Toc de Malsvi wrote: »Claiming siege will kill small group play is laughable. Small groups are least affected by siege. You can easily move to avoid siege damage and attack walls not doors. Big groups are far more affected, especially organized 15+ groups trying to snowball over keeps against unorganized randos.
It will however encourage stacking on crown even more in groups. However if the crown makes a mistake your group will wipe. Versus now where the only chance an organized group has to wipe is vs vastly superior numbers/players.
The other option is to spread out and risk letting onesies or twosies die because they were unsuccessful in avoiding siege.
ZOS_GinaBruno wrote: »Hey guys, just to clear things up - when it was said that this is something we're discussing, it wasn't to keep siege's currently-broken state. Just that we're talking about potentially increasing the damage of siege from how it's been. Again, nothing set it stone, we're just talking like you all are.
ZOS_GinaBruno wrote: »Hey guys, just to clear things up - when it was said that this is something we're discussing, it wasn't to keep siege's currently-broken state. Just that we're talking about potentially increasing the damage of siege from how it's been. Again, nothing set it stone, we're just talking like you all are.
ZOS_GinaBruno wrote: »Hey guys, just to clear things up - when it was said that this is something we're discussing, it wasn't to keep siege's currently-broken state. Just that we're talking about potentially increasing the damage of siege from how it's been. Again, nothing set it stone, we're just talking like you all are.
TheBonesXXX wrote: »I can step aside the realism angle and talk simple game physics.
This game provides players with a plethora of visual ques, siege being placed, siege being aimed, siege firing, impact even has a ground visual that increases in size the closer it gets to a player.
Players can skip all the way till the last visual, because that big ole circle on the ground tells to how far one needs to move.
It's the simplest function. Pick a direction outside the radius. But this is bad?
Rather, than the game allowing players to hit other players with 2-3 incomplete animations in a shortened window in which other players have less time to react. Which doesn't have a significant increased difficulty, any competent player can line burst complete with weaves.
One has a plethora of visual indicators, one does not. However the one without visual indicators is okay.
Simply put, players just want to dictate how other players play and people don't play it their way they have a fit.
The one "without visual indicators" (read : actually you're just bad at recognizing the indicators/participating in the mind games) does not one-hit, it hits a much smaller area, and it requires building ultimate. You're also nitpicking about how long it takes to set up siege and overestimating the length of time between firing the siege and impact. Most siege it placed from a position of absolute safety within a keep and fired at a very short range, and/or leaves a DoT on the ground that acts as a semipermanent discouragement from moving into any location. So again, you're not giving an honest analysis for how fair siege is. You are ignoring the fact that siege primarily happens around a keep, and that accomplishing any map objective forces you to move into an area which by all rights should be littered with siege, if the defenders are even halfway competent.
This isn't about players dictating how others play, it's about you wanting a turn at easy AP for minimal effort.
TheBonesXXX wrote: »TheBonesXXX wrote: »I can step aside the realism angle and talk simple game physics.
This game provides players with a plethora of visual ques, siege being placed, siege being aimed, siege firing, impact even has a ground visual that increases in size the closer it gets to a player.
Players can skip all the way till the last visual, because that big ole circle on the ground tells to how far one needs to move.
It's the simplest function. Pick a direction outside the radius. But this is bad?
Rather, than the game allowing players to hit other players with 2-3 incomplete animations in a shortened window in which other players have less time to react. Which doesn't have a significant increased difficulty, any competent player can line burst complete with weaves.
One has a plethora of visual indicators, one does not. However the one without visual indicators is okay.
Simply put, players just want to dictate how other players play and people don't play it their way they have a fit.
The one "without visual indicators" (read : actually you're just bad at recognizing the indicators/participating in the mind games) does not one-hit, it hits a much smaller area, and it requires building ultimate. You're also nitpicking about how long it takes to set up siege and overestimating the length of time between firing the siege and impact. Most siege it placed from a position of absolute safety within a keep and fired at a very short range, and/or leaves a DoT on the ground that acts as a semipermanent discouragement from moving into any location. So again, you're not giving an honest analysis for how fair siege is. You are ignoring the fact that siege primarily happens around a keep, and that accomplishing any map objective forces you to move into an area which by all rights should be littered with siege, if the defenders are even halfway competent.
This isn't about players dictating how others play, it's about you wanting a turn at easy AP for minimal effort.
Wrong, I'm giving an analysis of an experienced MMO player, Beta Tester, and has the education to know how human perception actually works.
There are visual ques for siege. Animation clipping is the result of broken game physics which results certain visual ques not to appear.
One is complete in it's animation and was intended that's sieging.
You know what was not intended in the games physics? Animation canceling because the game is built for binocular vision; that means you have a pair of eyes and an overlapping field of view.
