Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
I don't think those were ever good fights. At least not by my definition. My background in competitive play was in first person shooters and no one cared about how good anyone else was on public servers. Nor would anyone in any developed competitive medium from sports to writing to games like chess.
Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
We should drop this outnumbered absurdity and try to arrange actually good fights against comparable opponents. It's impossible to always achieve this in AvA, but we can do much better than we are doing. An added benefit to this is that the casuals who would be farmed have a greater opportunity to have a good time fighting each other. That makes them more likely to keep playing and grow into experienced players.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
@zyk i´ve only ever played mmos and i think lotro is about the only one i missed. Well and WOW which basically killed classic mmos so i´m still convinced i didn´t miss out.
The issues you talk about have their root mainly in this games design. The community in this game never had a common ground to play against one another.
What´s the "scene" pvp players setup in most mmos and what most battlegrounds/arenas got designed around?
Group versus group.
Eso does not differentiate between groups and large groups on a gamemechanical level. So technically a group is 24 persons.
We never ever had 24 persons in our competetive pvp guild online at the same time - since we´re playing games together for the past 13 years. The maximum we managed in eso was 12 shortly after launch.
What groupsize do you want a "competetive" scene to form around. The game does not offer a relistic frame for such a development to happen.
It´s one of the reasons why i talk about groupsize so much.
For a subcommunity to form you need a common base that realisticly everyone can start from. Getting 12 people to even begin playing against other groups never was such a base and will never be.
It´s too hard to get that many people to play together for the majority of players.
As for farming randomgs or just fighting everything that comes along.
I rather have a hard fight being outnumbered and either loosing or winning than outnumbering another small group because most of the time a single good damagedealer can end them in about 5s. One kill is enough to tip the scale.
Same goes for group v group. If you have even one player more and a comparable skilllevel you will annihilate the opposition. 4v5 isn´t a desireable competetive matchup. It´s a stompfest.
So what are you going to do with smallscalers running between 1 and 8 persons together?
Joy_Division wrote: »I don't think incentives are enough. They may grab some people for a week or so but at the end of the day what @gibous @Derra @Kilandros et al say is right: Cryodiil is repetitive and can get old *real* quick if you're not a diehard (questionable balance/gear change, loading screens, performance issues notwithstanding).
I haven't played any other MMO, but do other games have a policy of doing next to nothing for 3+ years for their PvP?
You would think someone at ZoS would realize that having 85% of the map not used is bad, funneling the entire population around the emperor ring undermines performance, and that the height of guild Vs. guild "strategy" is destro bomb or run away promotes mindless gameplay, but for whatever reason, but ZoS has opted to do nothing to change any of this or the many other issues with PvP.
All ZoS does is nerf stuff that just annoys the PvE population, which makes them even less likely to have a favorable view of PvP, let alone try it.
Even when the 3 factions are pop locked, there are times when nothing is going on, no swords, just a whole bunch of people sitting at keeps looking at their map just waiting for something to happen. Waiting because there is nothing to do in Cyrodiil except take Keeps.
The moment 2 DC try to take Aleswell Mine, 25 EP come rushing out to the keep and mow them down. And why shouldn't they? It's a free 1.5K AP for doing nothing.
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
I don't think those were ever good fights. At least not by my definition. My background in competitive play was in first person shooters and no one cared about how good anyone else was on public servers. Nor would anyone in any developed competitive medium from sports to writing to games like chess.
Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
We should drop this outnumbered absurdity and try to arrange actually good fights against comparable opponents. It's impossible to always achieve this in AvA, but we can do much better than we are doing. An added benefit to this is that the casuals who would be farmed have a greater opportunity to have a good time fighting each other. That makes them more likely to keep playing and grow into experienced players.
It's a side effect of top end guilds capping their numbers for years. Over time it's created a mentality that it's more about how few people you have and how many you're fighting. It's a dumb mentality and it's always been dumb.
NightbladeMechanics wrote: »Joy_Division wrote: »I don't think incentives are enough. They may grab some people for a week or so but at the end of the day what @gibous @Derra @Kilandros et al say is right: Cryodiil is repetitive and can get old *real* quick if you're not a diehard (questionable balance/gear change, loading screens, performance issues notwithstanding).
I haven't played any other MMO, but do other games have a policy of doing next to nothing for 3+ years for their PvP?
