Lava_Croft wrote: »I think Azura is great for seeing organized guilds get run over by groups of a randoms roughly the same size.
kkravaritieb17_ESO wrote: »Decimation elite...small scale. The meteor spam is real when they see us.
That would be to counter your Steel Tornado train ;-)
As for the ping in Azura's EU at the moment, it is ridiculous to the point where people wander off to pve rather than play pvp. I know that's the case for both the girlfriend and I, when normally we would rather be running with Elite in Azura's
kkravaritieb17_ESO wrote: »Decimation elite...small scale. The meteor spam is real when they see us.
That would be to counter your Steel Tornado train ;-)
As for the ping in Azura's EU at the moment, it is ridiculous to the point where people wander off to pve rather than play pvp. I know that's the case for both the girlfriend and I, when normally we would rather be running with Elite in Azura's
Izanagi.Xiiib16_ESO wrote: »@Turelus @T@rty
Perhaps you could convey to your esteemed leadership that running in groups of 40+ isn't a tremendous idea. This might reduce the performance issues you are battling with.
Note whether you have more than 24m in your group is another point. But training along with all the pugs between the main keeps is mainly what I'm referring to. (When 60 reds turn up at alessia for example)
WillhelmBlack wrote: »Think we need to spread out a bit, forward camps should help when they come back. At the moment it's huge blue zergs vs large red AoE spam groups vs yellow super spam groups. All whilst there's nothing going on on the rest of the map. It's literally asking for lag when we're all clashing together at the same, all the time.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
WillhelmBlack wrote: »Think we need to spread out a bit, forward camps should help when they come back. At the moment it's huge blue zergs vs large red AoE spam groups vs yellow super spam groups. All whilst there's nothing going on on the rest of the map. It's literally asking for lag when we're all clashing together at the same, all the time.
forward camps do not spread anything. never have nor ever will.
Izanagi.Xiiib16_ESO wrote: »@Turelus @T@rty
Perhaps you could convey to your esteemed leadership that running in groups of 40+ isn't a tremendous idea. This might reduce the performance issues you are battling with.
Note whether you have more than 24m in your group is another point. But training along with all the pugs between the main keeps is mainly what I'm referring to. (When 60 reds turn up at alessia for example)
It's been done, in fact the very same night that you whispered me about it.
Problem is it's the natural way of uncapped/regulated sandbox PvP.
If you're not winning bring more numbers until you do win, no one is going to agree to saying "Actually let's not depose the AD Emperor because we shouldn't bring more than 24 people to this final keep and their 24 are better than ours."
Don't get me wrong blobbing or zerging or whatever you want to call it isn't exactly something I want to encourage and I much prefer having two or more raids of 24 max moving around the map doing different objectives (apart from lol guild night when we try to get 50+ into one channel/raid). There comes a time though when just bundling everything you have into one keep is the best tactic in this game if you're out matched.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Do you remember the days of the foward camps? Fights were actually spread across the map, because you could go somewhere far away and didn't have to horse simulate all the way back. What do we have now? 2 or 3 swords on map, always the same places - gates, bridge or Arrius f*cking lumber.forward camps do not spread anything. never have nor ever will.
Do you remember the days of the foward camps? Fights were actually spread across the map, because you could go somewhere far away and didn't have to horse simulate all the way back. What do we have now? 2 or 3 swords on map, always the same places - gates, bridge or Arrius f*cking lumber.forward camps do not spread anything. never have nor ever will.
I'd like to see statistics of how often this thing has flippedDeanTheCat wrote: »
Capture Arrius Lumbermill is the best quest in the game
Izanagi.Xiiib16_ESO wrote: »@Turelus @T@rty
Perhaps you could convey to your esteemed leadership that running in groups of 40+ isn't a tremendous idea. This might reduce the performance issues you are battling with.
Note whether you have more than 24m in your group is another point. But training along with all the pugs between the main keeps is mainly what I'm referring to. (When 60 reds turn up at alessia for example)
It's been done, in fact the very same night that you whispered me about it.
Problem is it's the natural way of uncapped/regulated sandbox PvP.
If you're not winning bring more numbers until you do win, no one is going to agree to saying "Actually let's not depose the AD Emperor because we shouldn't bring more than 24 people to this final keep and their 24 are better than ours."
