kasa-obake wrote: »
And since sets like vicious death (intended as zerg buster) or skills like reverse slice have been implemented/improved, that clearly shows that the devs do not encourage only "huge groups defending keeps". Though the reason is probably because their servers can't keep up with groups of this size.
ScottK1994 wrote: »There's a lot of people who do 1v1 and small group fights and they usually complain about zerging.
Why haven't the people who do 1v1 etc noticed they're basically a liability for their team? The purpose in cyrodiil is to get in a huge group and storm and defend keeps? If you're a solo guy your only purpose is to scout.
ScottK1994 wrote: »There's a lot of people who do 1v1 and small group fights and they usually complain about zerging.
Why haven't the people who do 1v1 etc noticed they're basically a liability for their team? The purpose in cyrodiil is to get in a huge group and storm and defend keeps? If you're a solo guy your only purpose is to scout.
Thornblade campaign. You get in a huge zerg and fight another huge zerg for a keep. You win. Your side gains a single point of score on the next scoring tick.
I am solo, and cap a resource before a scoring tick. Guess how many points my side gains?
Yep, the same 1 point.
ScottK1994 wrote: »ScottK1994 wrote: »There's a lot of people who do 1v1 and small group fights and they usually complain about zerging.
Why haven't the people who do 1v1 etc noticed they're basically a liability for their team? The purpose in cyrodiil is to get in a huge group and storm and defend keeps? If you're a solo guy your only purpose is to scout.
Thornblade campaign. You get in a huge zerg and fight another huge zerg for a keep. You win. Your side gains a single point of score on the next scoring tick.
I am solo, and cap a resource before a scoring tick. Guess how many points my side gains?
Yep, the same 1 point.
If you done it solo it should have been well more than 1 point. See that's what I mean, it's not the actual ability of the players obviously it's just that they rarely create a situation where they give their team an advantage over the other.
ScottK1994 wrote: »Well then I should have included an extra question or two then.
Like why haven't the development team done anything to make solo players have slight more relevance in their final scores?(like a mission where it allows you to take a farm or something through being sneaky)
I liked and hated that cyrodiil was so big but I always wondered why there wasnt special events for being in an "empty" enemy area?
Because with the way the game is it really seems like the 1v1 and small scale people are dreaming of battlegrounds
ScottK1994 wrote: »ScottK1994 wrote: »There's a lot of people who do 1v1 and small group fights and they usually complain about zerging.
Why haven't the people who do 1v1 etc noticed they're basically a liability for their team? The purpose in cyrodiil is to get in a huge group and storm and defend keeps? If you're a solo guy your only purpose is to scout.
Thornblade campaign. You get in a huge zerg and fight another huge zerg for a keep. You win. Your side gains a single point of score on the next scoring tick.
I am solo, and cap a resource before a scoring tick. Guess how many points my side gains?
Yep, the same 1 point.
If you done it solo it should have been well more than 1 point. See that's what I mean, it's not the actual ability of the players obviously it's just that they rarely create a situation where they give their team an advantage over the other.
Just in case i wasn't being clear- i am not talking about AP i earned, but about the campaign score of your side. Every hour, the game looks at how many assets you own, and adds one point for each asset to your side's score ('home' assets count for two). A keep is worth one point, a resource is also worth one point(i'm talking thornblade, other campaigns may have different scoring rules).
That means it is acually the zerg that is the liability, because if they split, and each member solo capped a resource before a scoring tick, they would boost their alliance's score by way more than the 1 point they achieved as a zerg.
ScottK1994 wrote: »Well then I should have included an extra question or two then.
Like why haven't the development team done anything to make solo players have slight more relevance in their final scores?(like a mission where it allows you to take a farm or something through being sneaky)
I liked and hated that cyrodiil was so big but I always wondered why there wasnt special events for being in an "empty" enemy area?
Because with the way the game is it really seems like the 1v1 and small scale people are dreaming of battlegrounds
Back when the game had soft caps on stats, dynamic ultimate generation and was all about resource management, outnumbered players could put up a very effective fight. People who ran solo or in small groups were very relevant back then and Cyrodiil was more dynamic.
What it comes down to is that a lot of the the people looking for small scale action are frustrated because when a large zerg shows up they cant fight back and defend themselves at all anymore, while back in the day they did have a proper fighting chance. Numbers should be an advantage but they shouldnt be the be-all and end-all of Cyrodiil.
the 1v1 players u see r usualy an organized duel, it can be rare to find random duels but the chance is better recently. i play solo, small guild group or lead lfg, mostly solo and i have no problem gaining points alone... the beauty of cyrodiil is that players can do what they want in their own time unlike pledges or trials..
ppl that whinge about zergs r usualy the aliance that has least skill because they r used to zerging, personally i love annoying zergs solo, and on pc u can use chatbox to warn of incoming zergs... some do a small group of talented players that hunt zergs to rek them... points r pretty much the same whatever style of play you choose
as a new player cyrodiil seems vast and daunting so you want a big group but as you get more experienced confidence comes and you have more options available. a battleground/arena for small xvx fights would be a fun thing but if u want to have a 1v1 duels r pretty easy to organize.
ScottK1994 wrote: »ScottK1994 wrote: »ScottK1994 wrote: »There's a lot of people who do 1v1 and small group fights and they usually complain about zerging.
Why haven't the people who do 1v1 etc noticed they're basically a liability for their team? The purpose in cyrodiil is to get in a huge group and storm and defend keeps? If you're a solo guy your only purpose is to scout.
Thornblade campaign. You get in a huge zerg and fight another huge zerg for a keep. You win. Your side gains a single point of score on the next scoring tick.
I am solo, and cap a resource before a scoring tick. Guess how many points my side gains?
Yep, the same 1 point.
If you done it solo it should have been well more than 1 point. See that's what I mean, it's not the actual ability of the players obviously it's just that they rarely create a situation where they give their team an advantage over the other.
Just in case i wasn't being clear- i am not talking about AP i earned, but about the campaign score of your side. Every hour, the game looks at how many assets you own, and adds one point for each asset to your side's score ('home' assets count for two). A keep is worth one point, a resource is also worth one point(i'm talking thornblade, other campaigns may have different scoring rules).
That means it is acually the zerg that is the liability, because if they split, and each member solo capped a resource before a scoring tick, they would boost their alliance's score by way more than the 1 point they achieved as a zerg.
But being a group increases the chances of successfully taking a keep. Like you did well but it couldn't happen that way all the time, you have to react against the enemy etc. If all players in an alliance were in small groups then they couldn't defend a keep against an enemy zerg
visionality wrote: »Scott, you postings show that you're an enthusiastic zerger who has little respect or understanding for ppl who prefer a different playstyle.
Solo players and small scale groups earn as much and often more AP/h than ppl in a big zerg. They can move and react faster than a big body of players, they are often better at playing (otherwise your survivability is not really amusing in small scale^^), and ofc they can defend a keep against an enemy zerg because during a big attack several small groups and a lot of solo players come to defend.
There are some advantages in organized groups - mainly rapid, barrier and purge -, but most zergs are NOT organized which makes the advantage a bit obsolete.
So if you feel happy in a big group of players, that's totally fine and you should keep doing so. But please don't insult people who prefer doing something else just because you don't understand how they can succeed and even excel in it.