind and if I die then I can do nothing about pushing objective.
What if I get caught in a fight I can't just disengage from, a NB trying to gank me, a full team trying to 4v1 me? I cannot simply disengage from those encounters. So I should be punished because I'm not being "skillful" even though I can't control the fact a 4 man team wants to kill me.
That argument doesn't work in BG's, it's not a behavioral thing. There are just times in PVP where you cannot just disengage from a fight.
BG's punish you for wasting your time fighting people, why commit to a fight for 1 minute when game punishes you for not being on objectiv?. The tactic is to very much run away from enemies because then you can earn points that way.
If I'm in chaosball and enemy team choose to attack me, and I defend and win a 4v1 that's meaningless in the grand scheme, I'll still lose because I didn't choose to just run from them. Same can be applied to Capture the relic, if I waste my time fighting enemies, I can neither defend my relic or capture an enemy relic. Which gives enemies time to capture ours while I can do nothing about, most BGS punish you for PVP.
The are glorified run simulators, that's what he's trying to say. There's really no "skill" involved is there, it's either you fight people in PVP and cost yourself the match or avoid PVP and win the objective because the enemies will waste their own time committing to fights. It's just gaming the system, it has nothing to do with "skill"
lol interesting logic, PVPers who enter objective based BG and lose are skilled because they are incapable of disengaging from a fight where they were farming the weak team whereas the team that did manage to ignore farming the weak team won.
There is more to PVP than playing who can gank the other fastest.
2 armies in a war, one outflanks the other and captures the city and wins the war ultimately. The other side cannot believe they lost because their entire army stood in the field and fought hand to hand for the full length of the war and killed lots of people. Awesomesauce general?
_adhyffbjjjf12 wrote: »_adhyffbjjjf12 wrote: »CameraBeardThePirate wrote: »_adhyffbjjjf12 wrote: »
Clearly a team doesn't win by 'running away' that's just a passive aggressive attack on the integrity of the other team to somehow justify why they lost. The op is tilted and evidently does not understand how the opponents outplayed them, and if he doesn't want to learn it will keep happening.
The winning team DID just run away the entire match. You can see that quite clearly on the scoreboard by their kills, deaths, damage, and healing numbers. They didn't ever engage in any fights.
Edit, look at the score, the pit daemons were tunnel versioned onto killing the weak team, in the mean time they got outflanked and outplayed. A skilful team would have realised this, ignored the weak drakes and adapted to outplay their real competition in that fight, which is basically what happened, whereas OPs team were stuck feeding at the kill trough and could not change their own behaviour even though they could see what was happening.
That's a lot of assumptions you make. In bg's there are times where you CAN'T just disengage from a fight. If I left a fight, the team is just gonna beat on me from me behind and if I die then I can do nothing about pushing objective.
What if I get caught in a fight I can't just disengage from, a NB trying to gank me, a full team trying to 4v1 me? I cannot simply disengage from those encounters. So I should be punished because I'm not being "skillful" even though I can't control the fact a 4 man team wants to kill me.
That argument doesn't work in BG's, it's not a behavioral thing. There are just times in PVP where you cannot just disengage from a fight.
BG's punish you for wasting your time fighting people, why commit to a fight for 1 minute when game punishes you for not being on objectiv?. The tactic is to very much run away from enemies because then you can earn points that way.
If I'm in chaosball and enemy team choose to attack me, and I defend and win a 4v1 that's meaningless in the grand scheme, I'll still lose because I didn't choose to just run from them. Same can be applied to Capture the relic, if I waste my time fighting enemies, I can neither defend my relic or capture an enemy relic. Which gives enemies time to capture ours while I can do nothing about, most BGS punish you for PVP.
The are glorified run simulators, that's what he's trying to say. There's really no "skill" involved is there, it's either you fight people in PVP and cost yourself the match or avoid PVP and win the objective because the enemies will waste their own time committing to fights. It's just gaming the system, it has nothing to do with "skill"
lol interesting logic, PVPers who enter objective based BG and lose are skilled because they are incapable of disengaging from a fight where they were farming the weak team whereas the team that did manage to ignore farming the weak team won.
