Maintenance for the week of December 23:
· [COMPLETE] NA megaservers for maintenance – December 23, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
· [COMPLETE] EU megaservers for maintenance – December 23, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

GW2 style zergball gameplay, and resource flipping the whole map *non negative thread!*

Zerosix
Zerosix
Soul Shriven
Two issues I have come across:

1: The cap being at six is a little too low for the the current zergball mentality that is spreading. Raise the aoe cap a bit so we can bust the zerg. Small groups are not as viable as they should be against zerg stacking. Our faction is the overpop on our camp, so this would greatly affect us. I think it may give more opportunity to the underdogs.

2: A single faction knocking out every teleport in the zone is causing very slow pvp. Please make inactivity on resources for 30-45 minutes result in resources auto-reclaiming to the faction that owns the keep. This would help pick the pace back up, and cut back on the run simulator. (Example EB pushed across our map giving us some much needed competition. ;) to ya TSym. AD flipped every single resource on EB side and crippled them across the map and did not even go for their keeps. The result is most EB logging out for the night.)

I may be completely wrong about these ideas and would be open to discussion on them. Unlike most naysayers, I am having an absolute blast in pvp. I wish we had the pvp fullness eu has right now in NA. Hopefully the campaign redesigns will bring some action back. For now Bloodthorn seems to at least be alive again, and it is a welcome change. I want to see an even playing field, and right now we are way over pop.

FOR EMERIC AND DAGGERFALL! See you AD and EB scrubs in the action!
Edited by Zerosix on 7 June 2014 06:08
  • Bitz_Maidenhell
    AoE cap is lame. I think 90% of the ESO population agrees as i saw from polls. AoE cap was a major issue that killed GW2 RvR, seems ESO is not learning from other games mistakes like they should.

    I will attest that there is nothing like the feeling of a 6 man team wiping a 60 or 100 man "zerg" ball. ESO need to reconsider the AoE cap, seriously.
    Bitz Maidenhell -Officer/Commander
    Tactical Symbiosis [TSym]
    twitch.tv/bitz_maidenhell
  • Tintinabula
    Tintinabula
    ✭✭✭✭✭
    Have they capped mobs aoes as well? I mean if I take a raid of 15 ppl into a dungeon will the bosses AOEs only affect 6 of my raid?.. Cause if so that's pretty sweet..only 6 ppl affected while the other 9 continue to do their thing.
  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    Maybe its time to do another AOE cap vote poll........ every week.......twice a week. :)
  • rich_nicholsonb16_ESO
    Changing the area cap, reducing group size and changing how healing works is the only way to stop this zerging. Zergs kill pvp games both daoc and gw2 went downhill as soon as the zerging tactic started to become the norm, ESO will go the same way if they don't stop it.
    It's all too easy when your in a bunch of 24+ just spamming heals running over another group blowing ultimates and area effect spells/skills.

    It was only last night I went out in a small guild group of 6 and we found other smaller groups and had fights with them and I can tell you that's where the fun is, more team work was involved not just sticking close and spamming 2 buttons.

    If they won't change it as least give small groups ( even solo ppl ) something to fight for like outposts dotted around the map.
    Patch 1.2.3 nerfed the game....
    Zergballing wrecked pvp......

    Now waiting for Camelot Unchained!!
  • Avidus
    Avidus
    ✭✭✭
    AoE needs a cap, but maybe more than 6, it needs to be more threatening to a large group than a small group.

    Alternatively you could just slightly increase AoE damage if more people get caught in it :wink: That would be hilarious.
  • ElSlayer
    ElSlayer
    ✭✭✭
    I think capping AoE is a way to reduce lag in mass PvP. Think of it for a minute in perspective of client-server data exchange.
    @d0e1ow: There is no singular thing within a game's little ecosystem that will convince you that you hate the game, hate your life, and hate everyone around you faster than the game's official forums will.

    @TaffyIX: Life is too short to get upset by a video game.
  • Kilmister
    Kilmister
    ✭✭
    AoE cap is one of my biggest complaints about ESO. Removing it makes smaller well organised groups more viable and discourages the zergers from putting all their eggs in one basket. Having a significantly higher number of smaller groups spread across the map would help with lag and also allow greater opportunities for cooperation between guilds to make coordinated attacks at a variety of points on the map. Encouraging this kind of gameplay and rethinking the desperately bad idea of a very short vet only campaign opens up greater freedom for player generated content.
  • CosmicChaos
    CosmicChaos
    ✭✭✭
    The campaign I play in it usually becomes zerg vs zerg. Which is actually a lot of fun when you have multiple groups using different tactics on the same battlefield. And even with the AoE cap you can still take a out a group 2 or 3 times your size. The reason everyone is complaining is because Sorc/DK classes want to be able to run head first into the heart of the mob. The Sorc wants to stun everyone with BE and then spam Impulse. The DKs want to further expand their effectiveness of standard. Because apparently a good DK being able to take on a group of 5+ alone without dying in a few seconds isn't good enough. ZOS screws up a lot of things but the AoE cap wasn't one of them.
  • TomLukman
    TomLukman
    ✭✭✭
    A single DK can only kill 5+ alone if those 5+ are stupid enough to stand close to his standard. The thing this 6 people cap brought is that players can now stand really close together and become almost immune to AOE damage. This strategy has been abused by multiboxers and many groups of players in alliance war ever since the cap was introduced.

    Since lag is in most cases caused by bandwidth, not CPU or other hardware limits, I don't think the AOE cap helps with lag in any way because all players still have to see those casting AOE spells (therefore have to receive the IP package from the server).
  • Krazyhermit
    Krazyhermit
    Soul Shriven
    Zerosix wrote: »
    Two issues I have come across:

    1: The cap being at six is a little too low for the the current zergball mentality that is spreading. Raise the aoe cap a bit so we can bust the zerg. Small groups are not as viable as they should be against zerg stacking. Our faction is the overpop on our camp, so this would greatly affect us. I think it may give more opportunity to the underdogs.