You would think someone at ZoS would realize that having 85% of the map not used is bad, funneling the entire population around the emperor ring undermines performance, and that the height of guild Vs. guild "strategy" is destro bomb or run away promotes mindless gameplay, but for whatever reason, but ZoS has opted to do nothing to change any of this or the many other issues with PvP.
All ZoS does is nerf stuff that just annoys the PvE population, which makes them even less likely to have a favorable view of PvP, let alone try it.
Even when the 3 factions are pop locked, there are times when nothing is going on, no swords, just a whole bunch of people sitting at keeps looking at their map just waiting for something to happen. Waiting because there is nothing to do in Cyrodiil except take Keeps.
The moment 2 DC try to take Aleswell Mine, 25 EP come rushing out to the keep and mow them down. And why shouldn't they? It's a free 1.5K AP for doing nothing.
Anything which increases your interest or enjoyment in PvP is an incentive to play it, and all of the incentives which you list except for improving skill balance are mentioned in my OP.
@zyk - honestly, no offense but when are you ever going to look at a small group at a resource as not being the Evil incarnate and/or tower farming etc. etc.?
Does it occur to you that sometimes we go there because there are not a lot of places for us to go to with how the game has been?
Oh spare me. I'd say the noob is the hardcore, coordinated gamer who still goes casual hunting. There are FPS guys like this too. They're good enough to play in clans but prefer to dominate pubs. I call those guys noobs because they haven't progressed. They are developmentally stunted gamers.At one point you have to sit with yourself and think - how longer am I going to fit in the "nubie" category?...There is only so far you can go with the "I'm just a poor nubie getting farmed" excuse.
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
I don't think those were ever good fights. At least not by my definition. My background in competitive play was in first person shooters and no one cared about how good anyone else was on public servers. Nor would anyone in any developed competitive medium from sports to writing to games like chess.
Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
We should drop this outnumbered absurdity and try to arrange actually good fights against comparable opponents. It's impossible to always achieve this in AvA, but we can do much better than we are doing. An added benefit to this is that the casuals who would be farmed have a greater opportunity to have a good time fighting each other. That makes them more likely to keep playing and grow into experienced players.
It's a side effect of top end guilds capping their numbers for years. Over time it's created a mentality that it's more about how few people you have and how many you're fighting. It's a dumb mentality and it's always been dumb.
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
I don't think those were ever good fights. At least not by my definition. My background in competitive play was in first person shooters and no one cared about how good anyone else was on public servers. Nor would anyone in any developed competitive medium from sports to writing to games like chess.
Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
We should drop this outnumbered absurdity and try to arrange actually good fights against comparable opponents. It's impossible to always achieve this in AvA, but we can do much better than we are doing. An added benefit to this is that the casuals who would be farmed have a greater opportunity to have a good time fighting each other. That makes them more likely to keep playing and grow into experienced players.
It's a side effect of top end guilds capping their numbers for years. Over time it's created a mentality that it's more about how few people you have and how many you're fighting. It's a dumb mentality and it's always been dumb.
No, guilds capping their numbers is about how they're fighting. in a group of 10-16 each player has to be at the top of their game and play their class/role to the utmost whereas in a group of 24 players don't have to play to the utmost they're free to make all the mistakes they like and the numbers will compensate. most guilds have found that they don't like that play pure and simple.
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
I don't think those were ever good fights. At least not by my definition. My background in competitive play was in first person shooters and no one cared about how good anyone else was on public servers. Nor would anyone in any developed competitive medium from sports to writing to games like chess.
Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
We should drop this outnumbered absurdity and try to arrange actually good fights against comparable opponents. It's impossible to always achieve this in AvA, but we can do much better than we are doing. An added benefit to this is that the casuals who would be farmed have a greater opportunity to have a good time fighting each other. That makes them more likely to keep playing and grow into experienced players.
It's a side effect of top end guilds capping their numbers for years. Over time it's created a mentality that it's more about how few people you have and how many you're fighting. It's a dumb mentality and it's always been dumb.
No, guilds capping their numbers is about how they're fighting. in a group of 10-16 each player has to be at the top of their game and play their class/role to the utmost whereas in a group of 24 players don't have to play to the utmost they're free to make all the mistakes they like and the numbers will compensate. most guilds have found that they don't like that play pure and simple.
It's a rabbit hole. People who run 8 ppl say 12-16 is too much and too much mistake covering, and then 4 man groups say 8 is etc. etc.
At a certain point people started using numbers as a metric of success.
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
I don't think those were ever good fights. At least not by my definition. My background in competitive play was in first person shooters and no one cared about how good anyone else was on public servers. Nor would anyone in any developed competitive medium from sports to writing to games like chess.
Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
We should drop this outnumbered absurdity and try to arrange actually good fights against comparable opponents. It's impossible to always achieve this in AvA, but we can do much better than we are doing. An added benefit to this is that the casuals who would be farmed have a greater opportunity to have a good time fighting each other. That makes them more likely to keep playing and grow into experienced players.
It's a side effect of top end guilds capping their numbers for years. Over time it's created a mentality that it's more about how few people you have and how many you're fighting. It's a dumb mentality and it's always been dumb.
No, guilds capping their numbers is about how they're fighting. in a group of 10-16 each player has to be at the top of their game and play their class/role to the utmost whereas in a group of 24 players don't have to play to the utmost they're free to make all the mistakes they like and the numbers will compensate. most guilds have found that they don't like that play pure and simple.
It's a rabbit hole. People who run 8 ppl say 12-16 is too much and too much mistake covering, and then 4 man groups say 8 is etc. etc.
At a certain point people started using numbers as a metric of success.
and i'm not saying anyone is wrong. they're all playing the way they want and way the find most enjoyable.
@zyk
You make it out as if small scale groups go out of their way and forcibly coerce players to chase them. This is not the case. People chase small scalers down and go out of their way to engage when they perceive a numerical advantage. Because they think they will win. And you know what? Some of those times they are right. Some of those time they are wrong. It's a two way relationship, so spare me the lecture.
Furthermore, it is not nearly as easy as you make it out to be. Players don't have to be fodder to be a threat in large enough numbers, and groups in general (pug or otherwise) are not nearly as incompetent as you like to believe.
A final aspect of this is cyrodiil is a open world sandbox. It's not designed for the kind of competitive play you describe. Too many variables too little structure. I bring 4 and wipe your group of 4, you come back with 5. I refuse to go bigger and I die cus you have a numeric advantage. Do you see my point? Your analogies just do not hold up in context of cyrodiil. BGs and duels are probably the closest you'll get to a competetive environment in this game.
I agree that fights between evenly matched opponents are fun and exciting...but that does not diminish the challenge, excitement, or purpose of fighting outnumbered. Something you clearly do not understand, as someone who is self admittedly a conneiseur of Xv1 and zerging down small scalers.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
It's basically a lose-lose situation right now. Balance changes and sustain changing have made fighting outnumbered pretty painful. I used to love holding a tower with 5 people against 30. But ZOS has decided that numbers should always win no matter how bad the player. Fine, so be it. But then I try to do large scale PvP and the servers just can't handle it.
I don't think those were ever good fights. At least not by my definition. My background in competitive play was in first person shooters and no one cared about how good anyone else was on public servers. Nor would anyone in any developed competitive medium from sports to writing to games like chess.
Our competitive culture here is an anomaly because the rewards have always made experienced/organized/hardcore vs inexperienced/disorganized/casual the default engagement. Farming less capable players has always been most profitable which is just bad design.
I've spent my afternoon fighting good groups running resource farms. Sure, those groups are outnumbered, but they have every other advantage. The one or two decent players who show up don't make it a good fight.
I would actually like to run in some small groups, but the small group culture in this game is just dumb. I would rather get farmed with incapable teammates than look for incapable opponents. At least I'm fighting good opponents when I do.
We should drop this outnumbered absurdity and try to arrange actually good fights against comparable opponents. It's impossible to always achieve this in AvA, but we can do much better than we are doing. An added benefit to this is that the casuals who would be farmed have a greater opportunity to have a good time fighting each other. That makes them more likely to keep playing and grow into experienced players.
It's a side effect of top end guilds capping their numbers for years. Over time it's created a mentality that it's more about how few people you have and how many you're fighting. It's a dumb mentality and it's always been dumb.
No, guilds capping their numbers is about how they're fighting. in a group of 10-16 each player has to be at the top of their game and play their class/role to the utmost whereas in a group of 24 players don't have to play to the utmost they're free to make all the mistakes they like and the numbers will compensate. most guilds have found that they don't like that play pure and simple.
It's a rabbit hole. People who run 8 ppl say 12-16 is too much and too much mistake covering, and then 4 man groups say 8 is etc. etc.
At a certain point people started using numbers as a metric of success.
and i'm not saying anyone is wrong. they're all playing the way they want and way the find most enjoyable.
Yes it's just bad for the competitive aspect of the game. There's no unified concept.