ToRelax my objective was to get data on the broader picture who is DC and EP attacking and the data is clear on that point. But if the Chalman myth was true that Most DC go there there would no chance to take the AD keeps.
AbraXuSeXile wrote: »Pugs go only in straight lines. AD have the advantage of not having a straight line. If a guild group takes a keep not in the line the pugs will go there and make a new line. They are essentially lemmings.
But I think groups tend to become too 'internal'. I mean a group could be working FOR the faction - but if all their comms are restricted to those group members, then they are not working 'With' the faction. Honestly, if we saw more 'my group is gonna hit x' in /zone, there would be a lot more direction-changes going on as quite a lot of those soloers are likely to go and support them.
And many of the soloers are solid players, and provide a very vital role in attacks - either adding to sieges or protecting them, suppressing wall-defenders, blocking enemy reinforcements etc.. as well as just generally adding to numbers and killing the bad-guys.
Group leaders in Cyro would do well to remember these guys - and that just a little communication in /zone can get their help - free of charge :-)
AbraXuSeXile wrote: »Pugs go only in straight lines. AD have the advantage of not having a straight line. If a guild group takes a keep not in the line the pugs will go there and make a new line. They are essentially lemmings.
Its true.
I'm fairly sure that fairly large part of the PVP population play without group, but also play for the campaign. They cannot open up new attacks(sieges), change direction alone - that needs a group.
But I think groups tend to become too 'internal'. I mean a group could be working FOR the faction - but if all their comms are restricted to those group members, then they are not working 'With' the faction. Honestly, if we saw more 'my group is gonna hit x' in /zone, there would be a lot more direction-changes going on as quite a lot of those ungrouped players are likely to go and support them.
And many of the ungrouped players are solid players, and provide a very vital role in attacks - either adding to sieges or protecting them, suppressing wall-defenders, blocking enemy re-inforcements etc.. as well as just generally adding to numbers and killing the bad-guys.
In-fact I saw a good instance a couple of weeks ago of what can happen without them. There was a very organised EP group who took Glade one day. They all sieged the outer with multiple sieges each and it quickly went down - same with the inner before any defence could arrive (apart from a couple of fast-moving ungrouped players). There were maybe 5 defenders who couldn't hold the doors.
They opened the inner and in a very organised way did a circle upstairs and capped the flags - all very quick, very slick.
But 2 of those defenders (me and another guy) hid once they took it. The other 3 saw us hiding and didn't release.
The attackers - again, all very organised, doing exactly what their leader told them to , all went out to repair - and ended up defending the outer against a DC counter attack. All very well co-ordinated, healing and rezzing each other.
While inside the keep.. we rezzed the dead guys and took it from inside - right behind them.
What was missing from their attack? Those ungrouped players - the ones who spread out from the mob, roam around, check all corners, tempt gankers etc.. Without these on the enemy team, we were able to hide inside and start capping.
Without these outside defending (and therefore rezzing inside the keep) - nobody saw us.
Group leaders in Cyro would do well to remember these guys - and that just a little communication in /zone can get their help - free of charge :-)
AyelineESO wrote: »AbraXuSeXile wrote: »Pugs go only in straight lines. AD have the advantage of not having a straight line. If a guild group takes a keep not in the line the pugs will go there and make a new line. They are essentially lemmings.
Its true.
I'm fairly sure that fairly large part of the PVP population play without group, but also play for the campaign. They cannot open up new attacks(sieges), change direction alone - that needs a group.
But I think groups tend to become too 'internal'. I mean a group could be working FOR the faction - but if all their comms are restricted to those group members, then they are not working 'With' the faction. Honestly, if we saw more 'my group is gonna hit x' in /zone, there would be a lot more direction-changes going on as quite a lot of those ungrouped players are likely to go and support them.
And many of the ungrouped players are solid players, and provide a very vital role in attacks - either adding to sieges or protecting them, suppressing wall-defenders, blocking enemy re-inforcements etc.. as well as just generally adding to numbers and killing the bad-guys.
In-fact I saw a good instance a couple of weeks ago of what can happen without them. There was a very organised EP group who took Glade one day. They all sieged the outer with multiple sieges each and it quickly went down - same with the inner before any defence could arrive (apart from a couple of fast-moving ungrouped players). There were maybe 5 defenders who couldn't hold the doors.
They opened the inner and in a very organised way did a circle upstairs and capped the flags - all very quick, very slick.
But 2 of those defenders (me and another guy) hid once they took it. The other 3 saw us hiding and didn't release.