Don't get me wrong blobbing or zerging or whatever you want to call it isn't exactly something I want to encourage and I much prefer having two or more raids of 24 max moving around the map doing different objectives (apart from lol guild night when we try to get 50+ into one channel/raid). There comes a time though when just bundling everything you have into one keep is the best tactic in this game if you're out matched.
no one is blaming unblobed zerglings their behaviour does not effect server issues at all. the blobs(and no i do not mention the char :P) do and they are actively initiated and not accidently by sandbox pvp behaviour
I'd like to see statistics of how often this thing has flippedDeanTheCat wrote: »
Capture Arrius Lumbermill is the best quest in the game
Do you remember the days of the foward camps? Fights were actually spread across the map, because you could go somewhere far away and didn't have to horse simulate all the way back. What do we have now? 2 or 3 swords on map, always the same places - gates, bridge or Arrius f*cking lumber.forward camps do not spread anything. never have nor ever will.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Izanagi.Xiiib16_ESO wrote: »@Turelus @T@rty
Perhaps you could convey to your esteemed leadership that running in groups of 40+ isn't a tremendous idea. This might reduce the performance issues you are battling with.
Note whether you have more than 24m in your group is another point. But training along with all the pugs between the main keeps is mainly what I'm referring to. (When 60 reds turn up at alessia for example)
It's been done, in fact the very same night that you whispered me about it.
Problem is it's the natural way of uncapped/regulated sandbox PvP.
If you're not winning bring more numbers until you do win, no one is going to agree to saying "Actually let's not depose the AD Emperor because we shouldn't bring more than 24 people to this final keep and their 24 are better than ours."
Don't get me wrong blobbing or zerging or whatever you want to call it isn't exactly something I want to encourage and I much prefer having two or more raids of 24 max moving around the map doing different objectives (apart from lol guild night when we try to get 50+ into one channel/raid). There comes a time though when just bundling everything you have into one keep is the best tactic in this game if you're out matched.
no one is blaming unblobed zerglings their behaviour does not effect server issues at all. the blobs(and no i do not mention the char :P) do and they are actively initiated and not accidently by sandbox pvp behaviour
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »@Turelus @T@rty
Perhaps you could convey to your esteemed leadership that running in groups of 40+ isn't a tremendous idea. This might reduce the performance issues you are battling with.
Note whether you have more than 24m in your group is another point. But training along with all the pugs between the main keeps is mainly what I'm referring to. (When 60 reds turn up at alessia for example)
It's been done, in fact the very same night that you whispered me about it.
Problem is it's the natural way of uncapped/regulated sandbox PvP.
If you're not winning bring more numbers until you do win, no one is going to agree to saying "Actually let's not depose the AD Emperor because we shouldn't bring more than 24 people to this final keep and their 24 are better than ours."
Don't get me wrong blobbing or zerging or whatever you want to call it isn't exactly something I want to encourage and I much prefer having two or more raids of 24 max moving around the map doing different objectives (apart from lol guild night when we try to get 50+ into one channel/raid). There comes a time though when just bundling everything you have into one keep is the best tactic in this game if you're out matched.
no one is blaming unblobed zerglings their behaviour does not effect server issues at all. the blobs(and no i do not mention the char :P) do and they are actively initiated and not accidently by sandbox pvp behaviour
I completely disagree with you. Do you really think that if a 24m group spread out there wouldn't be lag when fighting 60+ pugs?
It's the fight which causes the lag. Not the 'group'. The reason you blame the group is because the fight goes on for so long due to them being strong the lag builds and builds. You can say that groups perhaps shouldn't be so strong and zos seems to think this too but imo coordination and group play should seperate players from pugs and make them stronger. If you stopped all player resing in cyro you would find an equally valid solution to lag.
@Turelus I know you did but the reply I got back wasn't encouraging calling 40+ normal
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Forward camps where the best tactics to repack the whole alliance in a keep
- set up a camp
- call for suicide reinforcement all over the map
- everyone release in the keep to be defended, even a contested keep
- respawn a new camp when needed
They were also use to teleport a group behind enemy lines without the horse ride (so no possibility to intercept it on it's way)
- send someone with a fast horse set up a camp
- suicide your warband and teleport
- attack a keep
- respawn a camp inside
- get the whole alliance in
- refresh when needed
Camp suppression has decreased the fight pace that's true, but camps did certainly not do anything to spread fights.
In the end we had a camp set up permanently on each keep while defending emp to be able to port in as soon as any keep was contest. Camps are a bad idea.
Then...
Tonight on azura... 999+ ping on first figh... switch.
The main pb is the lag, not the camps.
Lava_Croft wrote: »Complain about nightcapping and large groups while nightcapping and running large groups.
Please never change!
Read thread.AbraXuSeXile wrote: »Lava_Croft wrote: »Complain about nightcapping and large groups while nightcapping and running large groups.
Please never change!
Who you referring to?