Maintenance for the week of November 11:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – November 11, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
· Xbox: NA and EU megaservers for patch maintenance – November 13, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – November 13, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

Azergas

  • Cinnamon_Spider
    Cinnamon_Spider
    ✭✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.
    Cinn #SorcLivesMatter
    Exquisite Bedlam - Sorcerer AD rank 34
    Cinnamonspiderdreams - Sorcerer EP rank 24
    Synaris Astarte - Templar DC rank 24
    Cinnamon Spider - Nightblade AD

    Youtube - Cinnamon_Spider
  • Perphection
    Perphection
    ✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?

    Oh, you're one of those who believes strength only comes in numbers and not from improved individual play or skilled leadership.

    If that's the case there is no reasoning with you. Your solution will always be "we need more people."

    No matter how skilled you are, you'll never be able to take on 50 other players at the same time.

    Do you people not remember *** like this? https://www.youtube.com/watch?v=Uq2-Zl1PETM

    These are the Devs and the company you're constantly protecting. They can't even be bothered to test their own game, they're too busy leveling up DC alts.
  • Morbash
    Morbash
    ✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?

    Oh, you're one of those who believes strength only comes in numbers and not from improved individual play or skilled leadership.

    If that's the case there is no reasoning with you. Your solution will always be "we need more people."

    No matter how skilled you are, you'll never be able to take on 50 other players at the same time.

    Do you people not remember *** like this? https://www.youtube.com/watch?v=Uq2-Zl1PETM

    These are the Devs and the company you're constantly protecting. They can't even be bothered to test their own game, they're too busy leveling up DC alts.

    That's not skill. Those are exploits and weren't intended. Try again.
    "War doesn't build character; it reveals it."
  • RAGUNAnoOne
    RAGUNAnoOne
    ✭✭✭✭✭
    Perhaps ZOS_RichLambert is leading these zergs.
    PS4 NA
    Argonian Master Race

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Support Tail armor and tail ribbons: http://forums.elderscrollsonline.com/en/discussion/236333/concept-tail-armor-for-beast-races#latest
    http://forums.elderscrollsonline.com/en/discussion/246134/request-dyeable-tail-ribbons
  • Perphection
    Perphection
    ✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?

    Oh, you're one of those who believes strength only comes in numbers and not from improved individual play or skilled leadership.

    If that's the case there is no reasoning with you. Your solution will always be "we need more people."

    No matter how skilled you are, you'll never be able to take on 50 other players at the same time.

    Do you people not remember *** like this? https://www.youtube.com/watch?v=Uq2-Zl1PETM

    These are the Devs and the company you're constantly protecting. They can't even be bothered to test their own game, they're too busy leveling up DC alts.

    That's not skill. Those are exploits and weren't intended. Try again.

    No, those weren't exploits. Those were game mechanics that were poorly tested and abused by the community.

    But hey, never say "never" as the Biebs says and never trust these ZOS developers who tell you the game is meant to be played with "hundreds of players onscreen at once."
  • Morbash
    Morbash
    ✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    Edited by Morbash on November 2, 2015 6:26AM
    "War doesn't build character; it reveals it."
  • GRxKnight
    GRxKnight
    ✭✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.

    If that's how DC is going to run this entire campaign then the TKO/Rage/Victorem/HK/COH/Crown zerg on AD will roll over DC every time. It was evident when AD decided to give blue a taste of it's own medicine. It took almost no time tonight starting at Nikel to roll through Ash, Aleswell, Bleakers, Chalman for dethrone, and BRK for crowning Crown. If that's what DC wants to do for the next 28 days of this campaign, I'm sure all those aforementioned guilds will be more than happy to stick it to DC. Sorry EP you're kinda getting caught in the crossfire.

    On another note it seems the EP population has dwindled a bit...or is it just me?
    Member of Victorem, RÁGE ; Decibel Alumni (RIP)

    Kalista Schefer: VR16 AD Sorcerer; Alliance Rank 22

    Noxus-Katarina: VR16 AD NB; Alliance Rank 30

    Grxknight: VR16 AD DK; Alliance Rank 16

    Lorelie Aedel: VR16 AD Templar; Alliance Rank 8
  • Grampa_Smurf
    Grampa_Smurf
    ✭✭✭
    @GRxKnight

    Is that a threat because if it is you will have to do a hell of lot better then that, DC has been the under dog for so long now, been beaten battered and we are still here. Bring them push hard as hard as you like we will still be here pushing back and at the end of the day we will still be standing.

    Bring it and any AD you can muster and I truly mean that, You will learn that DC can't be bullied and we will push back.



    Life isn't measured by the breaths we take, but by the moments that take our breath away.
  • Morbash
    Morbash
    ✭✭✭✭
    GRxKnight wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.

