I'd argue that the best PvP of any scale--small, medium, large--happens when the map is even (or at least even-ish). Sometimes "good" largescale PvP nights involve wrecking that even-ness, but you don't get great raidplay on monochromatic map, either.I reckon the best smallscale happens when the maps even.
I reckon the best smallscale happens when the maps even since people actually respond to resource captures and there's people running inbetween transits. When AD owned most of the map, it took flipping all three resources at a keep to get any action and it usually resulted in 10+ ads coming to zerg my duo.
That said, I had some amazing outnumbered fights with my 2-4man against the AD zerg that were gate camping us. Downside is that it took flagging one of our tri-keeps to actually get them to come.
Nah I can think of an X-man obsessed player that can do nothing but siege in PvP. But you are mostly correct.
WhitePawPrints wrote: »I reckon the best smallscale happens when the maps even since people actually respond to resource captures and there's people running inbetween transits. When AD owned most of the map, it took flipping all three resources at a keep to get any action and it usually resulted in 10+ ads coming to zerg my duo.
That said, I had some amazing outnumbered fights with my 2-4man against the AD zerg that were gate camping us. Downside is that it took flagging one of our tri-keeps to actually get them to come.
I think most veteran players (players that have actually been around a long time) don't bother when gates, or one sided campaigns. There's just no action, and the only way to create some is sieging. Nobody likes to siege.
WhitePawPrints wrote: »..... Nobody likes to siege.
Nah I can think of an X-man obsessed player that can do nothing but siege in PvP. But you are mostly correct.
Joshlenoir wrote: »Small man PvP gained popularity when smart people in cyrodill realized
- there's little incentive or reward to buy siege and take keeps
- make MORE AP when you don't siege keeps
- there's absolutely no reward from being on the winning side of the campaign
- PvP rewards have nothing to do with how many keeps your group can capture, how many scrolls you can run, or how long you hold EMP
- PvP rewards are 100% AP earn based
- the best AP to make is by constantly killing players at objectives for offensive and defensive ticks, or large amounts in open field for quick AP
Small scale PvP doing your own thing will always be a superior playstyle to the traditional 15+ man group constantly at keeps trying to work the map because
- there will almost always be other randoms and pugs at the keeps you try and take, inevitably diluting the importance of how your group performs. If not, you're probably taking an empty keep for the most part. This obviously isn't always the case however.
- the smaller your group Is the more your mistakes / issues with your build are revealed and the higher incentive there is for you to hold your own, pull your weight and perform up to par with everyone else
- small groups literally cannot work without an adequate amount of communication , movement, coordination and group synergy. All things that are learned after really playing and understanding this game
- small groups don't have the luxury of having multiple of every type of playstyle. For example, big groups can afford to have multiple tank healers, DPS, bomb blades, "snipers", etc.
Lastly, being in a smaller group simply requires a better understanding of how to build your class to be optimal and how to be efficient in a certain playstyle. The irony of PvP (for some reason) is the players who don't play the map as it's intended get the best rewards, while playing the least for the most part, and also saving the most AP.
Small scale PvP doing your own thing will always be a superior playstyle to the traditional 15+ man group constantly at keeps trying to work the map because
Nah I can think of an X-man obsessed player that can do nothing but siege in PvP. But you are mostly correct.
It is following an ancient tradition, first refined by the infamous Zapfino, her who rode upon a beast made of nightmares.
That the tradition continues is the greatest boon ep has on the server. I can't tell you how many times I, a middling player at best, would jump around in pride at a beautiful 1vX against 3 or 4 players. Conveniently forgetting to notice the constant cold fire explosions streaming around me.
It could perhaps be the best quality of the "path of the coldfire". It allows us average players to lie to ourselves about our play ability.
Joshlenoir wrote: »Small scale PvP doing your own thing will always be a superior playstyle to the traditional 15+ man group constantly at keeps trying to work the map because
- there will almost always be other randoms and pugs at the keeps you try and take, inevitably diluting the importance of how your group performs. If not, you're probably taking an empty keep for the most part. This obviously isn't always the case however.
