Where though? I have this old picture from Live and I don't see anything different (unless it's behind the tree). Or did it get added some time after this picture was taken? If so, they're only removing something that didn't exist in the first place.
God_flakes wrote: »God_flakes wrote: »No maybe just the scaffolding platform is gone and accompanied silly cage beneath it. Are you positive the stairs are gone and the 3rd floor is inaccessible?
Yes, extremely positive.
Hmmmph. Wonder why they did that. So second floor is open but no more third floor goofing off?
Saramis already said why they did it and what exploit could be done on the third floor, and I even quoted it in a reply in an attempt to get people to read it.
But alas, no one reads.
ZOS_BrianWheeler wrote: »We hear you and will be looking at this change gang!
God_flakes wrote: »
Yes they added it with Thieves Guild.Where though? I have this old picture from Live and I don't see anything different (unless it's behind the tree). Or did it get added some time after this picture was taken? If so, they're only removing something that didn't exist in the first place.
God_flakes wrote: »
They can be. It depends on who's on them at the time, same as anywhere else. The tight confines and distance from objectives makes them pretty good for it, actually!
Not what I meant. Point being, they must have added them for a reason. What was the reason they added them? Why is that no longer valid? We need to convince ZOS that the reason they added them outweighs the reason they removed them. And if that doesn't work, the reason they removed them needs to be addressed so that the reason they added them remains the only contributing factor.Yes they added it with Thieves Guild.Where though? I have this old picture from Live and I don't see anything different (unless it's behind the tree). Or did it get added some time after this picture was taken? If so, they're only removing something that didn't exist in the first place.
While we are at removing stuff that didn't exist in the first place, can we please remove all Trials, Craglorn, Hew's Bane and whatever other pve stuff got implemented since launch?
Old Russian proverb:ZOS_BrianWheeler wrote: »We hear you and will be looking at this change gang!
God_flakes wrote: »God_flakes wrote: »
They can be. It depends on who's on them at the time, same as anywhere else. The tight confines and distance from objectives makes them pretty good for it, actually!
What we hope isn't what actually is. Gates are rarely small man. More often than not they're two factions running headlong into one another. Idk how many times a night I beg DC to stop zerging chal gate. It's so repetitive. I'm sure many Ep are tired of it too. If only it were small man there it might be fun.
Not what I meant. Point being, they must have added them for a reason. What was the reason they added them? Why is that no longer valid? We need to convince ZOS that the reason they added them outweighs the reason they removed them. And if that doesn't work, the reason they removed them needs to be addressed so that the reason they added them remains the only contributing factor.Yes they added it with Thieves Guild.Where though? I have this old picture from Live and I don't see anything different (unless it's behind the tree). Or did it get added some time after this picture was taken? If so, they're only removing something that didn't exist in the first place.
While we are at removing stuff that didn't exist in the first place, can we please remove all Trials, Craglorn, Hew's Bane and whatever other pve stuff got implemented since launch?
God_flakes wrote: »God_flakes wrote: »
They can be. It depends on who's on them at the time, same as anywhere else. The tight confines and distance from objectives makes them pretty good for it, actually!
What we hope isn't what actually is. Gates are rarely small man. More often than not they're two factions running headlong into one another. Idk how many times a night I beg DC to stop zerging chal gate. It's so repetitive. I'm sure many Ep are tired of it too. If only it were small man there it might be fun.
The original claim Jules made was that small scale thrives at the gates.
I supported the claim by offering reasons why it thrives.
You support the claim by saying "Gates are rarely small man", which implies that gates are sometimes small man.
Gates are small man. QED
For real though, while the gates can be and are utilized by larger groups, they also can be and are utilized for small-scale fights. I saw Jules herself rocking it with like, two other people just a few weeks ago. There are few places where that can happen well, and the gates are one of them.
God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »
They can be. It depends on who's on them at the time, same as anywhere else. The tight confines and distance from objectives makes them pretty good for it, actually!
What we hope isn't what actually is. Gates are rarely small man. More often than not they're two factions running headlong into one another. Idk how many times a night I beg DC to stop zerging chal gate. It's so repetitive. I'm sure many Ep are tired of it too. If only it were small man there it might be fun.
The original claim Jules made was that small scale thrives at the gates.
I supported the claim by offering reasons why it thrives.
You support the claim by saying "Gates are rarely small man", which implies that gates are sometimes small man.
Gates are small man. QED
For real though, while the gates can be and are utilized by larger groups, they also can be and are utilized for small-scale fights. I saw Jules herself rocking it with like, two other people just a few weeks ago. There are few places where that can happen well, and the gates are one of them.
So let me see if I have this straight. Gates are occasionally small man....so the removal of stairs and scaffolding on the gates is a smack in the face to small man? Yeah, again not buying it.
Once two or three start fighting at chal gate and the pugs see crossed swords it becomes an all out two faction mash at the gate. Maybe small man minded people need to start mutually agreeing to fight at the less popular northern gate between DC and KC. Nobody is EVER there. I think small man people (myself including) should start getting creative and stop expecting to have small man in popular AvA places.
God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »
They can be. It depends on who's on them at the time, same as anywhere else. The tight confines and distance from objectives makes them pretty good for it, actually!
What we hope isn't what actually is. Gates are rarely small man. More often than not they're two factions running headlong into one another. Idk how many times a night I beg DC to stop zerging chal gate. It's so repetitive. I'm sure many Ep are tired of it too. If only it were small man there it might be fun.
The original claim Jules made was that small scale thrives at the gates.
I supported the claim by offering reasons why it thrives.
You support the claim by saying "Gates are rarely small man", which implies that gates are sometimes small man.