    If that's how DC is going to run this entire campaign then the TKO/Rage/Victorem/HK/COH/Crown zerg on AD will roll over DC every time. It was evident when AD decided to give blue a taste of it's own medicine. It took almost no time tonight starting at Nikel to roll through Ash, Aleswell, Bleakers, Chalman for dethrone, and BRK for crowning Crown. If that's what DC wants to do for the next 28 days of this campaign, I'm sure all those aforementioned guilds will be more than happy to stick it to DC. Sorry EP you're kinda getting caught in the crossfire.

    On another note it seems the EP population has dwindled a bit...or is it just me?

    I have yet to see a difference. It's always been a zergfest. But anywho, you guys have fun with that. I'll be in Wrothgar. :smile:
    Edited by Morbash on November 2, 2015 7:13AM
    "War doesn't build character; it reveals it."
  • Hektik_V
    Hektik_V
    ✭✭✭✭✭
    Who can zerg harder
    Das Hektik
    Hektik V
    Hektiksaurus
    Hekspawn

    @HEKT1K
  • Morbash
    Morbash
    ✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?

    Oh, you're one of those who believes strength only comes in numbers and not from improved individual play or skilled leadership.

    If that's the case there is no reasoning with you. Your solution will always be "we need more people."

    No matter how skilled you are, you'll never be able to take on 50 other players at the same time.

    Do you people not remember *** like this? https://www.youtube.com/watch?v=Uq2-Zl1PETM

    These are the Devs and the company you're constantly protecting. They can't even be bothered to test their own game, they're too busy leveling up DC alts.

    That's not skill. Those are exploits and weren't intended. Try again.

    No, those weren't exploits. Those were game mechanics that were poorly tested and abused by the community.

    But hey, never say "never" as the Biebs says and never trust these ZOS developers who tell you the game is meant to be played with "hundreds of players onscreen at once."

    Regardless, it wasn't intended and it no longer works in the game's current state. Your post was irrelevant to the point I was making.
    "War doesn't build character; it reveals it."
  • Perphection
    Perphection
    ✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?

    Oh, you're one of those who believes strength only comes in numbers and not from improved individual play or skilled leadership.

    If that's the case there is no reasoning with you. Your solution will always be "we need more people."

    No matter how skilled you are, you'll never be able to take on 50 other players at the same time.

    Do you people not remember *** like this? https://www.youtube.com/watch?v=Uq2-Zl1PETM

    These are the Devs and the company you're constantly protecting. They can't even be bothered to test their own game, they're too busy leveling up DC alts.

    That's not skill. Those are exploits and weren't intended. Try again.

    No, those weren't exploits. Those were game mechanics that were poorly tested and abused by the community.

    But hey, never say "never" as the Biebs says and never trust these ZOS developers who tell you the game is meant to be played with "hundreds of players onscreen at once."

    Regardless, it wasn't intended and it no longer works in the game's current state. Your post was irrelevant to the point I was making.

    Exactly my point, almost nothing in this game works as they INTENDED it to.

    They might have intended for this game to be able to handle "EPIC COLOSSAL SUPER MASSIVE RVR PVP", but it's not the case.

    The sooner you accept the fact that the game cannot handle these Zergs you're adamantly defending, the sooner the player-base can come together to solve issues ZOS is unwilling to address.
  • Cinnamon_Spider
    Cinnamon_Spider
    ✭✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    All I'm saying is that people need to stop. They need to make the effort. I don't understand how anyone can think that style of play is effective when you can't use skills, can't swap weapons, can't do jack because of fps drops when you have large groups in an area. That style may have been what was in mind, but it should be obvious to anyone with half a brain cell that it doesn't work for the game and causes more problems for everyone.

    I don't know about everyone else, but when the game lags out due to crap like this, I alt f4 and play something else. If everyone did that, then you would have no one to play against. Is that what you want? Is that fun for you?

    WTF is wrong with the people that want to play like this?
    Cinn #SorcLivesMatter
    Exquisite Bedlam - Sorcerer AD rank 34
    Cinnamonspiderdreams - Sorcerer EP rank 24
    Synaris Astarte - Templar DC rank 24
    Cinnamon Spider - Nightblade AD

    Youtube - Cinnamon_Spider
  • Teargrants
    Teargrants
    ✭✭✭✭✭
    ✭✭✭✭
    Hektik_V wrote: »
    Who can zerg harder
    tumblr_ljhx7g621D1qcfyhd.png
    POST EQVITEM SEDET ATRA CVRA
    ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
    EP ※ Teargrants ※
    EP ※ Kissgrants ※
    DC ※ Kirsi ※
    Vehemence Council
    #JustOutOfRenderRange
    ~Teargrants YouTube~
    ┬┴┬┴┤(・_├┬┴┬┴
  • Lil_kitty
    Lil_kitty
    ✭✭✭
    @GRxKnight

    Challenge accepted. Bring it on. :)

    DC will fight fire with fire.
  • Morbash
    Morbash
    ✭✭✭✭
    `
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    All I'm saying is that people need to stop. They need to make the effort. I don't understand how anyone can think that style of play is effective when you can't use skills, can't swap weapons, can't do jack because of fps drops when you have large groups in an area. That style may have been what was in mind, but it should be obvious to anyone with half a brain cell that it doesn't work for the game and causes more problems for everyone.

