Once again, I don't care about the ball group play style in itself, I don't give a crap if I get stomped by one, people can enjoy any and every type of gameplay *until* it impacts server performance, and then I get loud about it because it's our jobs as players to do something. Saying Zos is responsible, posting thousands of forums posts blaming them telling them to get their act together has shown to serve *zero* purpose over the last 4 years. We get one acknowledgment message from Matt Firor in 4 years, yeeehaaaw.
I agree 100% about what you said here. That's why most people who have played this game since release competitively and actively understand that running a group with the actual max group size is not an option and decide to cap their group at 16 instead of 24 to help server performances. People realized that 16 is the perfect balance between being able to counter massive numbers thrown at us while limiting the lag caused as much as possible.
What is your suggestion exactly @Etaniel? What would be a convenient max group size? Before you answer this question, please consider all the aspects of the question. Do you think that a group of X members could be able to capture a well defended objective? If the answer is no, do you advice them to stack with other guilds in a massive guilds VS guilds in the same area to capture said objective?
All that sounds boring af, at least for me. Until they decide to release battlegrounds (real battlegrounds and not the arena-like style we have right now) with 10-16players on each side, we are going to seek our own fights away from our faction as much as possible & too bad for them if the enemy team has to throw 50 players at us instead of stepping up their game play and :
1) min/max a nightblade and bomb us at the proper time
2) Chain / Frozen Gate players out of the ball
Stop blaming a 16men raid for lagging the server. Blame players for not using the tools to break them.
I don’t think you drop to 16 with lag and the server in mind. You do it because you then have a way to justify yourselves as not being a zerg while also not really having to push any micro skill.
Why not drop to 8 or under?
Destro vd stacking is far too easy.
Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
Zergs should always win? Interesting.
Not exactly the first thread where some people blame ballgroups for the lagg. So please present the proof! Dont post cases with ballgroups and lag, thats no proof. Prove that there is less lag when there is no ballgroup around, but simmiar number of players. Or post a clip with serious lag with no ballgroups around to disprove the conection between ballgroups and lag.
Not exactly the first thread where some people blame ballgroups for the lagg. So please present the proof! Dont post cases with ballgroups and lag, thats no proof. Prove that there is less lag when there is no ballgroup around, but simmiar number of players. Or post a clip with serious lag with no ballgroups around to disprove the conection between ballgroups and lag.
It´s quite simple - we as players can not present definitive proof.
It´s the same as if i were to write: Prove that ballgroups to not contribute. You can´t.
There are other argument to get rid of them though if you care to read on page 8.
[
I don't make ZS responsible for the lag i think UF didn't play as well but i can't confirm that but what has been a stable thing to do to be able to play pvp in the evening is to find out if ZS/\ \/ UF are raiding and if they do i simply don't play or get ready for unplayable lags
Not exactly the first thread where some people blame ballgroups for the lagg. So please present the proof! Dont post cases with ballgroups and lag, thats no proof. Prove that there is less lag when there is no ballgroup around, but simmiar number of players. Or post a clip with serious lag with no ballgroups around to disprove the conection between ballgroups and lag.
It´s quite simple - we as players can not present definitive proof.
It´s the same as if i were to write: Prove that ballgroups to not contribute. You can´t.
There are other argument to get rid of them though if you care to read on page 8.
Not exactly the first thread where some people blame ballgroups for the lagg. So please present the proof! Dont post cases with ballgroups and lag, thats no proof. Prove that there is less lag when there is no ballgroup around, but simmiar number of players. Or post a clip with serious lag with no ballgroups around to disprove the conection between ballgroups and lag.
It´s quite simple - we as players can not present definitive proof.
It´s the same as if i were to write: Prove that ballgroups to not contribute. You can´t.
There are other argument to get rid of them though if you care to read on page 8.
Well ZS didn't raid this week and i could play all the time with a bearable amount of lag even when the whole AD faction stacked in Roe to fight a huge blue zerg.
Was there no lag? No
But i could use skills and they would actually fire, break free did actually work and there were no random lag spikes going to 999+
I don't make ZS responsible for the lag i think UF didn't play as well but i can't confirm that but what has been a stable thing to do to be able to play pvp in the evening is to find out if ZS/\ \/ UF are raiding and if they do i simply don't play or get ready for unplayable lags
Lieblingsjunge wrote: »I still don't see the difference between 2 people killing off 5 inexperienced pugs, and 15 people killing off 50.
They're the exact same- just different scales. Maybe I'm just blind.
