What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.
I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.
What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.
I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.
generalmyrick wrote: »What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.
I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.
i thought mmo's were supposed to encourage group play?
generalmyrick wrote: »What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.
I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.
i thought mmo's were supposed to encourage group play?
They are! Group play is great and the most fun I've had in this game is in groups. But MMOs are supposed to provide incentives for both large and small groups. Put another way, there should be tasks or objectives that large groups are better at, and tasks or objectives that small groups are better at. That's the best way to make sure that everyone's preferred group playstyle has a place, that there's something for everyone to do.
Currently, ESO almost exclusively incentivizes large group play. There are very few things that can be done well in a small group that can't be done more efficiently with a large group, and no meaningful trade-offs that you incur for being part of a large group. That's one of the top two or three problems with Cyrodiil's current design, IMO.
Existing game mechanics (enclosed spaces, diminishing TV returns, etc.) suggest that IC is supposed to incentivize smaller group play. I don't believe the existing mechanics are doing this well enough, as it seems that most players would still prefer to go there in a large group. I would be fine with changing IC mechanics to encourage large groups instead only if further changes were made to IC or overland Cyrodiil to give small groups more of a place.
generalmyrick wrote: »generalmyrick wrote: »What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.
I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.
i thought mmo's were supposed to encourage group play?
They are! Group play is great and the most fun I've had in this game is in groups. But MMOs are supposed to provide incentives for both large and small groups. Put another way, there should be tasks or objectives that large groups are better at, and tasks or objectives that small groups are better at. That's the best way to make sure that everyone's preferred group playstyle has a place, that there's something for everyone to do.
Currently, ESO almost exclusively incentivizes large group play. There are very few things that can be done well in a small group that can't be done more efficiently with a large group, and no meaningful trade-offs that you incur for being part of a large group. That's one of the top two or three problems with Cyrodiil's current design, IMO.
Existing game mechanics (enclosed spaces, diminishing TV returns, etc.) suggest that IC is supposed to incentivize smaller group play. I don't believe the existing mechanics are doing this well enough, as it seems that most players would still prefer to go there in a large group. I would be fine with changing IC mechanics to encourage large groups instead only if further changes were made to IC or overland Cyrodiil to give small groups more of a place.
you would say the current state of IC is --> lonely, just right, or too crowded?
generalmyrick wrote: »generalmyrick wrote: »What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.
I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.
i thought mmo's were supposed to encourage group play?
They are! Group play is great and the most fun I've had in this game is in groups. But MMOs are supposed to provide incentives for both large and small groups. Put another way, there should be tasks or objectives that large groups are better at, and tasks or objectives that small groups are better at. That's the best way to make sure that everyone's preferred group playstyle has a place, that there's something for everyone to do.
Currently, ESO almost exclusively incentivizes large group play. There are very few things that can be done well in a small group that can't be done more efficiently with a large group, and no meaningful trade-offs that you incur for being part of a large group. That's one of the top two or three problems with Cyrodiil's current design, IMO.
Existing game mechanics (enclosed spaces, diminishing TV returns, etc.) suggest that IC is supposed to incentivize smaller group play. I don't believe the existing mechanics are doing this well enough, as it seems that most players would still prefer to go there in a large group. I would be fine with changing IC mechanics to encourage large groups instead only if further changes were made to IC or overland Cyrodiil to give small groups more of a place.
you would say the current state of IC is --> lonely, just right, or too crowded?
Good question. I'd say it's current state is inconsistent. Sometimes I'll go in there and there are maybe three other players in the districts across all alliances. Other times there's just one 20-man group and a couple of soloers on other alliances trying to stay away from them. And sometimes (rarely) there are multiple smaller groups (2-6 players each) running around chasing different objectives.
In my experience, the only consistent, meaningful PVP that happens in IC happens in the last case. When it's just one 20-man group down there, it's vanishingly rare for another 20-man to come down and challenge them. Maybe your experience is different, but in my experience at least, there's no consistent PVP to be found in the districts unless there are multiple small groups down there.
Maybe changing IC mechanics to favor large groups would help make large group battles happen there more often, and maybe that would be better than the status quo. But I suspect not: currently, if you're in a large group down there you're almost certainly not searching for another large group to fight, you're looking to PVE bosses for Tel Var. Large groups in IC don't want more large groups to fight, they want a better farming experience. Small groups in IC are looking for PVP, and gaining Tel Var is a secondary concern at best. Since IC is the one PVP DLC we have, I suggest that IC should be tweaked to encourage more PVP down there (and thus more incentives to be in a small group), not more PVE farming.
Unless ZOS prefers to relegate small-scalers to BGs, in which case many of us are just going to leave and go to CU.
What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.
I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.
This.
OP can't beat sorcs. proof?
Or bosses without a group apparently. proof?