    I don't know about everyone else, but when the game lags out due to crap like this, I alt f4 and play something else. If everyone did that, then you would have no one to play against. Is that what you want? Is that fun for you?

    WTF is wrong with the people that want to play like this?

    Yup, guess we'll have to resort to politeness and pleasantries in Cyro from now on...
    *Knock knock knock*

    "Yeah, whaddya want?"

    "Oh, hey broskies, we want this keep here you see, so could you guys step out while we break down your front door?"

    I can totally see that working out.
    Edited by Morbash on November 2, 2015 9:25AM
    "War doesn't build character; it reveals it."
  • Cinnamon_Spider
    Cinnamon_Spider
    ✭✭✭✭✭
    DeusAres wrote: »
    `
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    All I'm saying is that people need to stop. They need to make the effort. I don't understand how anyone can think that style of play is effective when you can't use skills, can't swap weapons, can't do jack because of fps drops when you have large groups in an area. That style may have been what was in mind, but it should be obvious to anyone with half a brain cell that it doesn't work for the game and causes more problems for everyone.

    I don't know about everyone else, but when the game lags out due to crap like this, I alt f4 and play something else. If everyone did that, then you would have no one to play against. Is that what you want? Is that fun for you?

    WTF is wrong with the people that want to play like this?

    Yup, guess we'll have to resort to politeness and pleasantries in Cyro from now on.
    *Knock knock knock*

    "Yeah, whaddya want?"

    "Oh, hey broskies, we want this keep here you see, so could you guys step out while we break down your front door?"

    I can totally see that working out.
    Right. That's exactly what I'm asking for.

    It is so completely obvious that you refuse to get the point, or that you simply can't understand it.
    Cinn #SorcLivesMatter
    Exquisite Bedlam - Sorcerer AD rank 34
    Cinnamonspiderdreams - Sorcerer EP rank 24
    Synaris Astarte - Templar DC rank 24
    Cinnamon Spider - Nightblade AD

    Youtube - Cinnamon_Spider
  • Morbash
    Morbash
    ✭✭✭✭
    DeusAres wrote: »
    `
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    All I'm saying is that people need to stop. They need to make the effort. I don't understand how anyone can think that style of play is effective when you can't use skills, can't swap weapons, can't do jack because of fps drops when you have large groups in an area. That style may have been what was in mind, but it should be obvious to anyone with half a brain cell that it doesn't work for the game and causes more problems for everyone.

    I don't know about everyone else, but when the game lags out due to crap like this, I alt f4 and play something else. If everyone did that, then you would have no one to play against. Is that what you want? Is that fun for you?

    WTF is wrong with the people that want to play like this?

    Yup, guess we'll have to resort to politeness and pleasantries in Cyro from now on.
    *Knock knock knock*

    "Yeah, whaddya want?"

    "Oh, hey broskies, we want this keep here you see, so could you guys step out while we break down your front door?"

    I can totally see that working out.
    Right. That's exactly what I'm asking for.

    It is so completely obvious that you refuse to get the point, or that you simply can't understand it.

    No, I understand what you're saying, but I think you're missing the point that the game is designed around zergs. And so long as it's designed around it, people will continue to do it. They're not simply going to stop because you or I want them to. If group A gets squashed by group B, they're gonna say "hey we need more people because group B outnumbered us 3 to 1." So they get more people and they go back and wipe group B. Then group B says "hey we need more people because group A outnumbered us 5 to 1." So they go and recruit more people and the vicious cycle continues.

    Once again, zergs are encouraged, and so long as people have incentive to join a zerg they will continue to do so. Therefore, I blame ZOS, not the players. Your proposed solution is like putting a slab of rotten meat in a hungry lion's den and telling the lion not to eat it.
    Edited by Morbash on November 2, 2015 10:03AM
    "War doesn't build character; it reveals it."
  • Cinnamon_Spider
    Cinnamon_Spider
    ✭✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    `
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    All I'm saying is that people need to stop. They need to make the effort. I don't understand how anyone can think that style of play is effective when you can't use skills, can't swap weapons, can't do jack because of fps drops when you have large groups in an area. That style may have been what was in mind, but it should be obvious to anyone with half a brain cell that it doesn't work for the game and causes more problems for everyone.

    I don't know about everyone else, but when the game lags out due to crap like this, I alt f4 and play something else. If everyone did that, then you would have no one to play against. Is that what you want? Is that fun for you?

    WTF is wrong with the people that want to play like this?

    Yup, guess we'll have to resort to politeness and pleasantries in Cyro from now on.
    *Knock knock knock*

    "Yeah, whaddya want?"