- the smaller your group Is the more your mistakes / issues with your build are revealed and the higher incentive there is for you to hold your own, pull your weight and perform up to par with everyone else
- small groups literally cannot work without an adequate amount of communication , movement, coordination and group synergy. All things that are learned after really playing and understanding this game
- small groups don't have the luxury of having multiple of every type of playstyle. For example, big groups can afford to have multiple tank healers, DPS, bomb blades, "snipers", etc.
Lastly, being in a smaller group simply requires a better understanding of how to build your class to be optimal and how to be efficient in a certain playstyle. The irony of PvP (for some reason) is the players who don't play the map as it's intended get the best rewards, while playing the least for the most part, and also saving the most AP.
Joshlenoir wrote: »Small scale PvP doing your own thing will always be a superior playstyle to the traditional 15+ man group constantly at keeps trying to work the map because
- there will almost always be other randoms and pugs at the keeps you try and take, inevitably diluting the importance of how your group performs. If not, you're probably taking an empty keep for the most part. This obviously isn't always the case however.
- the smaller your group Is the more your mistakes / issues with your build are revealed and the higher incentive there is for you to hold your own, pull your weight and perform up to par with everyone else
- small groups literally cannot work without an adequate amount of communication , movement, coordination and group synergy. All things that are learned after really playing and understanding this game
- small groups don't have the luxury of having multiple of every type of playstyle. For example, big groups can afford to have multiple tank healers, DPS, bomb blades, "snipers", etc.
Lastly, being in a smaller group simply requires a better understanding of how to build your class to be optimal and how to be efficient in a certain playstyle. The irony of PvP (for some reason) is the players who don't play the map as it's intended get the best rewards, while playing the least for the most part, and also saving the most AP.
Real men fight solo with no armor, no weapons, and just the tools they were born with. Anything beyond that is casual as f...riday!
IMO, I would think that coordinating groups like Zerg Squad or Drac is a lot more demanding than small scale (which is ambiguously more than one, less than zerg). By the fights they seek, I guess those are small scale because they maintain similar ratios of group:opponent.
Small scale by what I've experienced with some folks on here is just loose proximity play where you're more or less soloing around someone else and every once in a while you actually focus damage.
Most of the folks I've talked to who are involved with those organized guilds have a heck of a lot better understanding of game and class mechanics than any small-scale player I've chatted with in Sotha. That said, it's a different environment in which they're trying to function. I would argue that those guild groups are juggling more variables in their decision making than most small scale groups given the volume of opponents.
usmcjdking wrote: »Joshlenoir wrote: »Small man PvP gained popularity when smart people in cyrodill realized
- there's little incentive or reward to buy siege and take keeps
- make MORE AP when you don't siege keeps
- there's absolutely no reward from being on the winning side of the campaign
- PvP rewards have nothing to do with how many keeps your group can capture, how many scrolls you can run, or how long you hold EMP
- PvP rewards are 100% AP earn based
- the best AP to make is by constantly killing players at objectives for offensive and defensive ticks, or large amounts in open field for quick AP
Small scale PvP doing your own thing will always be a superior playstyle to the traditional 15+ man group constantly at keeps trying to work the map because
- there will almost always be other randoms and pugs at the keeps you try and take, inevitably diluting the importance of how your group performs. If not, you're probably taking an empty keep for the most part. This obviously isn't always the case however.
- the smaller your group Is the more your mistakes / issues with your build are revealed and the higher incentive there is for you to hold your own, pull your weight and perform up to par with everyone else
- small groups literally cannot work without an adequate amount of communication , movement, coordination and group synergy. All things that are learned after really playing and understanding this game
- small groups don't have the luxury of having multiple of every type of playstyle. For example, big groups can afford to have multiple tank healers, DPS, bomb blades, "snipers", etc.
Lastly, being in a smaller group simply requires a better understanding of how to build your class to be optimal and how to be efficient in a certain playstyle. The irony of PvP (for some reason) is the players who don't play the map as it's intended get the best rewards, while playing the least for the most part, and also saving the most AP.
Errrrr...