There is more to PVP than playing who can gank the other fastest.
2 armies in a war, one outflanks the other and captures the city and wins the war ultimately. The other side cannot believe they lost because their entire army stood in the field and fought hand to hand for the full length of the war and killed lots of people. Awesomesauce general?
That's funny how you assume everyone who's fighting is because they wanna farm players, when that's not always the case. So what if I'm pushing a flag and a 4 man team rolls up to fight me and I'm alone. Do you think that 4 man team is gonna just let me waltz away to flip a flag? No. They're gonna try to kill me, does that make me a PVP farmer of the sorts or a ganker out to farm and get kills? No. Not sure why you assume everyone who's fighting in PVP is just kill farming lol.
Also you make it seem like there's never any time where you engage in a fight that turns out to be 1 minute long and is not worth committing to but you can't just disengage from the fight because the person you're fighting is just gonna keep chasing you. Does that make me a farmer or any less "skilled" than the person who's been avoiding fights? No. It just means one person chose to not fight and I did and that's my mistake because fighting is the losing strat in BG's. But for some reason you have this narrative that anyone who ever fights in pvp is a farmer or ganker lol
_adhyffbjjjf12 wrote: »_adhyffbjjjf12 wrote: »_adhyffbjjjf12 wrote: »CameraBeardThePirate wrote: »_adhyffbjjjf12 wrote: »
Clearly a team doesn't win by 'running away' that's just a passive aggressive attack on the integrity of the other team to somehow justify why they lost. The op is tilted and evidently does not understand how the opponents outplayed them, and if he doesn't want to learn it will keep happening.
The winning team DID just run away the entire match. You can see that quite clearly on the scoreboard by their kills, deaths, damage, and healing numbers. They didn't ever engage in any fights.
Edit, look at the score, the pit daemons were tunnel versioned onto killing the weak team, in the mean time they got outflanked and outplayed. A skilful team would have realised this, ignored the weak drakes and adapted to outplay their real competition in that fight, which is basically what happened, whereas OPs team were stuck feeding at the kill trough and could not change their own behaviour even though they could see what was happening.
That's a lot of assumptions you make. In bg's there are times where you CAN'T just disengage from a fight. If I left a fight, the team is just gonna beat on me from me behind and if I die then I can do nothing about pushing objective.
What if I get caught in a fight I can't just disengage from, a NB trying to gank me, a full team trying to 4v1 me? I cannot simply disengage from those encounters. So I should be punished because I'm not being "skillful" even though I can't control the fact a 4 man team wants to kill me.
That argument doesn't work in BG's, it's not a behavioral thing. There are just times in PVP where you cannot just disengage from a fight.
BG's punish you for wasting your time fighting people, why commit to a fight for 1 minute when game punishes you for not being on objectiv?. The tactic is to very much run away from enemies because then you can earn points that way.
If I'm in chaosball and enemy team choose to attack me, and I defend and win a 4v1 that's meaningless in the grand scheme, I'll still lose because I didn't choose to just run from them. Same can be applied to Capture the relic, if I waste my time fighting enemies, I can neither defend my relic or capture an enemy relic. Which gives enemies time to capture ours while I can do nothing about, most BGS punish you for PVP.
The are glorified run simulators, that's what he's trying to say. There's really no "skill" involved is there, it's either you fight people in PVP and cost yourself the match or avoid PVP and win the objective because the enemies will waste their own time committing to fights. It's just gaming the system, it has nothing to do with "skill"
lol interesting logic, PVPers who enter objective based BG and lose are skilled because they are incapable of disengaging from a fight where they were farming the weak team whereas the team that did manage to ignore farming the weak team won.
There is more to PVP than playing who can gank the other fastest.