    "Oh, hey broskies, we want this keep here you see, so could you guys step out while we break down your front door?"

    I can totally see that working out.
    Right. That's exactly what I'm asking for.

    It is so completely obvious that you refuse to get the point, or that you simply can't understand it.

    No, I understand what you're saying, but I think you're missing the point that the game is designed around zergs. And so long as it's designed around it, people will continue to do it. They're not simply going to stop because you or I want them to. If group A gets squashed by group B, they're gonna say hey "we need more people because group B outnumbered us 3 to 1." So they get more people and they go back and wipe group B. Then group B says hey "we need more people because group A outnumbered us 5 to 1." So they go and recruit more people and the vicious cycle continues.

    Once again, zergs are encouraged, and so long as people have incentive to join a zerg they will continue to do so. Therefore, I blame ZOS, not the players. Your proposed solution is like putting a slab of rotten meat in a hungry lion's den and telling the lion not to eat it.
    I blame the players, because they decide to play that way and only they can decide to stop.
    Cinn #SorcLivesMatter
    Exquisite Bedlam - Sorcerer AD rank 34
    Cinnamonspiderdreams - Sorcerer EP rank 24
    Synaris Astarte - Templar DC rank 24
    Cinnamon Spider - Nightblade AD

    Youtube - Cinnamon_Spider
  • Morbash
    Morbash
    ✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    `
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    All I'm saying is that people need to stop. They need to make the effort. I don't understand how anyone can think that style of play is effective when you can't use skills, can't swap weapons, can't do jack because of fps drops when you have large groups in an area. That style may have been what was in mind, but it should be obvious to anyone with half a brain cell that it doesn't work for the game and causes more problems for everyone.

    I don't know about everyone else, but when the game lags out due to crap like this, I alt f4 and play something else. If everyone did that, then you would have no one to play against. Is that what you want? Is that fun for you?

    WTF is wrong with the people that want to play like this?

    Yup, guess we'll have to resort to politeness and pleasantries in Cyro from now on.
    *Knock knock knock*

    "Yeah, whaddya want?"

    "Oh, hey broskies, we want this keep here you see, so could you guys step out while we break down your front door?"

    I can totally see that working out.
    Right. That's exactly what I'm asking for.

    It is so completely obvious that you refuse to get the point, or that you simply can't understand it.

    No, I understand what you're saying, but I think you're missing the point that the game is designed around zergs. And so long as it's designed around it, people will continue to do it. They're not simply going to stop because you or I want them to. If group A gets squashed by group B, they're gonna say hey "we need more people because group B outnumbered us 3 to 1." So they get more people and they go back and wipe group B. Then group B says hey "we need more people because group A outnumbered us 5 to 1." So they go and recruit more people and the vicious cycle continues.

    Once again, zergs are encouraged, and so long as people have incentive to join a zerg they will continue to do so. Therefore, I blame ZOS, not the players. Your proposed solution is like putting a slab of rotten meat in a hungry lion's den and telling the lion not to eat it.
    I blame the players, because they decide to play that way and only they can decide to stop.
    #ZOSlogic101
    Facepalm-Meme-04.png
    Edited by Morbash on November 2, 2015 9:58AM
    "War doesn't build character; it reveals it."
  • Cinnamon_Spider
    Cinnamon_Spider
    ✭✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    `
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    All I'm saying is that people need to stop. They need to make the effort. I don't understand how anyone can think that style of play is effective when you can't use skills, can't swap weapons, can't do jack because of fps drops when you have large groups in an area. That style may have been what was in mind, but it should be obvious to anyone with half a brain cell that it doesn't work for the game and causes more problems for everyone.

    I don't know about everyone else, but when the game lags out due to crap like this, I alt f4 and play something else. If everyone did that, then you would have no one to play against. Is that what you want? Is that fun for you?

    WTF is wrong with the people that want to play like this?

    Yup, guess we'll have to resort to politeness and pleasantries in Cyro from now on.
    *Knock knock knock*

    "Yeah, whaddya want?"

    "Oh, hey broskies, we want this keep here you see, so could you guys step out while we break down your front door?"

    I can totally see that working out.
    Right. That's exactly what I'm asking for.

    It is so completely obvious that you refuse to get the point, or that you simply can't understand it.

    No, I understand what you're saying, but I think you're missing the point that the game is designed around zergs. And so long as it's designed around it, people will continue to do it. They're not simply going to stop because you or I want them to. If group A gets squashed by group B, they're gonna say hey "we need more people because group B outnumbered us 3 to 1." So they get more people and they go back and wipe group B. Then group B says hey "we need more people because group A outnumbered us 5 to 1." So they go and recruit more people and the vicious cycle continues.

