ishilpatelb14_ESO wrote: »Did the Craglorn patch fix quite a few things, yes. Are there still many things that need to be fixed, definitely yes. So what was the point of buffing the all the guards in Cyrodiil as well as adding more guards? All this has done is made it exceedingly harder for small groups (3-8 people) to cap anything now. Like if you want to force everyone to zerg in 30+ man groups, then just rename the game mode to Zerg War rather than Alliance War. All the buff did is to encourage more zerging and less small fights. The increase in experience points from Cyrodiil quests doesn't encourage more small fights because V10 players aren't gonna quest they are gonna try and cap objectives and now apparently you want everyone to only run around in large groups to cap objectives. These buffs to keep guards just makes it easier for the alliance with a greater population to rule a campaign and makes it impossible for small groups to contribute in any way besides ganking.
TheGrandAlliance wrote: »...you are forgetting that smaller population get defensive bonus too.
ANd you are forgetting that lower pops now have a multiplier that gives them boosted AP when underpopulated.
ishilpatelb14_ESO wrote: »Did the Craglorn patch fix quite a few things, yes. Are there still many things that need to be fixed, definitely yes. So what was the point of buffing the all the guards in Cyrodiil as well as adding more guards? All this has done is made it exceedingly harder for small groups (3-8 people) to cap anything now. Like if you want to force everyone to zerg in 30+ man groups, then just rename the game mode to Zerg War rather than Alliance War. All the buff did is to encourage more zerging and less small fights. The increase in experience points from Cyrodiil quests doesn't encourage more small fights because V10 players aren't gonna quest they are gonna try and cap objectives and now apparently you want everyone to only run around in large groups to cap objectives. These buffs to keep guards just makes it easier for the alliance with a greater population to rule a campaign and makes it impossible for small groups to contribute in any way besides ganking.
TheGrandAlliance wrote: »
Does this make it hard for low pop server to go out and take stuff? Yes. BUt they shouldn't be on offense at that point in time anyways with such few numbers.
TheGrandAlliance wrote: »No you are forgeting the purpse of keep boosts. They are there to HELP lower population servers by preventing small raid teams from stealth zerging keeps.
Does this make it hard for low pop server to go out and take stuff? Yes. BUt they shouldn't be on offense at that point in time anyways with such few numbers.
TheGrandAlliance wrote: »Its called keeps are SUPPOSED to be taken by a sizable force... whether you call it "small raid team" or I call it a ZERG it doesn't matter.
IF servers have too few players to take stuff on the map... then the campgain simply is too underpopulated for effective PvP. TO make PvP epic like it was the first week of launch whereas it took numbers and skill to take keeps (due to NPC strength) this patch is necessary to try to do that agian.
Is it good for low lvls? No. But low lvls have been left behind ages ago.
TheGrandAlliance wrote: »...it is an argument against elite guilds AP farming and solo capping (like nighting) the map.
TheGrandAlliance wrote: »Before you start to make yourself a fool by calling people trolls: I have 4 threads on the topic for further reading:
http://forums.elderscrollsonline.com/discussion/79986/eso-pvp-is-finished-home-of-the-vets
http://forums.elderscrollsonline.com/discussion/78709/elite-pvp-guilds-doom-eso
http://forums.elderscrollsonline.com/discussion/66721/do-you-even-care-about-the-emperor-title
http://forums.elderscrollsonline.com/discussion/65758/the-emperor-ap-system-is-broken-move-to-a-guild-based-title
ishilpatelb14_ESO wrote: »TheGrandAlliance wrote: »Its called keeps are SUPPOSED to be taken by a sizable force... whether you call it "small raid team" or I call it a ZERG it doesn't matter.
IF servers have too few players to take stuff on the map... then the campgain simply is too underpopulated for effective PvP. TO make PvP epic like it was the first week of launch whereas it took numbers and skill to take keeps (due to NPC strength) this patch is necessary to try to do that agian.
Is it good for low lvls? No. But low lvls have been left behind ages ago.
So have you addressed anything I've said, no. Based on your logic, which is Zenimax's logic (i guess you're a little fanboy), people should only run around in zergs and not do anything in small group. Yep, that's great logic, you should go back to 4chan and argue with the kiddies there that don't know how to actually discuss anything.
arnaldomoraleseb17_ESO wrote: »
Small groups should have small objectives. A keep isn't a small objetive. I hate zergs and never join one, but I don't like the idea about 8 people taking a Keep. I like this change and hope Zenimax will include small objectives to us soon.
For the moment, there are many people that don't like zergs and run with small groups looking for another groups to fight. Isn't the best solution but it will give me fun for a time while Zenimax add more content to us.
TheGrandAlliance wrote: »Its called keeps are SUPPOSED to be taken by a sizable force... whether you call it "small raid team" or I call it a ZERG it doesn't matter.
IF servers have too few players to take stuff on the map... then the campgain simply is too underpopulated for effective PvP. TO make PvP epic like it was the first week of launch whereas it took numbers and skill to take keeps (due to NPC strength) this patch is necessary to try to do that agian.
Is it good for low lvls? No. But low lvls have been left behind ages ago.
Animus0724 wrote: »Well sir, there are no skills involved when zerging, thats power in numbers, that's the point of zerging.
TheGrandAlliance wrote: »Animus0724 wrote: »Well sir, there are no skills involved when zerging, thats power in numbers, that's the point of zerging.
That is a myth. PLenty of skill in zergs. Esp if ur rival zerg is made up of elites.
People throw around the term "zerg" like it is abad thing or something. By they way... in real life "zergs" win wars: They are called "armies". It is the nature of the universe. Trying to deny it is like to deny Global Warming or something. TO claim there isn't skill involved is to claim that armies lead themselves into war (and to conquest).
Alas... let the /elitewhine and their inablity to socialize with others (due to their hostile nature) continue!...
ishilpatelb14_ESO wrote: »lol so again you're dumb and not reading all the comments or you just can't understand them, the issue is when one side has a zerg and the other doesn't, the zerg will almost always win unless they are all autistic. Stop replying to this thread if you're not gonna read all the comments before yours.
1) taking keeps was and still is easier for small groups to take. so if a small group can't take a keep, they cant take anything
2) the pop caps are an average population over days. this is so unclever it makes my head spin. it does nothing to do stop large groups from crushing small groups in real-time, but it does add another avenue for exploitation: make toons on the enemy faction and log in 10 minute a day to make the algorithms think it is more populated than reality! more points for you, easier play too!
3) the goal may be to have large faction wars, but these changes bleed even more players out of the game. I really don't know why a company would design a game this complex for a few thousand players! It is madness!