@God_flakes Next patch AP gains will be DOUBLED for groups up to six players.
See here for details: https://goo.gl/iQ3AwS
Correct.
Also should be noted:
- no objectives aside from resources to provide small man focus.
- emp is currently only AP based system forcing a map push. Requires large raids to succeed.
Therefore, in conclusion, nothing exists for players to focus on small group combat.
That's a bit disingenuous, don't ya think?
Small groups can battle over anything, but the population caps and large groups that people run in make it harder.
Correct.
Also should be noted:
- no objectives aside from resources to provide small man focus.
- emp is currently only AP based system forcing a map push. Requires large raids to succeed.
Therefore, in conclusion, nothing exists for players to focus on small group combat.
spenc_cathb16_ESO wrote: »
Nope, but now we can split our 24 man raids into 4 stacked groups for maximum AP... hooray?
That's a bit disingenuous, don't ya think?
Small groups can battle over anything, but the population caps and large groups that people run in make it harder.
Sure, its open world to move as you please.
But can't escape the fact EMP pushes promote 90% of all map movements and, besides loose pvp award items costing AP, there is no other reason to gather this currency.
Only way to competively play for emp is to go where the players go. And those players are also trying to earn AP to earn EMP spots while moving to claim emp for their faction.
There is no reason for small group to exist, objective-wise. Yes they can battle whomever as long as the players don't outnumber them drastically or take a resource. But without a viable objective based on small team combat, this style of gameplay will have zero impact on the faction score leaving many to use this as an argument for why the game should only be large raid format.
IC is the closest, but it doesn't factor into campaign scores nor have viable capture points to make it worth while (not to mention ability to still gather 24 man raids to disrupt the balance.)
I fail to see how map movement based on emp pushes dictates whether or not small groups are viable.
If you(not literally you) want small scale, make your own action. Don't go running towards the big battles. Hit transit lines, take resources, go after outposts. Those are directly designed for small scale combat, keeps and scroll temples are designed for large groups. Small scale groups can absolutely make a difference in campaign score by working on both of those objectives, while larger groups maintain the battle over keeps.
Not everyone wants to go for Emp, those that do find a way regardless of their group size. I've seen solo/small scale players earn more AP than larger groups and grab Emp.
@God_flakes Next patch AP gains will be DOUBLED for groups up to six players.
See here for details: https://goo.gl/iQ3AwS
God_flakes wrote: »
You're preaching to the choir. Minno is in MVP and that's ALL we do is small scale objectives.
RinaldoGandolphi wrote: »When you look at the small scale vs large scale thing, it comes down to this:
1. In larger groups, the more people you have, the less individual skill matters...HOWEVER large zergs only succeed and rely solely on a GOOD RAID LEAD, with very specific builds that are usless outside of a group setting. without that good raid lead, the large zergs are not successful. A good raid lead and large numbers are both required to be successful in capturing large objectives.
2. In small scale 6-10 man groups, EACH member must be able to stay alive or survive on his/her own, being a good raid leader is less important as you are either tackling much smaller objectives, or are fighting small scale skirmishes that don't have objectives, your only goals are positioning, tactics, getting kills, playing smart, and staying alive. Since your not tackling big objectives, having a good raid leader is less important, being a solid player and know your class and having a build focused on keeping you alive is of more importance.
When it comes to large vs small groups, in large groups whats not needed in individual skill, that burden is then shifted to the raid leader who must be smart and know what he is doing to succeed. Neither of these styles need to be belitting the other, or fighting about whose better, or what style is better, or any of that.
At the end of the day both sides can make a difference.
Im just not big on siding against one or the other. the skill required is just shifted to different areas depending on the group size. Both parts are skillful gameplay, just in different areas.
I fail to see how map movement based on emp pushes dictates whether or not small groups are viable.
If you(not literally you) want small scale, make your own action. Don't go running towards the big battles. Hit transit lines, take resources, go after outposts. Those are directly designed for small scale combat, keeps and scroll temples are designed for large groups. Small scale groups can absolutely make a difference in campaign score by working on both of those objectives, while larger groups maintain the battle over keeps.
Not everyone wants to go for Emp, those that do find a way regardless of their group size. I've seen solo/small scale players earn more AP than larger groups and grab Emp.
So how can you say that there is no place for small scale?
God_flakes wrote: »
I didn't say there was no place for it. I don't think zos should manipulate it's pvp player base to do it because they can't fix the server lag.
So how can you say that there is no place for small scale?
As much as I dislike the large group mentality which cause terrible performance issues, I disagree when you say that everything is up to their raid leader. If players don't have enough situation awareness, if they don't know how to optimize their character as best as possible (sustain and survivability) and if they are not opened to switch certain abilities on their bars if needed, that large group facing an experienced group of the same size will have a very hard and long day. Individual player skill is still a must, but not as much as in a smaller group, obviously.
Dedicated objective based there is no small team. Every tactic you mentioned is explored by the small team community.
I'm just calling out, compared to large raid formats, there are no competitive based objectives with a leaderboard dedicated to smaller team formats to help promote faction wins.