    Once again, zergs are encouraged, and so long as people have incentive to join a zerg they will continue to do so. Therefore, I blame ZOS, not the players. Your proposed solution is like putting a slab of rotten meat in a hungry lion's den and telling the lion not to eat it.
    I blame the players, because they decide to play that way and only they can decide to stop.
    #ZOSlogic101
    Facepalm-Meme-04.png
    When you have no counter argument, post pics.
    Cinn #SorcLivesMatter
    Exquisite Bedlam - Sorcerer AD rank 34
    Cinnamonspiderdreams - Sorcerer EP rank 24
    Synaris Astarte - Templar DC rank 24
    Cinnamon Spider - Nightblade AD

    Youtube - Cinnamon_Spider
  • Blaqueflame
    Blaqueflame
    ✭✭✭
    WTF is wrong with the people that want to play like this?

    Yup, guess we'll have to resort to politeness and pleasantries in Cyro from now on.
    *Knock knock knock*

    "Yeah, whaddya want?"

    "Oh, hey broskies, we want this keep here you see, so could you guys step out while we break down your front door?"

    I can totally see that working out.
    Right. That's exactly what I'm asking for.

    It is so completely obvious that you refuse to get the point, or that you simply can't understand it.

    I am so on board with @DeusAres comments across this thread.The issue truly is that ZOS promoted a pvp system with large world pvp, clashing factions, battling each other, hundreds of people on the screen spamming skills - the reality [as @Cinnamon_Spider and everyone else is pointing out], is considerably different -- the servers cannot handle the amount of crap on the screen causing hideous lag and FR issues when groups of say 10 or more clash together.

    Believe me, as an Australian player with a sub par internet connection to start with (200 frame rate is normal) -- I'd like to see a reduction in lag/dc's, but frankly, I do not think it is the players responsibility to try to correct the hideous server lag - actually to go a step further, I don't think its possible.

    So there's a lot of criticism (hypocritical criticism) from one guild/faction to another, blaming the other guilds/factions for their "zerging" ways "ruining" the game ...."They" want ZOS to step in and forcibly stop this "zerging" behaviour aka -- cooperative group play ..... but you only have to play in Cyrodill or watch some pvp group videos to see, it's standard across guild/faction play, and anyone who denies it is a hypocrite at best.

    ALL factions and guilds utilize cooperative game play. NO group/guild can control other guilds or groups who decide to challenge an objective, or deny pugs who rightly like to ride the crest of an organized group. EVERYONE says they run an average 12-18 man "core" group. MOST of us divide subgroups (where ever they are from) to take multiple objectives because accomplishing more is better. BUT ... when we're hit, as we ALL are, by organized groups (who all do exactly what we do ... look at the map), pug tag alongs, and whoever the enemy faction is throwing at us, the reality is, there will be numbers on the screen. During peak hours, bigger numbers.

    I crash hard during these battles, lag is epic, dc's regular, and on occasion, complete system crashes. It sucks. But I am not gonna blame people for playing within the scope of ZOS' design, or for being strategic and cooperative with their own group/guild/faction.

    ZOS has a structure built into pvp for 24 man grouping. Cyrodiil is a HUGE map ... designed for coordinated effort and playing in groups. Any group worth fighting is going to come together and strategize about what will allow them to be effective. At this time, this means grouping up and coordinating offensive/defensive abilities to maximize survival and increase damage. This is smart, predictable game play - certainly not limited to ESO as an mmo.

    I'm with @Cinnamon_Spider et al. It's sad large group game play screws with my game. However, it's a ZOS issue. Maybe people like to blame each other because it makes them feel like they have a sense of control, but its demoralizing, and misses the mark.

    ZOS need to fix their shizz and deliver their vision. Meanwhile, If only we could as @DeusAres said, politely elect across all factions, to pack up our kit and disband when there are more than 10 people on the screen. *Snicker* That would be a game in and of itself.

    “Coffee first. Schemes later.”
    ― Leanna Renee
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    driosketch wrote: »
    Rylana wrote: »
    Levo18 wrote: »
    This game is designed for large scale battle, its war its an army vs army not 1 elite soldier vs 1 elite soldier or a elite sqaud vs elite squad if you want that go play COD. I have never read in any History book that a small group breaks out of the platoon and do their own thing.

    In short if u dont like big battles find another game the devs shouldnt change the whole game concept just because of some whiners

    Ps if your reason is because of lag get a console i almost never experience lag even in 15 v 15 battles. ( except in inner keeps ofc )

    Its fine when the big groups are fighting the big groups

    But when youve got 100 DC on Azuras, 100 EP on true, 70 AD on Haderus... all of them fighting MUCH SMALLER FORCES instead of each other, THATS THE PROBLEM

    If the AD and EP zergs from true (ep) and had (ad) went to azuras instead of the smaller campaigns and fought those DC life would be a lot better for all of us. Azuras would even up, true would even up, haderus would even up. But no, its always take your zergblob up against the smallest population bars and just run roughshod to feel good about yourself

    and its absolutely stupid. go lag out each other, stay off the small campaigns. it pretty much destroyed PvP on haderus tonight.