2 armies in a war, one outflanks the other and captures the city and wins the war ultimately. The other side cannot believe they lost because their entire army stood in the field and fought hand to hand for the full length of the war and killed lots of people. Awesomesauce general?
That's funny how you assume everyone who's fighting is because they wanna farm players, when that's not always the case. So what if I'm pushing a flag and a 4 man team rolls up to fight me and I'm alone. Do you think that 4 man team is gonna just let me waltz away to flip a flag? No. They're gonna try to kill me, does that make me a PVP farmer of the sorts or a ganker out to farm and get kills? No. Not sure why you assume everyone who's fighting in PVP is just kill farming lol.
Also you make it seem like there's never any time where you engage in a fight that turns out to be 1 minute long and is not worth committing to but you can't just disengage from the fight because the person you're fighting is just gonna keep chasing you. Does that make me a farmer or any less "skilled" than the person who's been avoiding fights? No. It just means one person chose to not fight and I did and that's my mistake because fighting is the losing strat in BG's. But for some reason you have this narrative that anyone who ever fights in pvp is a farmer or ganker lol
i'm not assuming anything or have any narrative lol, i was referring to the results discussed at the beginning of the thread. it is evident that killing the weakest of the 3 teams was the primary activity by the Op-s team. The Op complained that the other winning team did not outplay/outflank/out rotate them, but they won automagically by 'running away' When actually all they had to do was to disengage the entirely irrelevant third team (the winning team managed it) and rotate themselves to the next point ahead of the winning team and then engage them instead. They didn't, they farmed kills on the 3rd team (see stats)
_adhyffbjjjf12 wrote: »fact is a team won because they outplayed the other 2 teams. the other teams can either learn from that or not. Making excuses and saying they won because they 'run away' is obviously deluded and just means they are going to keep losing as they fail to adapt and improve.
CameraBeardThePirate wrote: »_adhyffbjjjf12 wrote: »fact is a team won because they outplayed the other 2 teams. the other teams can either learn from that or not. Making excuses and saying they won because they 'run away' is obviously deluded and just means they are going to keep losing as they fail to adapt and improve.
The only fact is that they did run away from every fight. It's what happened, therefore it is a fact. Saying they outplayed us is your opinion. If you think that running away from fights the entire match is outplaying the other teams, so be it. But you can't state that it's a fact because that's subjective. The only fact is what actually occurred during the match: that the team that won did so by running from empty flag to empty flag and avoiding fights.
_adhyffbjjjf12 wrote: »
I can state is a fact, because they did in fact win, and you get ZERO points for running, they did not 'run from a fight' they rotated to the next objective efficiently because they knew the other team could not cope with the strategy. If the losing team had the vision the to read the fight and adapt then they would have got to the flags FIRST and engaged (why did they not do that?) , but they thought it was more important to get kills against weakest team out of the 3. As I said, many teams are going to beat them if they cant adapt.
BTW the comment 'running from a fight' is a perfect tell on what went wrong with the team mindset.
Dem_kitkats1 wrote: »_adhyffbjjjf12 wrote: »
I can state is a fact, because they did in fact win, and you get ZERO points for running, they did not 'run from a fight' they rotated to the next objective efficiently because they knew the other team could not cope with the strategy. If the losing team had the vision the to read the fight and adapt then they would have got to the flags FIRST and engaged (why did they not do that?) , but they thought it was more important to get kills against weakest team out of the 3. As I said, many teams are going to beat them if they cant adapt.
BTW the comment 'running from a fight' is a perfect tell on what went wrong with the team mindset.
I'm not sure where you're getting the notion that red was the weakest team. They really didn't die that much. To me it looks like they lost because they also didn't just run around and collect flags. Purple very well could have been the weakest team, but we'll never know because they only ran to flags, as is evident by the top scorer's 0-0-0 ratio. As other's have demonstrated, the leaderboards for farming matches look a great deal different with high kill and death numbers, numbers being in the 20s or 30s. If OP'S team only wanted to farm players I doubt purple would have gotten away as scot free as they did (having played on teams with and against OP they wouldnt have lol).
