Sandman929 wrote: »
KisoValley wrote: »Sandman929 wrote: »
Problem is 1 A laggs out an entire server on PC. On console I hear it's worse, but from the looks of it you like to run in these groups of 24 that lagg entire servers out, so you think it's fine.
Rohamad_Ali wrote: »You better check with Pack Militia if this is ok to post . The drunken nord tidal wave just wouldn't be the same after .
God is there anything more useless than Pact Militia stacking 3 raids in some crap place like black boot while EP loses all the keeps behind them? This guild is worse than useless, they actively harm EP on whatever campaign they're on.
Sandman929 wrote: »Im_MegaDeath wrote: »Sandman929 wrote: »
Who are you even?
Is "who are you" the standard reply?
Im_MegaDeath wrote: »
you're a braaaaaaave person...I think one of the main reasons I spend so much time gaming is a fear of social interaction...this whole mmo and forum thing is a huge leap of faith
you seem though to have gotten the hang of things pretty quick (it was pretty cool to see everyone's response from your first thread)...
on a side note - I've always wanted to catch the "clone wars" on netflix...
have fun and try not to let some of the more colorful forum people get to ya...
Soul_Demon wrote: »Recommendations of reducing group size doesn't impact the game in the same way as simply giving the dualists and gankers a campaign with an arena that doesn't allow for a group size of greater than four. No resource d-ticks and no points for anything other than kills. Alter the Trial board to reflect arena positions and do rewards based on those with rule sets that makes sense. One campaign for that purpose alone. Dualist, gankers happy. Group payers still have their server, so they are happy too. We all win.
Consistently taking an MMO sold as AvAvA with the entire scoring and playing concept of factional war in cyro and trying to change it to something else to solve a lag problem that shouldn't exist- doesn't make sense. Its like going to Burger King and demanding they serve you a Big Mac. Telling people they cant play the way they want will never, ever go well. Insulting the way they play turns out the same way- so maybe the approach here to help the games lag is not partition off players by playstyle and let a thread get derailed into insults of those styles, but maybe ask for a campaign they clearly have the ability to give the player base here. And should have a long, long time ago while working to fix the lag that obviously impacts us all.
DocFrost72 wrote: »Sandman929 wrote: »Im_MegaDeath wrote: »Sandman929 wrote: »
Who are you even?
Is "who are you" the standard reply?
It's how PvPers say "You have a point but I have pride"
Im_MegaDeath wrote: »If you want to get physical we can to netflix and chill?
Im_MegaDeath wrote: »Soul_Demon wrote: »Recommendations of reducing group size doesn't impact the game in the same way as simply giving the dualists and gankers a campaign with an arena that doesn't allow for a group size of greater than four. No resource d-ticks and no points for anything other than kills. Alter the Trial board to reflect arena positions and do rewards based on those with rule sets that makes sense. One campaign for that purpose alone. Dualist, gankers happy. Group payers still have their server, so they are happy too. We all win.
Consistently taking an MMO sold as AvAvA with the entire scoring and playing concept of factional war in cyro and trying to change it to something else to solve a lag problem that shouldn't exist- doesn't make sense. Its like going to Burger King and demanding they serve you a Big Mac. Telling people they cant play the way they want will never, ever go well. Insulting the way they play turns out the same way- so maybe the approach here to help the games lag is not partition off players by playstyle and let a thread get derailed into insults of those styles, but maybe ask for a campaign they clearly have the ability to give the player base here. And should have a long, long time ago while working to fix the lag that obviously impacts us all.
Having another camp for 4 man is a terrible idea, 4 man groups gankers and 1vX player are there to kill the bigger groups. Your saying it wont impact the game like a separate campaign but this small change will provide other group style play besides zerging, it does not have to be 12 players but 24 being over the 20/20 siege limit should be lowered slightly.
About it being sold as a AvAvA, my recommendation doesn't change that fact nor the play style of the zerglings. The lower cap will require nothing from a player. I think 16 players can group just fine together and zerg and siege and heal spam. I cant tell you not to like zerging but it wont ruin game play or your personal fun at all
Also everyone is over looking the icon thing and I want that more than the lower cap so............................................. please implement ^_^
ideal group cap should be 16-20 since everyone can place 2 or 3 siege at a time and hit the limit on a keep. I said 12 because I want a complex group of armor and players like in trials unlike the 23 templars and 1 dk tank in a zerg -_-
Soul_Demon wrote: »Im_MegaDeath wrote: »Soul_Demon wrote: »Recommendations of reducing group size doesn't impact the game in the same way as simply giving the dualists and gankers a campaign with an arena that doesn't allow for a group size of greater than four. No resource d-ticks and no points for anything other than kills. Alter the Trial board to reflect arena positions and do rewards based on those with rule sets that makes sense. One campaign for that purpose alone. Dualist, gankers happy. Group payers still have their server, so they are happy too. We all win.
