I think he was referring to the fact that most times the entire population of either side(s) is engaged in a single fight in a single area, instead of fighting several smaller battles across the entire map.
I think he was referring to the fact that most times the entire population of either side(s) is engaged in a single fight in a single area, instead of fighting several smaller battles across the entire map.
You claim it's their tech that's the sole issue but I hate to break it to you. the network throughout the world is not perfect either. If everyone was close to the server I think you could say it's their hardware that's the sole issue, but you have people all over the world in AVA.
I'm not finding anything wrong with Brian's statement.
Group up. Blob up if you want. There is inherent advantage in that but there should also be vulnerability in that too. Fact is siege weaponry, previous to the damage buff WAS A JOKE. Now? Not so much. It is absolutely doing what is should with regard to it's effect on the enemy.
IMO this is really an non-issue.
They do really need to provide other pertinent objectives throughout the map though to spread the populations out and give incentives for small group play.
Lord_Kreegan wrote: »Brian obviously never studied military history or tactics; "mass" is one of the fundamental principles of warfare.
In any case, if they want a war maybe they should remove all buffs so we won't have any more "buff campaigns", and remove player ladders; see how many players then support the "war" out of loyalty to their alliance/faction, or loyalty to their race, or loyalty to their guild, or loyalty to their family, or loyalty to ... I don't know... anything?
I don't think they're technically incompetent, but their engine is a piece of crap. They're stuck with it at this point so they're rationalizing its faults rather than throwing in the towel.
Just remember to reboot your router every couple of hours... and your modem... and your PC... and, oh, make sure to reboot your mouse and keyboard, too... and your wrist watch; that could be causing problems.
Area51Visitor wrote: »I think he was referring to the fact that most times the entire population of either side(s) is engaged in a single fight in a single area, instead of fighting several smaller battles across the entire map.
I might agree, though the game gives no incentive to. Had they produced random events, rotating objectives, etc. maybe...but I can't imagine designers thinking people would not follow and collect in large groups; it's human nature and honestly taught in many intro courses.
You claim it's their tech that's the sole issue but I hate to break it to you. the network throughout the world is not perfect either. If everyone was close to the server I think you could say it's their hardware that's the sole issue, but you have people all over the world in AVA.
timidobserver wrote: »You claim it's their tech that's the sole issue but I hate to break it to you. the network throughout the world is not perfect either. If everyone was close to the server I think you could say it's their hardware that's the sole issue, but you have people all over the world in AVA.
It's like some people choose to ignore that the lag in Cyrodil has gotten worse over time. The world's internet didn't get slower.
A war that only has baring on the world in Cyrodil. Nowhere else.
I feel so immersed /sarcasm
stewart.leslie76b16_ESO wrote: »timidobserver wrote: »You claim it's their tech that's the sole issue but I hate to break it to you. the network throughout the world is not perfect either. If everyone was close to the server I think you could say it's their hardware that's the sole issue, but you have people all over the world in AVA.
It's like some people choose to ignore that the lag in Cyrodil has gotten worse over time. The world's internet didn't get slower.
I can't argue with that, but more and more items are now connecting to the internet and using up resources. Everything seems to be web based now and designed for the mobile user. I wondering though how companies are able to promise lag free service if you choose to connect to ESO through them, it still has to go through the same wires as my connection.
Lord_Kreegan wrote: »Brian obviously never studied military history or tactics; "mass" is one of the fundamental principles of warfare.
suggest they create an experimental new campaign. With no Home/Guest exclusions, all can join (up to the cap). In this campaign, strip all PVE, remove the dolmens, the delves, the quest hubs and all NPCs except for Guards. This would represent a large reduction in load on the server. For the client, when you enter this campaign, rain is disabled, particle effect distances are lowered and certain visual effects are lowered (things you would not notice, none of the major graphic settings). This is a Cyrodiil dedicated to that war that he talks about. More fluff for spreading out is , well, more fluff for the server to deal with and more adding and removing players from the area of effect matrices.