    What are you talking about? AS is pop locked by all three factions. It's pretty even already. DC didn't even win last campaign because EP managed to rack up a huge lead early on, and AD was getting a low pop bonus. By the second half we had fallen into a sort of equilibrium where no faction was able to control enough long enough to shift the score in a major way. I have witnessed both factions send huge zergs back at us. To see complaints about a DC zerg problem now is like some sick joke.
    GRxKnight wrote: »
    Even if they are telling the truth in saying that they only have 1 raid or just over 2 raids...the problem with DC is that they as a faction all feel the need to stick together in the same spot and not attempt to hit multiple targets at once...I know they have the numbers, so why aren't they doing it? I think it's a question of skill since they seem to be rather terrible individual players and can't do anything when they're separated from the massive horde.

    Oh and not all DC are terrible players...there are some exception solo players...but you probably won't find these players running in those groups

    I think you mean organization, skill isn't the issuse. Most of DC are tag-alongs, and leading them would be like herding cats. They also have this tunnel vision, I've seen them take Ales and then keep on going until they hit Arrius even though we don't have Dragon or Ash back yet.

    EP won last campaign because of a guild who would play very late night early morning and flip the map in red. During the rest of the day, EP would get wrecked because we were lacking strong guilds with knowledgeable players who are here since beta. In other words, we were not on the same level. This cycle is the same story all over again except that AD and DC now also have guilds who play late night and early morning to even out the fights. EP still get wrecked at primetime due to lack of organisation and top level guilds. I don't even know if EP has any sort of highly skilled solo / roamer / small scale kind of players like DC and AD do as it was shown in the last 2v2 tournament Sypher hosted. It is almost garanteed that EP won't win this cycle.

    DC in the other hand has alot of players who know that numbers win fight (because of the lag it creates). They know that stacking 60men on top of each other spamming ccs and steel tornados kill players. Because by the time you succesfully cc break during the lag spamming those keys over and over again, the steel tornados ate you up already. This is how DC win most of their fights. And the Wizard himself claimed it multiple times already. He doesn't care if the server goes BOOM, he can deal with the lag issues his own legions provokes as long as he gets the job done.

    This is really sad. I was hoping that players could discipline themselves and start spreading out their forces across the map when the situation gets out of hand. Even move out to a different campaign when you see your faction already painting the map in your favor. Best scenario would be to get one top level guild per faction per campaign with a couple of smaller guilds and highly skilled solo / small scale players.

    Since some players won't discipline themselves for the best of all and better performances, I suggest to Zenimax @ZOS_BrianWheeler to reduce the population caps by alot and to reduce the maximum of players in a group to 16 until we find a better solution.
    Edited by frozywozy on November 2, 2015 11:46AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Morbash
    Morbash
    ✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    `
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    All I'm saying is that people need to stop. They need to make the effort. I don't understand how anyone can think that style of play is effective when you can't use skills, can't swap weapons, can't do jack because of fps drops when you have large groups in an area. That style may have been what was in mind, but it should be obvious to anyone with half a brain cell that it doesn't work for the game and causes more problems for everyone.

    I don't know about everyone else, but when the game lags out due to crap like this, I alt f4 and play something else. If everyone did that, then you would have no one to play against. Is that what you want? Is that fun for you?

    WTF is wrong with the people that want to play like this?

    Yup, guess we'll have to resort to politeness and pleasantries in Cyro from now on.
    *Knock knock knock*

    "Yeah, whaddya want?"

    "Oh, hey broskies, we want this keep here you see, so could you guys step out while we break down your front door?"

    I can totally see that working out.
    Right. That's exactly what I'm asking for.

    It is so completely obvious that you refuse to get the point, or that you simply can't understand it.

    No, I understand what you're saying, but I think you're missing the point that the game is designed around zergs. And so long as it's designed around it, people will continue to do it. They're not simply going to stop because you or I want them to. If group A gets squashed by group B, they're gonna say hey "we need more people because group B outnumbered us 3 to 1." So they get more people and they go back and wipe group B. Then group B says hey "we need more people because group A outnumbered us 5 to 1." So they go and recruit more people and the vicious cycle continues.

    Once again, zergs are encouraged, and so long as people have incentive to join a zerg they will continue to do so. Therefore, I blame ZOS, not the players. Your proposed solution is like putting a slab of rotten meat in a hungry lion's den and telling the lion not to eat it.
    I blame the players, because they decide to play that way and only they can decide to stop.
    #ZOSlogic101
    Facepalm-Meme-04.png
    When you have no counter argument, post pics.