Consistently taking an MMO sold as AvAvA with the entire scoring and playing concept of factional war in cyro and trying to change it to something else to solve a lag problem that shouldn't exist- doesn't make sense. Its like going to Burger King and demanding they serve you a Big Mac. Telling people they cant play the way they want will never, ever go well. Insulting the way they play turns out the same way- so maybe the approach here to help the games lag is not partition off players by playstyle and let a thread get derailed into insults of those styles, but maybe ask for a campaign they clearly have the ability to give the player base here. And should have a long, long time ago while working to fix the lag that obviously impacts us all.
Having another camp for 4 man is a terrible idea, 4 man groups gankers and 1vX player are there to kill the bigger groups. Your saying it wont impact the game like a separate campaign but this small change will provide other group style play besides zerging, it does not have to be 12 players but 24 being over the 20/20 siege limit should be lowered slightly.
About it being sold as a AvAvA, my recommendation doesn't change that fact nor the play style of the zerglings. The lower cap will require nothing from a player. I think 16 players can group just fine together and zerg and siege and heal spam. I cant tell you not to like zerging but it wont ruin game play or your personal fun at all
Also everyone is over looking the icon thing and I want that more than the lower cap so............................................. please implement ^_^
ideal group cap should be 16-20 since everyone can place 2 or 3 siege at a time and hit the limit on a keep. I said 12 because I want a complex group of armor and players like in trials unlike the 23 templars and 1 dk tank in a zerg -_-
I have put it out more than one time, but you suggest the players who play in full raids simply need to change the way they play now, to accommodate what exactly? More importantly who would this please other than you?
You mentioned your experience in a full raid was calls that consisted of "zerg here" and that there were "23 conflicting opinions" and one person was trying to maintain it all. I tell you now, you were in the wrong raid and it certainly wasn't an organized PvP group. That being said, you feel the best way to solve the issue of what you have yet to define beyond you personal experience is to change the game for anyone who plays full raids. Reduce group size immediately and add up to four additional crowns. What does that fix? Who exactly does this accommodate?
We have years of threads asking for an Arena system for dualist, and the gankers are some of the vocal crowd when it comes to small man groups limited by size to asses just who performs better as a team, but it has been mentioned many prefer no more than four in a group at any time. Those groups are some of the more vocal regarding the belief that lag will be solved if everyone played in small groups all over the map instead of funneled to the objectives.
A campaign for this would accommodate both those play styles AND allow groups who use full raids to have a camp too. You suggest the addition of four crowns in a group and reduction to 12 man groups in your OP solves.......?
Samuel_Bantien wrote: »Im_MegaDeath wrote: »If you want to get physical we can to netflix and chill?
Me and Jonny still waiting for our date though!
Im_MegaDeath wrote: »Why hasn't the max group cap been lowered yet, 24 players controlled by a single crown just yells, zerg here! if the group sizes were lowered to 12 and give the crown the ability to name co-leaders with different emblems other than the crown It would help with zerging and controlling pugs inside the group. you could use the emblems related to guild ranks that way you don't even need to create anything new. More organization, faster battles, less lag, less ball group.
You could just add the option of different leaders in without lowering the cap couldnt you? No you can't, because no one would use the other leaders except for the already experienced groups that are in pvp now. (pug view) - Oh look the crown I better get on it!!! Oh look crown 2 (also I would love to take the crown out and label each player in group with a number above their head ^_^)
12 man cap, 4 different possible leaders selected by crown. Also no content in game requires 24 people, not flipping a keep not completing a trial nothing.
You may say, we want everyone to be able to play together and be happy but if you have played in a 24 man group and listen its just 23 conflicting opinions following the dude that dies the least amount.
If anyone has other ideas please list them and build up a few good options for ZoS to choose from because I know my idea is not perfect but its a better system then now
So why hasn't a change been made to the grouping system? Why tho?
