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How to fix PvP

  • Slayyer-AUS
    Slayyer-AUS
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    Lmao get booted for playing as a team and using team work.

    https://youtu.be/Ov3B26h12C4?t=9m12s

    This is how the game is meant to be played. After all it is an mmo mate.

    Want to fix pvp for all the anti zerg people? PvP arena is the answer.

    Edited by Slayyer-AUS on May 10, 2016 2:15PM
    World first level 50 horse
  • Robbmrp
    Robbmrp
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    What needs to happen is ZOS needs to fix their game. PERIOD. There have been plenty of posts from people that can actually help fix this and hopefully ZOS is taking their advice. There should be NO Penalty for group size in this game. It's supposed to be LARGE SCALE BATTLES FOR PETE'S SAKE....
    NA Server - Kildair
  • MoeCoastie
    MoeCoastie
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    The term "PvP" is being used very loosely.

    ESO is a RvR/FvF/AvA/WvW type of PvP. Both Cyrodiil and IC are based around this concept. In fact, EVERYTHING PvP related in ESO is based around the concept of one color vs another color with an added dynamic of a third color thrown in the mix. When the terms "alliance", "realm," "Faction," and "World" are used to classify/identify the type of pvp available. You logically think large in scale.

    I really think half of you that think youre PvPing in ESO are really in some sort of psychotic state that makes you think youre playing a game with a totally different set of rules than what is actually presented.

    I listen to this guy on the video and he speaks of "bad behavior" and how ZOS doesnt punish "bad behavior." I think to myself "are you playing the same game?" Despite what you may believe, ZOS didnt create a system of pvp that is even remotely close to what you want it to be. Its like youre complaining that ZoS didnt create a motorcycle when their design intent was a sedan.

    I really hope you get what Im saying because its frustrating to watch videos like this and how it may come off to people who havent experienced the PvP in ESO. Your video/post title makes it as if there is actually something worth fixing presented in your video. Instead, its just a difference in style of pvp. For those looking for Realm vs Realm, Faction vs Faction, World vs World, or Alliance vs Alliance there is very little on the market that can compete with this game.
  • Bandit1215
    Bandit1215
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    Lol I'm sorry but that is the worst *** idea I have ever heard. I think he's kidding but if not I think he's a bit crazy. This game is MADE to be played with other people, and I think people should have a disadvantage for being in such large numbers, but what he is talking about is completely ridiculous.
    Edited by Bandit1215 on May 10, 2016 3:39PM
    CP 561
    • vSO HM - Completed
    • vAA - Completed
    • vHRC - Completed

  • Muizer
    Muizer
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    Rune_Relic wrote: »
    Had a similar idea.
    Proximity based Stamina/Magicka degen.
    Closer you are to someone the faster your resoucre drain.

    I think of it as voluntary CD rather than compulsory CD.
    Sure you can all stand in the same spot.
    But you'll be a sitting duck with no resource in a couple of ticks.

    Doesnt mean you cant ball up.
    But you'll have to be bloody stupid or need a very very good reason to do it.

    Plus its less liable to griefing then hard CD where you can be physically blocked.

    I don't quite see how to justfy that, though and I think that's important. I'm not out to kill the zerg no matter how.
    I would like to see the struggle in Cyrodiil resemble war more and that does not mean getting rid of zergs but making sure they behave like armies: powerful, but not very manoeuverable or fast. Even if you wouldn't call 50 men an army in real life, in Cyrodiil they are, and should behave accordingly. A speed debuf is not a "how to kill the zerg" measure, but a proposed way of getting large masses of players to behave more like an army and less like a swarm of locusts. Collision and friendly fire would help, but as that's probably too demanding, a speed debuff is a better alternative. It kind of surprised me to learn movement speed is already modified by terrain. Might not the same mechanism operating on a dynamic player density map work?