    I've posted my counterargument, but you've chosen to ignore it, hence the facepalm. People aren't going to simply stop zerging. The zerg mentality is highly encouraged in ESO. So long as it's an option, people are going to abuse it to dominate or counter their opponents.
    Edited by Morbash on November 2, 2015 10:57AM
    "War doesn't build character; it reveals it."
  • Cinnamon_Spider
    Cinnamon_Spider
    ✭✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    `
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    All I'm saying is that people need to stop. They need to make the effort. I don't understand how anyone can think that style of play is effective when you can't use skills, can't swap weapons, can't do jack because of fps drops when you have large groups in an area. That style may have been what was in mind, but it should be obvious to anyone with half a brain cell that it doesn't work for the game and causes more problems for everyone.

    I don't know about everyone else, but when the game lags out due to crap like this, I alt f4 and play something else. If everyone did that, then you would have no one to play against. Is that what you want? Is that fun for you?

    WTF is wrong with the people that want to play like this?

    Yup, guess we'll have to resort to politeness and pleasantries in Cyro from now on.
    *Knock knock knock*

    "Yeah, whaddya want?"

    "Oh, hey broskies, we want this keep here you see, so could you guys step out while we break down your front door?"

    I can totally see that working out.
    Right. That's exactly what I'm asking for.

    It is so completely obvious that you refuse to get the point, or that you simply can't understand it.

    No, I understand what you're saying, but I think you're missing the point that the game is designed around zergs. And so long as it's designed around it, people will continue to do it. They're not simply going to stop because you or I want them to. If group A gets squashed by group B, they're gonna say hey "we need more people because group B outnumbered us 3 to 1." So they get more people and they go back and wipe group B. Then group B says hey "we need more people because group A outnumbered us 5 to 1." So they go and recruit more people and the vicious cycle continues.

    Once again, zergs are encouraged, and so long as people have incentive to join a zerg they will continue to do so. Therefore, I blame ZOS, not the players. Your proposed solution is like putting a slab of rotten meat in a hungry lion's den and telling the lion not to eat it.
    I blame the players, because they decide to play that way and only they can decide to stop.
    #ZOSlogic101
    Facepalm-Meme-04.png
    When you have no counter argument, post pics.

    I've posted my counterargument, but you've chosen to ignore it, hence the facepalm. People aren't going to simply stop zerging. The zerg mentality is highly encouraged in ESO. So long as it's an option, people are going to abuse it to dominate and/or counter their opponents.
    And so we're back to what I said originally which is this is a play style people choose. And it hurts the game. And again I ask WTF is wrong with them?
    Cinn #SorcLivesMatter
    Exquisite Bedlam - Sorcerer AD rank 34
    Cinnamonspiderdreams - Sorcerer EP rank 24
    Synaris Astarte - Templar DC rank 24
    Cinnamon Spider - Nightblade AD

    Youtube - Cinnamon_Spider
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Telel wrote: »
    At least the EP zergs aren't allergic to khajiit.

    https://www.youtube.com/watch?v=rtLvCGBRP_w

    If I remember correctly that moment, it was when DC both flagged Faregyl and Bloodmayne at the same time. What is illustrated in your video is a group flagging Faregyl to cut reinforcements while sending their main forces on Bloodmayne to get their scroll back from there.

    I may be wrong but if this was recorded yesterday, it is typically what happened.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Morbash
    Morbash
    ✭✭✭✭
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    `
    DeusAres wrote: »
    DeusAres wrote: »
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!

    No, it's "How dare they advertise a game that CANNOT be played the way they intended!"

    Again, they're so engrossed in this vision of theirs as to how they game should be played, yet they can't seem to realize that vision, that vision is unplayable. @Cinnamon_Spider is right, wtf is wrong with those people. Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    In its current state it's unplayable, but that doesn't mean it can never be played this way. We need optimization. Easier said than done, I know, but it CAN be done. "Can't never did anything."
    Winning, while paramount, can be achieved in other ways than simply accepting defeat and resorting to a map call.

    And this doesn't make any sense. How can you achieve victory if you never unite to overcome your enemies?
    DeusAres wrote: »
    I only have one thing to say to all of the people in the huge groups on Azuras. WTF is wrong with you people?

    Yeah! How dare we play the game the way it was intended!

    http://www.elderscrollsonline.com/en-us/game-guide/the-alliance-war
    Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online: Tamriel Unlimited supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance's top player could even be crowned Emperor!
    The Elder Scrolls Online: Tamriel Unlimited features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

    The Elder Scrolls Online: Tamriel Unlimited is built to accommodate hundreds of players onscreen at once.
    Because it doesn't work when played "as intended." It never has. And when you get every single person from one faction in the same place, the game goes to absolute garbage. And it always has. Yet people still get in these huge ball groups and make the game unplayable. And they make it not fun.

    So, I ask again. WTF is wrong with you people?