#Why_Tho? #Bad_Grammar #g2g_doctors_appointment #Dont_Hate_Me_IDGAF_Im_Megadeath
TheDefiantOne wrote: »Im_MegaDeath wrote: »Why hasn't the max group cap been lowered yet, 24 players controlled by a single crown just yells, zerg here! if the group sizes were lowered to 12 and give the crown the ability to name co-leaders with different emblems other than the crown It would help with zerging and controlling pugs inside the group. you could use the emblems related to guild ranks that way you don't even need to create anything new. More organization, faster battles, less lag, less ball group.
You could just add the option of different leaders in without lowering the cap couldnt you? No you can't, because no one would use the other leaders except for the already experienced groups that are in pvp now. (pug view) - Oh look the crown I better get on it!!! Oh look crown 2 (also I would love to take the crown out and label each player in group with a number above their head ^_^)
12 man cap, 4 different possible leaders selected by crown. Also no content in game requires 24 people, not flipping a keep not completing a trial nothing.
You may say, we want everyone to be able to play together and be happy but if you have played in a 24 man group and listen its just 23 conflicting opinions following the dude that dies the least amount.
If anyone has other ideas please list them and build up a few good options for ZoS to choose from because I know my idea is not perfect but its a better system then now
So why hasn't a change been made to the grouping system? Why tho?
#Why_Tho? #Bad_Grammar #g2g_doctors_appointment #Dont_Hate_Me_IDGAF_Im_Megadeath
According to your original statement, this thread is not about game design and mechanics. It's about guild / group skills and organization. Maybe try to git gud or l2p with better players. Being in a good group with talented players you will see the kind of procedures you talked about in your thread; that's called leadership and initiative. The best groups / guilds in this game (6 to 24 men) will have 1 crown and will listen to that single crown calls...however multiple defensive, offensive, scouting, etc roles will be assign to specific players using their own initiative, making their own decision and working towards the crown's intention and objective.....
So once again, everything you mention in your original post is group/players abilities, knowledge and skills related
I think your proposed idea of having IC be in it's own campaign/pop lock is another great idea that should be looked at. There's no reason for two completely separate zones to share populations. AP gained can just go towards your home campaign. Just one of many small steps in the right directionBeen saying the same thing for awhile too - great start to changing things in Cyro.
TheDefiantOne wrote: »I disagree. What you are proposing will never solve the zerging problem... solving the zerging problem require skilled people. If you are a lazy pvper ( and i mean that in a very large way, going from not analysing and adapting your build to whining and complaining about zergs instead of making a call to arms to your friends to run them through the f ing ground) then you will only just whine about it on the forums and force ZOS to overthink the problem and implement lazy solutions. AND YES IM POITING AT PROXY, VD, NERF TO SPEED AND BARRIER AND SO ON.
There will always be mindless people running to the next keep to bang their heads against the door until so many of them hit it that it falls. UNLESS... zos changes their daylie quests giver system in pvp. Apart from the kill quest, the other 4 quest givers are useless. Make it responsive of the map, count towards the faction war, increase the reward depending o the difficulty, exponential to the number of time it has been completed etc.... When this system gets improved we will finally see the map open and more than 2 objectives at a time be challenged. That way you counter AP farming with a reward system and encourage people to play the objectives, which will have a result of making the objectives a fight...not limit the fights to natural/artificial funels for pugs....
TheDefiantOne wrote: »Oh and btw, no i have never been in a small man group. Actually i know nothing of pvp and am only a PVE casual.
Group size has nothing to do with skill. Has nothing to do with learning skill. Lowering group size is not going to teach anyone anything. It's just a tool. Raid leaders either teach thier players in group or they don't. Some raid leaders can run full raids. Some can only run small raids. Nothing I have read in this thread is going to improve quality of groups by reducing the size.
If you don't like fighting raids, you have duels coming and arenas after that. I solo most of the time but I've been in some big raids that had big raid leaders that ran it great and changed the map easily. I've seen some people lead big raids to thier doom. Again it's just a tool and only as useful as the skilled hand directing it.
SwaminoNowlino wrote: »Or.... Get rid of AOE caps, add dynamic ult gen, and watch the zerglings dissolve into a pile of ash.
Im_MegaDeath wrote: »SwaminoNowlino wrote: »Or.... Get rid of AOE caps, add dynamic ult gen, and watch the zerglings dissolve into a pile of ash.
dynamic ulti cant be added until they split pvp updates from pve. but i dont see a reason for aoe caps at all, even in dungeons and trials