RinaldoGandolphi wrote: »When you look at the small scale vs large scale thing, it comes down to this:
1. In larger groups, the more people you have, the less individual skill matters...HOWEVER large zergs only succeed and rely solely on a GOOD RAID LEAD, with very specific builds that are usless outside of a group setting. without that good raid lead, the large zergs are not successful. A good raid lead and large numbers are both required to be successful in capturing large objectives.
2. In small scale 6-10 man groups, EACH member must be able to stay alive or survive on his/her own, being a good raid leader is less important as you are either tackling much smaller objectives, or are fighting small scale skirmishes that don't have objectives, your only goals are positioning, tactics, getting kills, playing smart, and staying alive. Since your not tackling big objectives, having a good raid leader is less important, being a solid player and know your class and having a build focused on keeping you alive is of more importance.
When it comes to large vs small groups, in large groups whats not needed in individual skill, that burden is then shifted to the raid leader who must be smart and know what he is doing to succeed. Neither of these styles need to be belitting the other, or fighting about whose better, or what style is better, or any of that.
At the end of the day both sides can make a difference.
Im just not big on siding against one or the other. the skill required is just shifted to different areas depending on the group size. Both parts are skillful gameplay, just in different areas.
At some point we're going to have to accept that the large scale game that was advertised doesn't exist. Pop caps have gone way down since launch, and performance has gotten worse.
People can keep being stubborn and insist on playing the game "as it was meant to be played", or we can accept that massive scale battles simply don't work and support changes that will allow for functioning pvp.
There is though, just because a large raid can come take something a small group did, doesn't mean small scale is invalidated.
We don't see eye to eye then, I don't need a leaderboard to make my efforts in Cyrodil feel validated. If I flip resources or outposts and we got those points at the scoring evaluation because of that, plenty enough for me. Or distracting players from hitting other objectives by taking resources and outposts.
God_flakes wrote: »
I have led large groups of random pugs, the vast majority not in teamspeak, using only group chat, most of them not even in my group (rather getting screamed at in zone), and we pulled off large objectives like we did the other night ousting Frozy and Co. from Warden and flipping it back blue. Nobody needs zos to treat players like children and penalize them for being coordinated in large groups because THEY can't fix their server issues which can't, somehow after 2 years, still can't handle what the PROMISED. Trying to manipulate players into running small is just one more fail fix. It won't work. People are going to zerg, still. Period and end of story.
You say neither needs to belittle one another but you're very clearly saying large group players suck and only succeed because their leader is the bomb. Please. This is utter baloney.
I understand everything you've said in here but I just want to point out that the keep you ousted me from was empty :P Was only me trying to slow you down as much as possible while EP was busy defending both Brk, Chal and Arrius all flagged by AD.
There is though, just because a large raid can come take something a small group did, doesn't mean small scale is invalidated.
We don't see eye to eye then, I don't need a leaderboard to make my efforts in Cyrodil feel validated. If I flip resources or outposts and we got those points at the scoring evaluation because of that, plenty enough for me. Or distracting players from hitting other objectives by taking resources and outposts.
God_flakes wrote: »
I have led large groups of random pugs, the vast majority not in teamspeak, using only group chat, most of them not even in my group (rather getting screamed at in zone), and we pulled off large objectives like we did the other night ousting Frozy and Co. from Warden and flipping it back blue. Nobody needs zos to treat players like children and penalize them for being coordinated in large groups because THEY can't fix their server issues which can't, somehow after 2 years, still can't handle what the PROMISED. Trying to manipulate players into running small is just one more fail fix. It won't work. People are going to zerg, still. Period and end of story.
You say neither needs to belittle one another but you're very clearly saying large group players suck and only succeed because their leader is the bomb. Please. This is utter baloney.
RinaldoGandolphi wrote: »When you look at the small scale vs large scale thing, it comes down to this:
1. In larger groups, the more people you have, the less individual skill matters...HOWEVER large zergs only succeed and rely solely on a GOOD RAID LEAD, with very specific builds that are usless outside of a group setting. without that good raid lead, the large zergs are not successful. A good raid lead and large numbers are both required to be successful in capturing large objectives.
2. In small scale 6-10 man groups, EACH member must be able to stay alive or survive on his/her own, being a good raid leader is less important as you are either tackling much smaller objectives, or are fighting small scale skirmishes that don't have objectives, your only goals are positioning, tactics, getting kills, playing smart, and staying alive. Since your not tackling big objectives, having a good raid leader is less important, being a solid player and know your class and having a build focused on keeping you alive is of more importance.
When it comes to large vs small groups, in large groups whats not needed in individual skill, that burden is then shifted to the raid leader who must be smart and know what he is doing to succeed. Neither of these styles need to be belitting the other, or fighting about whose better, or what style is better, or any of that.
At the end of the day both sides can make a difference.
Im just not big on siding against one or the other. the skill required is just shifted to different areas depending on the group size. Both parts are skillful gameplay, just in different areas.