Although the 5 DC guilds that stack on the last emp keep, proves for a challenging, laggy fight \o/ (Sorry, shouldn't say laggy, delayed.. Intended delay -cough-).
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
Zergs should always win? Interesting.
Strawman arguments much?
Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.
Theoretically speaking:
3 fighting 12 isn´t the same as 1group fighting an entire faction.
Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.
Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.
I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
Zergs should always win? Interesting.
Strawman arguments much?
Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.
Theoretically speaking:
3 fighting 12 isn´t the same as 1group fighting an entire faction.
Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.
Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.
Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
Zergs should always win? Interesting.
Strawman arguments much?
Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.
Theoretically speaking:
3 fighting 12 isn´t the same as 1group fighting an entire faction.
Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.
Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.
Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
Solo players getting bashed in every single thread because "if you are outnumbered you should die" and at the same time ball groups feel entitled to stomp any numbers thrown at them. Makes sense i guess.
Izanagi.Xiiib16_ESO wrote: »Solo players getting bashed in every single thread because "if you are outnumbered you should die" and at the same time ball groups feel entitled to stomp any numbers thrown at them. Makes sense i guess.
It's not the ballgroup people generally saying that though just like it's not the ballgroup players pointing to other playstyles and saying they are wrong and have no skill.
What does Sun Tzu say about conjuring rocks and meteors?
ezeepeezee wrote: »I appreciate that this game is fantasy,...
ezeepeezee wrote: »What does Sun Tzu say about conjuring rocks and meteors?ezeepeezee wrote: »I appreciate that this game is fantasy,...
You're missing the point.
The fact that certain mechanics, either by themselves or combined, can have an extremely unnatural result, show that the game is not well designed.
You are still missing the point. Its not about winning just because you have more numbers. Its about expecting a completely unnatural result like winning no matter how many numbers are thrown at you.ezeepeezee wrote: »What does Sun Tzu say about conjuring rocks and meteors?ezeepeezee wrote: »I appreciate that this game is fantasy,...
You're missing the point.
The fact that certain mechanics, either by themselves or combined, can have an extremely unnatural result, show that the game is not well designed.
What do you think would happen if you and 30 random people were pitted against Seal Team 6? Do you think you'd naturally win against leadership and teamwork because you had more numbers?
There has to be a path of progression toward improving skill and outcomes, solo or team, or no one will keep playing. (This is also true for PVE.)
I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
Zergs should always win? Interesting.
Strawman arguments much?
Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.
Theoretically speaking:
3 fighting 12 isn´t the same as 1group fighting an entire faction.
Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.
Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.
Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
Izanagi.Xiiib16_ESO wrote: »Solo players getting bashed in every single thread because "if you are outnumbered you should die" and at the same time ball groups feel entitled to stomp any numbers thrown at them. Makes sense i guess.
It's not the ballgroup people generally saying that though just like it's not the ballgroup players pointing to other playstyles and saying they are wrong and have no skill.
Solo players dont feel entitled to stomp on any amount of bad players they face tho just because they are more skilled. There has to be some sort of limit. When you reach to a point where you can literally expect to stomp on everyone and everything by just choosing to play a specific playstyle whatever that playstyle may be then there is something fundamentally wrong.
And thats not even counting the performance issues caused by that specific playstyle.
I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.
This is one of the key problems with large grps in eso.
IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.
I fundamentally disagree with that train of thought/concept of a groups.
Zergs should always win? Interesting.
Strawman arguments much?
Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.
Theoretically speaking:
3 fighting 12 isn´t the same as 1group fighting an entire faction.
Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.
Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.
Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
This^
if we´d have 500 people pvping per faction i wouldn´t think 24 man groups are too big (theoretically - ignoring lag in this scenario) and i´d be fine with 24 good organized players fighting 80 unorganised pugs - because that would still mean they´re only fighting ~ 20% of the whole faction.
Izanagi.Xiiib16_ESO wrote: »Solo players getting bashed in every single thread because "if you are outnumbered you should die" and at the same time ball groups feel entitled to stomp any numbers thrown at them. Makes sense i guess.
It's not the ballgroup people generally saying that though just like it's not the ballgroup players pointing to other playstyles and saying they are wrong and have no skill.
Solo players dont feel entitled to stomp on any amount of bad players they face tho just because they are more skilled. There has to be some sort of limit. When you reach to a point where you can literally expect to stomp on everyone and everything by just choosing to play a specific playstyle whatever that playstyle may be then there is something fundamentally wrong.
And thats not even counting the performance issues caused by that specific playstyle.
That's assuming every ball group can do that, which is pretty wrong