Gates are small man. QED
For real though, while the gates can be and are utilized by larger groups, they also can be and are utilized for small-scale fights. I saw Jules herself rocking it with like, two other people just a few weeks ago. There are few places where that can happen well, and the gates are one of them.
So let me see if I have this straight. Gates are occasionally small man....so the removal of stairs and scaffolding on the gates is a smack in the face to small man? Yeah, again not buying it.
Once two or three start fighting at chal gate and the pugs see crossed swords it becomes an all out two faction mash at the gate. Maybe small man minded people need to start mutually agreeing to fight at the less popular northern gate between DC and KC. Nobody is EVER there. I think small man people (myself including) should start getting creative and stop expecting to have small man in popular AvA places.
I think you misunderstand, small-group play and faction stacking are not permanent qualities of an area, they are dynamic systems subject to change. So yes, if an actually-persistent property of an area gets taken away, and if that property had been conducive to small-group play, then it necessarily impacts small-group play.
It is perfectly reasonable to expect small-group play at the gates, it is just not reasonable to expect that the area will always be conducive to small-group play. It's going to depend on how many people are at the gate at a given time. If you and three buddies are fighting a steady stream of players for 5 minutes and then suddenly two giant guilds show up and start duking it out, those 5 minutes of small-group play don't magically disappear from time and space. You had your small-group fights, and then it turned into large-group fights.
Incidentally, that's why it's not a good idea to go to less-traveled areas looking for small-group fights. I mean, unless you're organizing with other small groups from other factions, when people talk about "small-group fighting" they usually are relying on a steady stream of random enemies. That means, if you want to ever actually fight people, you need to go to higher-traffic areas and wait for the right opportunity. If it's a high-traffic area, you're more likely to find smaller groups rolling through trying to get to an objective, such as Chalman, Aleswell, Ash, Bleakers, or Nikel. You might also see large groups rolling through, but it's not like that 100% of the time.
God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »
They can be. It depends on who's on them at the time, same as anywhere else. The tight confines and distance from objectives makes them pretty good for it, actually!
What we hope isn't what actually is. Gates are rarely small man. More often than not they're two factions running headlong into one another. Idk how many times a night I beg DC to stop zerging chal gate. It's so repetitive. I'm sure many Ep are tired of it too. If only it were small man there it might be fun.
The original claim Jules made was that small scale thrives at the gates.
I supported the claim by offering reasons why it thrives.
You support the claim by saying "Gates are rarely small man", which implies that gates are sometimes small man.
Gates are small man. QED
For real though, while the gates can be and are utilized by larger groups, they also can be and are utilized for small-scale fights. I saw Jules herself rocking it with like, two other people just a few weeks ago. There are few places where that can happen well, and the gates are one of them.
So let me see if I have this straight. Gates are occasionally small man....so the removal of stairs and scaffolding on the gates is a smack in the face to small man? Yeah, again not buying it.
Once two or three start fighting at chal gate and the pugs see crossed swords it becomes an all out two faction mash at the gate. Maybe small man minded people need to start mutually agreeing to fight at the less popular northern gate between DC and KC. Nobody is EVER there. I think small man people (myself including) should start getting creative and stop expecting to have small man in popular AvA places.
I think you misunderstand, small-group play and faction stacking are not permanent qualities of an area, they are dynamic systems subject to change. So yes, if an actually-persistent property of an area gets taken away, and if that property had been conducive to small-group play, then it necessarily impacts small-group play.
It is perfectly reasonable to expect small-group play at the gates, it is just not reasonable to expect that the area will always be conducive to small-group play. It's going to depend on how many people are at the gate at a given time. If you and three buddies are fighting a steady stream of players for 5 minutes and then suddenly two giant guilds show up and start duking it out, those 5 minutes of small-group play don't magically disappear from time and space. You had your small-group fights, and then it turned into large-group fights.
Incidentally, that's why it's not a good idea to go to less-traveled areas looking for small-group fights. I mean, unless you're organizing with other small groups from other factions, when people talk about "small-group fighting" they usually are relying on a steady stream of random enemies. That means, if you want to ever actually fight people, you need to go to higher-traffic areas and wait for the right opportunity. If it's a high-traffic area, you're more likely to find smaller groups rolling through trying to get to an objective, such as Chalman, Aleswell, Ash, Bleakers, or Nikel. You might also see large groups rolling through, but it's not like that 100% of the time.
I think you're not understanding me, either. And I'm getting a little tired of all the small man people griping that all the changes affect them more. Isn't this a tad narcissistic? The changes affect anyone who plays, really, and in different ways. Removing stairs and doors isn't hurting small man in any way shape or form. Small man will still be viable. So this claim is silly. Everyone can crouch and stealth up through a gate of they're advancing towards an objective on the other side. I guess I'm willing to wait and see how exactly these changes impact groups, rather than knee jerk claiming they're an offense to one size group.
Countless times I've had small (or solo) skirmishes on the third floor of a gate with zergs just rolling by underneath or only bothering to clear the middle floor.
Removing access just pushes everyone closer together.
@God_flakes The tower door changes and the milegate changes effect small man because it provides less opportunity to kite a zerg or shed agro of a larger group, it's not that hard to understand.
Was anyone defending the door delay? Did literally anyone say that is a good thing? Please quote anyone who said that.
The best solution would be keeping the door but not having your weapons put away when entering, or the door vanishes (opens) when the flag is capped. ZoS will never do either of these things, which is why people are defending the door in its current state, better then no door for shedding agro.
Sugaroverdose wrote: »Old Russian proverb:ZOS_BrianWheeler wrote: »We hear you and will be looking at this change gang!
"How to make people happy? Make everything as bad as possible and then return things back as they was"
When the heck game will get real fixes?
If the resource does not belong to you => No usable entrance
If the resource belongs to you => Open Doorway
#noDoors
#everyoneHappy