mike.gaziotisb16_ESO wrote: »You guys are funny.
So it's not ZOS's fault that blobbing is over-effective due to AoE caps, or the fact that their servers can't handle what they themselves advertised as "massive scale PvP battles".
No, no, it's the players' fault. The players create the lag, the crappy server code, the game mechanics, the FPS bugs, the freezes even in solo PvE questing...it's all about the players.
I dont think there is anyone who doubt this issue exists not because of zos' poor game design. It's indeed poor design for sure.
However, nothing can be more frustrating when you try to avoid those blobs but they actually diffuse every corner like zombie infection and feck the game experience.
Ps: I'm pretty sure 100 random players cause less lag than a 24 men impulse train group. And I dont even talk about players can cause crash on purpose. Nice pic btw
mike.gaziotisb16_ESO wrote: »
I understand your frustration. I unashamedly play in a zerg and I'll tell you things from my and my guilds perspective.
First off, we actually enjoy that style of play. We enjoy the massive organised battles between 30+ man zergs. The feints, the ambushes, the keep taking the scroll carrying....the lot. Also, we don't really care to fight individual players when part of a large group. In fact 90% of the times we avoid them going straight for our objectives. Most deaths to zergs (keep defence excluded) is people getting in the way or trying to peck at the zerg from distance forcing us into action.
See we were happy with what Thornblade was meant to be. A massive zerg battleground. Large group vs large group. People who liked small scale action were also happy with this arrangement as they settled into Chillrend or Haderus.
The issue is that the server crapped more often than my 90yo nan. The queues to get in were hour-long and the lag inside unbelievable. In other words ZOS failed us. They pretty much promised that these battles would be possible and now their system can't handle it.
What is now happening is zergs spreading out to different campaigns in an effort to reduce the lag. That has negative impact on everyone. On us because we can't fight the groups we used to fight any more. And to you because every campaign will now have 2-3 zergs whereas it didn't before.
ZOS need to take action. One option is to admit that what they said would be possible is not and change the game mechanics to prevent zergballing. The other option is to of course find the source of the lag and fix it. Then we'll be happy to be in 1 zerg-fest campaign and get out of everyone else's feet and vice versa.
Well said indeed, couldn't add much on it. As you said, roughly, blobs cause lag even for themselves and blobs don't like lags.
So hey! Why would you you left us with 3 laggy server instead of 1 laggy/zergy server and 2 lag free ones? Or else, drop that tactic and join the fight like everyone do. Blobing isn't only viable way to pvp
AbraXuSeXile wrote: »Oops.
I guess you are one of the K.o.C groups? I was raiding with you for a while as a guest, in early months of game. Actually it was a guild's(insert name here) open raid then it evolved K.o.C in time.
Anyways, we were roaming around with like 4-5x24 men raid. Hell, it was a lot of fun, like whole server gathered up and build a huge VoltranAnd going to face against huge number of enemies, like a real battle scene.
While this happening, there was zero lag or very little. Because none of us or them using that filthy "stack and aoe" tactic (which is now known as blob/zergtrain/impulsegroup whatever) When people realised aoe caps are exist and start to use that tactic, lags appeared from no where.
So the problem is clear for months. I hope ZOS is working hard on it. And I understand you. You love big fights, so do I sometimes. But when lag comes, I feel I need to do alt-f4 and unsub, because you -next gen zergs- taking it anywhere you go.
mike.gaziotisb16_ESO wrote: »
Of course blobling is not the only viable way to PvP. A lot of us also play in smaller groups too because it's a different kind of fun. Ultimately like I said, we play large groups primarily because we enjoy it. We genuinely have fun facing off other zergs and the "all or nothing" nature of the combat (loser wipes completely). Also we take pride in helping our faction, we don't hold an outpost for 2 hours farming randoms. We go for key keeps, we go for scrolls, we go for emperorship. We go looking for other big groups and provoke them to attack us.
Until ZOS tells us that they don't want us to play like this and make it that game mechanics don't allow us, we'll try to get our kicks from it. In the process we'll also try to make the game playable (to small the extent we can control it) while maintaining some competition.
Our target is to spread enough so hopefully there won't be more than 1-2 large zergs per faction. Maybe the server will be able to handle that. We've got players guesting every campaign in order to get a picture of where it's best to home. This part is obviously hard because we don't have direct lines of communication with every other zerg leader.
We picked Chillrend for now because until yesterday there were 0 yellow zergs there (we're AD). I've been guesting there and have seen loosely organised groups of 50 reds roaming around quite often taking keeps defended by randoms. Hopefully we'll give reds and blues some competition, bring some balance to the campaign and not lag it too much for the sake of all of us.