    So what do you suggest? You complain, but you offer no solution to the problem. Spreading out solves the performance issues to an extent, but it does not solve the balancing issues. One faction will always have more players than the opposing faction at any given location. This puts the opposing faction at a statistical disadvantage. Organized zergs are a response to this. The game was designed with zergs in mind. This is why we have zergs. It's a design problem not a "WTF is wrong with you people" problem. People resort to these huge ball groups because it's more effective and safer than yoloing all over Cyrodiil.
    Everyone can keep doing what is easier for them, or they can do what is best for the game. What is best is for everyone to not be in the same place. What is best is to not have full groups all stacked on each other spamming AOE while running into another full group doing the same.
    When these full groups get together, the game becomes impossible to play.

    So, keep playing what is safe and what is easy meanwhile destroying a game that would otherwise be amazing.

    All I'm saying is people aren't going to stop. It's effective. People will gravitate toward known methods of success. Like I said, it's a design problem. In order to stop it, ZOS will need to make a change to the game's core design to discourage zergs. I'm all for that change, but as it stands, zergs are the response to the game's current design.
    All I'm saying is that people need to stop. They need to make the effort. I don't understand how anyone can think that style of play is effective when you can't use skills, can't swap weapons, can't do jack because of fps drops when you have large groups in an area. That style may have been what was in mind, but it should be obvious to anyone with half a brain cell that it doesn't work for the game and causes more problems for everyone.

    I don't know about everyone else, but when the game lags out due to crap like this, I alt f4 and play something else. If everyone did that, then you would have no one to play against. Is that what you want? Is that fun for you?

    WTF is wrong with the people that want to play like this?

    Yup, guess we'll have to resort to politeness and pleasantries in Cyro from now on.
    *Knock knock knock*

    "Yeah, whaddya want?"

    "Oh, hey broskies, we want this keep here you see, so could you guys step out while we break down your front door?"

    I can totally see that working out.
    Right. That's exactly what I'm asking for.

    It is so completely obvious that you refuse to get the point, or that you simply can't understand it.

    No, I understand what you're saying, but I think you're missing the point that the game is designed around zergs. And so long as it's designed around it, people will continue to do it. They're not simply going to stop because you or I want them to. If group A gets squashed by group B, they're gonna say hey "we need more people because group B outnumbered us 3 to 1." So they get more people and they go back and wipe group B. Then group B says hey "we need more people because group A outnumbered us 5 to 1." So they go and recruit more people and the vicious cycle continues.

    Once again, zergs are encouraged, and so long as people have incentive to join a zerg they will continue to do so. Therefore, I blame ZOS, not the players. Your proposed solution is like putting a slab of rotten meat in a hungry lion's den and telling the lion not to eat it.
    I blame the players, because they decide to play that way and only they can decide to stop.
    #ZOSlogic101
    Facepalm-Meme-04.png
    When you have no counter argument, post pics.

    I've posted my counterargument, but you've chosen to ignore it, hence the facepalm. People aren't going to simply stop zerging. The zerg mentality is highly encouraged in ESO. So long as it's an option, people are going to abuse it to dominate and/or counter their opponents.
    And so we're back to what I said originally which is this is a play style people choose. And it hurts the game. And again I ask WTF is wrong with them?

    It's a playstyle people "choose" because it's a playstyle ZOS encourages. Once again, you're ignoring the root of the problem.
    Edited by Morbash on November 2, 2015 11:06AM
    "War doesn't build character; it reveals it."
  • Jack_Handey
    Jack_Handey
    ✭✭✭
    I'm DC and it's ok that AD came to AZ and out zerged us, well played. I wish the rest of our pop locked DC were fighting together instead of the 40 people who actually showed up to defend. Most were watching the Walking Dead tbh lol
    If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason.
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    GRxKnight wrote: »
    fphFsjT.png

    Only 4800 from the emp? That's rather pathetic

    The emp is a bow ganker. He obviously doesn't know anything about PvP.
    FENGRUSH wrote: »
    It may just be DC is trying to force ZOS to take action on AOE caps by making standard sized ball groups admit the AOE caps need to be removed.

    This is a great thing. Embrace the lag and lack of realistic damage output available. FENGRUSH will wait for suggestions from ball group members that He should use siege!

    It's usually the other way around lord, solo or small scale players will suggest to increase siege damage / nerf purge or barriers and "ball groups" will say that it would favor them which never made any sense to me because they are reffering to open field battles that has no effects on the campaign scoreboard.

    During keep battles, nerfing purges and barriers while buffing sieges give advantages to smaller forces when focusing on the breach as the ball group moves in. It forces them to bring multiple walls down and give time to reinforcements to arrive to defend properly against the pvedoor attempt.
    Edited by frozywozy on November 2, 2015 11:16AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Jack_Handey
    Jack_Handey
    ✭✭✭
    fphFsjT.png

    I'm on that recap and mine usually looks the same, how else can somebody beat a zerg coming at them? If you know please tell me, because i'm sick of steel tornado!
    If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason.
Sign In or Register to comment.