IMO the ability to freely run around, out in the open to undefended flags, without a thought is not tactical thinking. Players can do that with their eyes closed. Having to actively think about when to defend, and when to attack, or when to distract an enemy is strategic play. If you want to sneak around, it should be difficult, and require some forethought. The way the modes and maps are designed now matches don't require any of these things. They are not challenging enough. And those who actually play strategically and defend their objectives should be rewarded much more for their efforts.
CameraBeardThePirate wrote: »Dem_kitkats1 wrote: »_adhyffbjjjf12 wrote: »
I can state is a fact, because they did in fact win, and you get ZERO points for running, they did not 'run from a fight' they rotated to the next objective efficiently because they knew the other team could not cope with the strategy. If the losing team had the vision the to read the fight and adapt then they would have got to the flags FIRST and engaged (why did they not do that?) , but they thought it was more important to get kills against weakest team out of the 3. As I said, many teams are going to beat them if they cant adapt.
BTW the comment 'running from a fight' is a perfect tell on what went wrong with the team mindset.
I'm not sure where you're getting the notion that red was the weakest team. They really didn't die that much. To me it looks like they lost because they also didn't just run around and collect flags. Purple very well could have been the weakest team, but we'll never know because they only ran to flags, as is evident by the top scorer's 0-0-0 ratio. As other's have demonstrated, the leaderboards for farming matches look a great deal different with high kill and death numbers, numbers being in the 20s or 30s. If OP'S team only wanted to farm players I doubt purple would have gotten away as scot free as they did (having played on teams with and against OP they wouldnt have lol).
IMO the ability to freely run around, out in the open to undefended flags, without a thought is not tactical thinking. Players can do that with their eyes closed. Having to actively think about when to defend, and when to attack, or when to distract an enemy is strategic play. If you want to sneak around, it should be difficult, and require some forethought. The way the modes and maps are designed now matches don't require any of these things. They are not challenging enough. And those who actually play strategically and defend their objectives should be rewarded much more for their efforts.
This times a million. If our team wanted to farm the kill counts wouldve gotten ugly. We weren't farming, we were going to flags to flip them. Purple would cap a flag, we would go to that flag to take it from them (they would already be gone by the time we got there) and Red would meet us at the flag. We'd kill Red to take the flag, and in the 45 seconds that fight would take, Purple had already run from flag to flag capping the rest. We were punished because when Red came to fight over a flag we were taking, we fought back instead of running away to an empty flag.
_adhyffbjjjf12 wrote: »
so the answer is you should have got to the flags first.
_adhyffbjjjf12 wrote: »man your post just boils down to 'real pvp players do DM' try reading his post and not applying your own narrative on top. its 2022, every single successful mmorpg has objective based PVP at its heart. no smoke without fire as they say.
The answer to this is ideally separate queues but eso does not have the player base for this because of underlying gameplay issues. So the answer is to do what is successfully done in other games, weight the dice roll when selecting a map type and keep a random element in there so everyone gets what they want over time.
gariondavey wrote: »_adhyffbjjjf12 wrote: »man your post just boils down to 'real pvp players do DM' try reading his post and not applying your own narrative on top. its 2022, every single successful mmorpg has objective based PVP at its heart. no smoke without fire as they say.
The answer to this is ideally separate queues but eso does not have the player base for this because of underlying gameplay issues. So the answer is to do what is successfully done in other games, weight the dice roll when selecting a map type and keep a random element in there so everyone gets what they want over time.
You are wrong.
The poster above you is correct.
_adhyffbjjjf12 wrote: »its 2022, every single successful mmorpg has objective based PVP at its heart. no smoke without fire as they say.
_adhyffbjjjf12 wrote: »its 2022, every single successful mmorpg has objective based PVP at its heart. no smoke without fire as they say.
Ah, and we return to the question that never gets answered:
How many teams do those games use?