And keep digging deep into that code, there is a problem in there. And consider re-coding recent changes. Some added features need to be implemented more efficiently. Don't waste your time on ways to spread people out.
Lord_Kreegan wrote: »Brian obviously never studied military history or tactics; "mass" is one of the fundamental principles of warfare.
Just to add a little more to the above quote.
Mass, Offensive, Objective, Surprise, Economy of Force, Maneuver, Unity of Command, Security, Simplicity..
These are the basic principles of maneuver warfare.
In a limited, 3D simulation, that is going to boil down to large blobs of toons, moving on point objectives, with the occasional guerrilla action (ganking follow-on forces) in rear areas. Spreading groups out tactically with AOE is ok, but overall there are still going to be large masses.
His statement makes me think that ZoS is thinking in the terms of creating an 'atmosphere' instead understanding that when you create large scale RVR, you're creating a tactical/strategic simulation. They keep trying to 'blend in' different PVP play styles into one environment. That's not gong to work.
The majority of folks who will continue to play in a large battle field, are folks who care about 'winning the war'.
They would have been better served by also including small scale instanced scenarios like CTF that would serve folks who prefer that kind of play. That and arenas for the guys that like to do that. But trying to combine it all and literally go backwards from the original intent is a failed idea.
stewart.leslie76b16_ESO wrote: »timidobserver wrote: »You claim it's their tech that's the sole issue but I hate to break it to you. the network throughout the world is not perfect either. If everyone was close to the server I think you could say it's their hardware that's the sole issue, but you have people all over the world in AVA.
It's like some people choose to ignore that the lag in Cyrodil has gotten worse over time. The world's internet didn't get slower.
I can't argue with that, but more and more items are now connecting to the internet and using up resources. Everything seems to be web based now and designed for the mobile user. I wondering though how companies are able to promise lag free service if you choose to connect to ESO through them, it still has to go through the same wires as my connection.
And at the same time net infrastructure gets bigger, better and faster, "same wires as my connection"? Doubt it.
Lord_Kreegan wrote: »Brian obviously never studied military history or tactics; "mass" is one of the fundamental principles of warfare.
In any case, if they want a war maybe they should remove all buffs so we won't have any more "buff campaigns", and remove player ladders; see how many players then support the "war" out of loyalty to their alliance/faction, or loyalty to their race, or loyalty to their guild, or loyalty to their family, or loyalty to ... I don't know... anything?
I don't think they're technically incompetent, but their engine is a piece of crap. They're stuck with it at this point so they're rationalizing its faults rather than throwing in the towel.
Just remember to reboot your router every couple of hours... and your modem... and your PC... and, oh, make sure to reboot your mouse and keyboard, too... and your wrist watch; that could be causing problems.
Lord_Kreegan wrote: »Brian obviously never studied military history or tactics; "mass" is one of the fundamental principles of warfare.
In any case, if they want a war maybe they should remove all buffs so we won't have any more "buff campaigns", and remove player ladders; see how many players then support the "war" out of loyalty to their alliance/faction, or loyalty to their race, or loyalty to their guild, or loyalty to their family, or loyalty to ... I don't know... anything?
I don't think they're technically incompetent, but their engine is a piece of crap. They're stuck with it at this point so they're rationalizing its faults rather than throwing in the towel.
Just remember to reboot your router every couple of hours... and your modem... and your PC... and, oh, make sure to reboot your mouse and keyboard, too... and your wrist watch; that could be causing problems.
Umm...You're joking right? Mass is one of the fundamental principles of warfare? Perhaps you are referring to Mass and speed = force or impact? That is great and all but that's what grenades and things that go boom are for. Strength in numbers is nothing vs firepower and superior strategy and tactics.
Remember the early days after release? The engine was fine and battles with 200 plus ran smooth as silk on my machine. I remember being amazed. Then ZoS introduced the post processing lighting and effects update. THAT is when virtually everyone started crying about Cyrodiil being lagged out. So ya, technically it's the engine but it's not the engine. It's all the post processing eye candy they shoved down our throats while providing no means to actually toggle it all off.