    Anyway it is quite speculative and I am above all sceptical about the community's reaction to such a measure, given how badly people react to anything that slows them down/prevents speed buffing.
    Edited by Muizer on May 10, 2016 6:01PM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Wreuntzylla
    Wreuntzylla
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    They should offer to setup a test server and name it after this guy, but in return he can never leave it unless pop is greater than 1 bar.
  • Sheezabeast
    Sheezabeast
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    In case you guys haven't had the unfortunate pleasure of killing this guy in PVP, bring a box of tissues with you, he cries when he dies, and sends you hateful toxic whispers and blames you when he dies. I had a friend take him out of stealth and kill him and of course he blamed him for killing him lol.
    Grand Master Crafter, Beta baby who grew with the game. PC/NA. @Sheezabeast if you have crafting needs!
  • Rune_Relic
    Rune_Relic
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    Muizer wrote: »
    Rune_Relic wrote: »
    Had a similar idea.
    Proximity based Stamina/Magicka degen.
    Closer you are to someone the faster your resoucre drain.

    I think of it as voluntary CD rather than compulsory CD.
    Sure you can all stand in the same spot.
    But you'll be a sitting duck with no resource in a couple of ticks.

    Doesnt mean you cant ball up.
    But you'll have to be bloody stupid or need a very very good reason to do it.

    Plus its less liable to griefing then hard CD where you can be physically blocked.

    I don't quite see how to justfy that, though and I think that's important. I'm not out to kill the zerg no matter how.
    I would like to see the struggle in Cyrodiil resemble war more and that does not mean getting rid of zergs but making sure they behave like armies: powerful, but not very manoeuverable or fast. Even if you wouldn't call 50 men an army in real life, in Cyrodiil they are, and should behave accordingly. A speed debuf is not a "how to kill the zerg" measure, but a proposed way of getting large masses of players to behave more like an army and less like a swarm of locusts. Collision and friendly fire would help, but as that's probably too demanding, a speed debuff is a better alternative. It kind of surprised me to learn movement speed is already modified by terrain. Might not the same mechanism operating on a dynamic player density map work?

    Anyway it is quite speculative and I am above all sceptical about the community's reaction to such a measure, given how badly people react to anything that slows them down/prevents speed buffing.

    Ah ..I get you now. Yes I can see that.
    So a group size movement debuff rather than packing rapids and starting the choo-choo.
    /thumbsup

    asterix-the-gaul.jpg

    I have no problem with mass warfare in one area either.
    I have a problem with the selection circle containing 100 people rather than 10.

    I wasnt thinking of any justification for the proximity resource degen.
    Other than CD would mean you cant stand any closer tha 2m to the person next to you.
    So its a soft CD that is easily avoidable rather than a hard CD.
    It means you can stand close....just not 100 people existing in the same time and space.
    The idea was a less cpu expensive and problematic 'optional' CD.
    You have to think about if you are invading someone elses space.
    Which should be natural anyway.
    Edited by Rune_Relic on May 10, 2016 6:36PM
    Anything that can be exploited will be exploited
  • nimander99
    nimander99
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    It's all the spell animations and CP calculation (Power Creep) that is causing lag.

    I think its passed time they brought back all the wildlife to Cyrodiil...
    I AM UPDATING MY PRIVACY POLICY

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

    ∽∽∽ 2 years of Elder Scrolls Online ∼∼∼
    "Give us money" = Box sales & monthly sub fees,
    "moar!" = £10 palomino horse,
    "MOAR!" = Switch to B2P, launch cash shop,
    "MOAR!!" = Charge for DLC that subs had already paid for,
    "MOAR!!!" = Experience scrolls and riding lessons,
    "MOARR!!!" = Vampire/werewolf bites,
    "MOAARRR!!!" = CS exclusive motifs,
    "MOOAARRR!!!" = Crown crates,
    "MOOOAAARRR!!!" = 'Chapter's' bought separately from ESO+,
    "MOOOOAAAARRRR!!!!" = ???

    Male, Dunmer, VR16, Templar, Aldmeri Dominion, Master Crafter & all Traits, CP450
  • Horker
    Horker
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    Cryptical wrote: »
    Rune_Relic wrote: »
    Muizer wrote: »
    The whole idea of trying to disrupt zergs/large groups by making it possible for small groups or individuals to do serious damage against them in a straight fight is just utterly stupid (and that doesn't just apply to the vid, but also to prox det / VD and other over-powered AoE's). You're never going to get a well balanced game that way.