    2: A single faction knocking out every teleport in the zone is causing very slow pvp. Please make inactivity on resources for 30-45 minutes result in resources auto-reclaiming to the faction that owns the keep. This would help pick the pace back up, and cut back on the run simulator. (Example EB pushed across our map giving us some much needed competition. ;) to ya TSym. AD flipped every single resource on EB side and crippled them across the map and did not even go for their keeps. The result is most EB logging out for the night.)

    I may be completely wrong about these ideas and would be open to discussion on them. Unlike most naysayers, I am having an absolute blast in pvp. I wish we had the pvp fullness eu has right now in NA. Hopefully the campaign redesigns will bring some action back. For now Bloodthorn seems to at least be alive again, and it is a welcome change. I want to see an even playing field, and right now we are way over pop.

    FOR EMERIC AND DAGGERFALL! See you AD and EB scrubs in the action!

    Tsym was fighting at Glade last night and had a blast. Congrats on taking the resources, we stayed at Glade were the big fight happened for most of the night. We eventually had to log as it was getting close to our pvp time to end. I can assure you maybe taking the resources made some of EB log, but however, as for Tsym it was the good ole Z monster and wife agro for most of us.
    Thanks for the fun!!!
    The Hermit
  • Baphomet
    Baphomet
    ✭✭✭✭✭
    Right now I am a bit divided on this. If they removed the cap, players would be able to gain super fast ultimate points and spam ults. On the other hand, maybe the cap should be raised to eight or nine. Just enough to give the small organized groups a little more punch against the zerg.

    Of course there is seige equipment against the zerg but it is very akward to use in open field battle for instance.

    And don't forget, if they uncap it,mthe zerg will also be able to AoE bomb even more effectively.

    Whatever they do, unnerf inhale! :'(
    - The Psijic Order
    - TKO
    - Dominant Dominion
    - The Noore
  • Shaun98ca2
    Shaun98ca2
    ✭✭✭✭✭
    Point #2 is an extremely valid tactic of the battlefield and one of the few things a 6 man group can do to assist the zerg quite well is cutting off the Transit line for a zerg to resupply additional troops.

    I'm glad they have this as its a dangerous thing to go out and take over 3 resources as it shows a keep under attack if im not mistaken.

    While the Zerg efforts of the war is important is the smaller groups that will win the war. Each guild on a campaign should find a keep and make it theirs while sending 6 man teams out to hinder the war in their favor while defending the keep.
  • quakedawg_ESO
    quakedawg_ESO
    ✭✭✭
    Love it when a plan comes together
    Pro Tip: Form a group of 4 and hang out with the zerg. Now you can claim you only run with 4. I'm l33t

    'I've never died in AvA. Undefeated!'
    'My group of 4 will often take on 100+ with no problem. I have videos to prove it'
    'All the abilities on my keyboard require real skill to spam'
  • Zerosix
    Zerosix
    Soul Shriven
    Shaun98ca2 wrote: »
    Point #2 is an extremely valid tactic of the battlefield and one of the few things a 6 man group can do to assist the zerg quite well is cutting off the Transit line for a zerg to resupply additional troops.

    I'm glad they have this as its a dangerous thing to go out and take over 3 resources as it shows a keep under attack if im not mistaken.

    While the Zerg efforts of the war is important is the smaller groups that will win the war. Each guild on a campaign should find a keep and make it theirs while sending 6 man teams out to hinder the war in their favor while defending the keep.

    Honestly it messes up small group pvp. Small groups hate roaming for a billion years looking for other small groups. When every teleport is knocked out, small groups log or call it a night after they wipe because they are stuck back at the start zone.

    They need to add in rotated pvp dailies besides the current ones that give high reward. Like collect x items from so and so delve. Give the same one to all three factions and use quest like this to create small pvp hotspots.
  • rich_nicholsonb16_ESO
    I think there still should be a cap but the cap of 6 vs a group size of 24 sorry it just doesn't add up, too many ppl won't get hit which makes it too easy to Zerg like this.

    The cap should at least hit half of a full group. So either reduce the group size to 8 or 12 or up the cap to 12 or 16.

    Healing should be group only when it comes to healing damaged players unless all group mates are at 100%. This will also reduce these Zerg balls just spamming heals and areas as if a small group is sticking tight with a full group they won't benifit from the larger groups heals.


    Patch 1.2.3 nerfed the game....
    Zergballing wrecked pvp......

    Now waiting for Camelot Unchained!!
  • Komma
    Komma
    ✭✭✭✭✭
    This is a large scale pvp game. It is not an arena type roaming group game that daoc turned out to be. The best days in daoc were the large scale battle which everyone can participate in. Making it a small group game eliminates the fun for the majority of players. Your voice is loud on the forums but it isn't in the majority.

    We had a blast with a fairly small group tonight. Cutting off the supply lines and joining in the bigger fights when they happened.

    I go both ways on the aoe stuff though. Maybe reduce the damage of aoe's and increase the amount of people they can hit? I would be ok with that.
    Kohma Kozzy-cr160-Stamblade
    Komma-cr160-Magicblade
    Komma the Great-cr160-Stam DK
    Kommah-cr160-Mag DK
    Komma Kozzy-cr160-Mag Templar
    Kommuh Kozzy-cr160-Stam Templar
    Komma the White-cr160-Mag Sorc
    The Tazmanian Devil-cr160-Stamsorc
    OTG
Sign In or Register to comment.