The attackers - again, all very organised, doing exactly what their leader told them to , all went out to repair - and ended up defending the outer against a DC counter attack. All very well co-ordinated, healing and rezzing each other.
While inside the keep.. we rezzed the dead guys and took it from inside - right behind them.
What was missing from their attack? Those ungrouped players - the ones who spread out from the mob, roam around, check all corners, tempt gankers etc.. Without these on the enemy team, we were able to hide inside and start capping.
Without these outside defending (and therefore rezzing inside the keep) - nobody saw us.
Group leaders in Cyro would do well to remember these guys - and that just a little communication in /zone can get their help - free of charge :-)
fixed a few mistakes in there. A solo player is something completely different than you describe. Ungrouped but close to other players of your faction isnt solo, its simply being ungrouped.
But I agree that those people can really turn the tide. Especially when they set up sieges in clever locations, do things like you mentioned etc etc.
Meanwhile us hardcore solo players have some mentally challenged 24man group chasing us around a rock in no mans land
So this is the thread where everyone keeps complaining about the playstyle of others, eh? You all need to remember that Cyrodiil is open world PvP but moreso AvAvA. And you will get killed in lots of different ways. You will get zerged down, small-scaled and obliterated in seconds by the 1%-Supergodmode-Player. Speaking of which....Meanwhile us hardcore solo players have some mentally challenged 24man group chasing us around a rock in no mans land
Calling someone or a group mentally challenged is pretty rude, don't you think @Blobsky ? In fact seeing you write this openly in the forums makes me wonder if you understand why they are chasing guys like you in the first place.
From what I can gather you are one of the players who actually run around in Cyrodiil in semi-God mode. You will be pretty hard to kill in the first place and I bet if I would look through your videos I will find some where you pride yourself in killing multiple "foes"...
But what do you folks actually expect? That all players who actually are inferior to you just keep on coming one by one to try and kill you solo? That aint gonna happen since this game has such a huge delta in skill, gear, CP and the likes. Yet we all are on the same battlefield called Cyrodiil. So the only option those lesser skilled player have is to group up, seek the "security" of a Zerg and then chase after you to get you down in one form or another.
In many other competitive games (that are not basically AvAvA) those prideful 1vers1000 players would get an MMR attached on their toons. You would eventually only encounter people of your own skill level...not just people that spam snipe or light attacks or hard casting c-frags. You all like to prey on the lesser skilled players and when they chase you down as a pack to your favorite tower or rock they are the "mentally challenged" ones.....interesting.
elfantasmo wrote: »I see no Variables factored into this theory, you cannot accurately hypothesize based on the data you have. Therefore your point is moot. A single variable as an example could be the fact that AD owns Chally AND Aleswell every single morning(cap). Sorry if someone else already highlighted this I’m on my Nokia 5110.
There is some sayings among DC; like all DC go to Chalman and EP are always going on DC, as a scientist by profession I decided to collect some data. I am on line at primetime 19-24 cet most days and and intermittently between 07-19 cet. I counted all enemy keeps (and outposts) DC and EP owend when I logged on and all captures while online. Data collection lasted from Monday until Sunday last week.
This is the result
DC captured 91 AD keeps and 46 EP keeps.
EP captured 47 AD keeps and 59 DC keeps.
Analysis
The DC Chalman hypotesis is disproved, DC mostly fights AD. Most DC Guild do infact go on AD, most of the time.
The hypotesis that EP preferably attacks DC is supported by the data.
Conclusion
EP thus tend to help AD to win the campaign.
I have enough data, its my profession after all. Enslaved Brindel is not the explanation. Nermy I am not blaming WJ, fact still is that EP prefere to go on DC more often than on AD. We all know that there is more AD around especially in the morning, thus they win the campaigns. This could be balanced to some extent if the underdogs followed the logic of the 3 alliance war, that is go on the leader. I have seen that a few times on Azura so its is possible and creates a more entertaining game for all.
Enslaved, never denied that DC goes to Chal but do you ever look at the South part of the map?
Nermy you dont annoy us, we prefer roe and other AD keeps most of the time. I would like to fight WJ more often at Fare like we did a few days ago, but as I said earlier this is not about guilds but about campaign logic.
At fare we did win, we killed a lot of ad to. Yesterday night we lost we were just a small group at that time 8 I think.
Got a whisper from an AD player bored of nightcapping. Gave him the advice to play DC More balance in the morning would be fun.