    A player density based penalty (think up to 50%) to movement speed however would make quite a bit of sense, to compensate for the lack of collision and friendly fire.

    Had a similar idea.
    Proximity based Stamina/Magicka degen.
    Closer you are to someone the faster your resoucre drain.

    I think of it as voluntary CD rather than compulsory CD.
    Sure you can all stand in the same spot.
    But you'll be a sitting duck with no resource in a couple of ticks.

    Doesnt mean you cant ball up.
    But you'll have to be bloody stupid or need a very very good reason to do it.

    Plus its less liable to griefing then hard CD where you can be physically blocked.

    No, the movement speed penalty is better. You do not want your resources being drained just because there are a lot of you on the wall defending the keep, while the attackers get to spread out across the ground.

    That's why the resource drain would be a bad thing to implement.

    For Cyrodiil, this is outstanding! And falls in a rational way, as moving large groups of people safely is a logistical nightmare!

    It has to be significant. Noticable. This doesn't make the small group stronger or kill better, but it does make it less viable to form in the largest group possible to rush from place to place.

    I like this idea a lot.

    a movement speed debuff, that would be good for proxi, like 20-30%? UNPURGABLE ofcourse, only removed when proxi goes off!
    ROSES ARE RED, VIOLETS ARE BLUE, TRINIMAC IS DEAD, MALACATH IS TRUE
  • Horker
    Horker
    ✭✭✭✭
    Rune_Relic wrote: »
    Cryptical wrote: »
    Rune_Relic wrote: »
    Muizer wrote: »
    The whole idea of trying to disrupt zergs/large groups by making it possible for small groups or individuals to do serious damage against them in a straight fight is just utterly stupid (and that doesn't just apply to the vid, but also to prox det / VD and other over-powered AoE's). You're never going to get a well balanced game that way.

    A player density based penalty (think up to 50%) to movement speed however would make quite a bit of sense, to compensate for the lack of collision and friendly fire.

    Had a similar idea.
    Proximity based Stamina/Magicka degen.
    Closer you are to someone the faster your resoucre drain.

    I think of it as voluntary CD rather than compulsory CD.
    Sure you can all stand in the same spot.
    But you'll be a sitting duck with no resource in a couple of ticks.

    Doesnt mean you cant ball up.
    But you'll have to be bloody stupid or need a very very good reason to do it.

    Plus its less liable to griefing then hard CD where you can be physically blocked.

    No, the movement speed penalty is better. You do not want your resources being drained just because there are a lot of you on the wall defending the keep, while the attackers get to spread out across the ground.

    That's why the resource drain would be a bad thing to implement.

    And how do you escape from each other quickly if you are magnetised by a snare ?
    How does that force you apart when theres plenty of situation when you are quite happy to be stationary and clumped spamming mutual buffs and heals ?
    Like inside a resource tower AP farming.

    New mist form, removes all snares and wahtever the crap effects are on you, and gives immumiti, the new way to escape from zergballs!!! Mag templar/MagDK will be stronku AF
    ROSES ARE RED, VIOLETS ARE BLUE, TRINIMAC IS DEAD, MALACATH IS TRUE
  • condumitru
    condumitru
    ✭✭
    New mist form, removes all snares and wahtever the crap effects are on you, and gives immumiti, the new way to escape from zergballs!!! Mag templar/MagDK will be stronku AF

    The mightyforker is correct though - many will be forced to run mist to stand a chance. But let's not forget what a surge of vamps in cyro would buff indirectly :pensive:

  • Horker
    Horker
    ✭✭✭✭
    condumitru wrote: »
    New mist form, removes all snares and wahtever the crap effects are on you, and gives immumiti, the new way to escape from zergballs!!! Mag templar/MagDK will be stronku AF

    The mightyforker is correct though - many will be forced to run mist to stand a chance. But let's not forget what a surge of vamps in cyro would buff indirectly :pensive:

    yeah it will be prob another perma-swarm-fest like 1.5 XD, same, but different, but still same.
    ROSES ARE RED, VIOLETS ARE BLUE, TRINIMAC IS DEAD, MALACATH IS TRUE
  • OutLaw_Nynx
    OutLaw_Nynx
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    Possibly the dumbest thing I've ever watched.
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