This is factually and historically inaccurate. I hate to bust your chops but this just isn't how or why the cookie crumbled.
Small Man PVP has always been relatively popular. It has seemingly gained popularity in recent times not because of anything you listed but because the relative PVP population of large groups and glory zergs has shrunken compared to that of the small man. Small man groups and players have more personal reason to remain invested in the game and PVP, while large group and glory zergers have very little emotional investment into PVP. We have passed the game's proverbial perihelion and are not creating more casual PVPers than we are losing due to a host of developer and player-based issues.Small scale PvP doing your own thing will always be a superior playstyle to the traditional 15+ man group constantly at keeps trying to work the map because
This is massively subjective and based on nothing but your perspective. Small groups and large groups have vastly different objectives, as you've stated - despite using the same general terms. Just as large groups don't have the builds optimized to properly solo or fight as a fractured group, small groups don't have the builds optimized to mow down 30 players in seconds. This is a conscious decision made by those group operators - not some theoretical constraint put on your group by powers unknown. You'll have to do a bit better than that to justify why small scale is better than large scale or extra-large scale.
Joshlenoir wrote: »Real men fight solo with no armor, no weapons, and just the tools they were born with. Anything beyond that is casual as f...riday!
Funny exaggeration of what I was saying. I'm implying that the less help you have in pvp the better of a player it makes you, it's not a hard concept to grasp.
Also, if you small scale wipe zerg squad or Drac with your skills then you'll have my vote that you small scalers are superior.
Joshlenoir wrote: »I'm saying. I'm saying small scalers are better players because of the environment that they play in, and when it comes to a fight that involves SIMILAR numbers they will usually always win, as well as being outnumbered (depending on how large of course). If these FACTS are something you refuse to comprehend that's on you.
FWIW, Drac tends to run less than 16 — usually 14 or 15. More challenging than you realize even with even numbers. That style doesn’t really fly in Sotha though, it’s too dependent on CP. But the application of the style is similar to small scale, hit and run tactics, string out larger groups to take chunks out of them a bit at a time using line of sight and choke points, and stay constantly mobile. It’s more of an extrapolation of small scale style applied to medium sized zergs to fight larger zergs, 24+.Joshlenoir wrote: »
Gross incompetence on a mass scale. But I will agree with you @Adenoma that running a large scale group would take more effort. It sure must take a lot of work to get players that braindead to work as a cohesive unit. I can only imagine the headaches of dealing with a backpedaling squad of potatoes. I am not sure what good small scalers on Sotha you talk to, because you haven't talked with anyone of merit I have seen.
A 20 man group isn't wiping a group of 100. But I have seen a 4 man group bust a 20 man zerg. So by ratios that are not subjective, one is superior. If I could make a 24 man group of the best small scalers, they would literally murder any coordinated pugtato guild. Why? Because beta soft potatoes hide in their numbers and the excuse of "HUE HUE im running a group build bro". I am just ....
no
no
no
I cannot support any of this preposterous garbage. Other than how hard is must be to lead a zerg group due to the nature of cringey remarks of "get packed up" uttered by these beta zerglings.
usmcjdking wrote: »Gross incompetence on a mass scale. But I will agree with you @Adenoma that running a large scale group would take more effort. It sure must take a lot of work to get players that braindead to work as a cohesive unit. I can only imagine the headaches of dealing with a backpedaling squad of potatoes. I am not sure what good small scalers on Sotha you talk to, because you haven't talked with anyone of merit I have seen.
A 20 man group isn't wiping a group of 100. But I have seen a 4 man group bust a 20 man zerg. So by ratios that are not subjective, one is superior. If I could make a 24 man group of the best small scalers, they would literally murder any coordinated pugtato guild. Why? Because beta soft potatoes hide in their numbers and the excuse of "HUE HUE im running a group build bro". I am just ....
no
no
no
I cannot support any of this preposterous garbage. Other than how hard is must be to lead a zerg group due to the nature of cringey remarks of "get packed up" uttered by these beta zerglings.
There are a dozen+ youtube videos of Pact Militia raids 1-7 getting destroyed by VE/Fantasia/Venatus.