I'm not attacking the ability to purposely hide animation even when it was never intended, it's literally an unintended function of the game because it removes visual indicators needed to react. No game designer builds games without visual indicators.
Each skill has it's own animation, a visual motion that indicates that the character is using a skill, it's not supposed to have one animation and a player gets hit with three skills.
A player who animation canceling is tricking another person's perception of what's going in because the physics are broken. No one sees it, in fights people are giving an anticipratory reaction. You or anyone did not see all of those necessary movements.
Now, back to basic game physics, dying from fall damage requires falling. The way to mitigate falling is, do not stand next to the edge of things.
Everyone laughs when someone roll dodges off the third floor of the inners and dies.
The way not to die in Lake Rumare is not to swim in Lake Rumare, because the games programmed to kill player characters.
Do not fall in lava in the game, because the game is programmed to kill players.
Same principle applies, it's on the player not to get hit by a missile with a fix trajectory it has all necessary and complete visual indicators.
If people die to, fall damage, Slaughter fish, Lava, or siege, it's on them to react because the game gives them more than necessary perceptual ques, visual indicators.
You know what's not the proper amount of perceptual ques per the amount of skills used? Animation canceling.
Literally explained how the game functions but continue on with a knee jerk emotional response.
ZOS_GinaBruno wrote: »Hey guys, just to clear things up - when it was said that this is something we're discussing, it wasn't to keep siege's currently-broken state. Just that we're talking about potentially increasing the damage of siege from how it's been. Again, nothing set it stone, we're just talking like you all are.
Toc de Malsvi wrote: »Claiming siege will kill small group play is laughable. Small groups are least affected by siege. You can easily move to avoid siege damage and attack walls not doors. Big groups are far more affected, especially organized 15+ groups trying to snowball over keeps against unorganized randos.
It will however encourage stacking on crown even more in groups. However if the crown makes a mistake your group will wipe. Versus now where the only chance an organized group has to wipe is vs vastly superior numbers/players.
The other option is to spread out and risk letting onesies or twosies die because they were unsuccessful in avoiding siege.
Yeah and if you attack a wall you get 25 fire ballista's pointed at ur head. GL avoiding those and seriusly, spread out and mayb loose 1 or 2? If you are a 4 man. How are you gonna recover from that? Do you ever play in small groups mate? Or you actually have no idea what youre on about
ZOS_GinaBruno wrote: »Hey guys, just to clear things up - when it was said that this is something we're discussing, it wasn't to keep siege's currently-broken state. Just that we're talking about potentially increasing the damage of siege from how it's been. Again, nothing set it stone, we're just talking like you all are.
All the zerglings that had their hopes up:
Toc de Malsvi wrote: »Groups of four do not need to spread out, that part was pointed at groups of 15 or more. If your group of four cannot avoid siege you seriously need to L2P.
Toc de Malsvi wrote: »Groups of four do not need to spread out, that part was pointed at groups of 15 or more. If your group of four cannot avoid siege you seriously need to L2P.
XBox must be dead empty (or filled with people who have no idea what they're doing) if you and 4 friends can stand together and not get hit with any siege. Or, more likely, you're talking out your ass and don't actually do things like, I don't know, take keeps.
Like, seriously, what do you actually do? Stay nearby, run 1 siege each, and just immediately hop off after every shot, somehow miraculously timing it such that enemies only land their siege attacks when you're backing off? How long does it take you to actually take down a keep door or wall?
Toc de Malsvi wrote: »Groups of four do not need to spread out, that part was pointed at groups of 15 or more. If your group of four cannot avoid siege you seriously need to L2P.
XBox must be dead empty (or filled with people who have no idea what they're doing) if you and 4 friends can stand together and not get hit with any siege. Or, more likely, you're talking out your ass and don't actually do things like, I don't know, take keeps.
Like, seriously, what do you actually do? Stay nearby, run 1 siege each, and just immediately hop off after every shot, somehow miraculously timing it such that enemies only land their siege attacks when you're backing off? How long does it take you to actually take down a keep door or wall?
TheBonesXXX wrote: »TheBonesXXX wrote: »I can step aside the realism angle and talk simple game physics.
This game provides players with a plethora of visual ques, siege being placed, siege being aimed, siege firing, impact even has a ground visual that increases in size the closer it gets to a player.
Players can skip all the way till the last visual, because that big ole circle on the ground tells to how far one needs to move.
It's the simplest function. Pick a direction outside the radius. But this is bad?
Rather, than the game allowing players to hit other players with 2-3 incomplete animations in a shortened window in which other players have less time to react. Which doesn't have a significant increased difficulty, any competent player can line burst complete with weaves.
One has a plethora of visual indicators, one does not. However the one without visual indicators is okay.
Simply put, players just want to dictate how other players play and people don't play it their way they have a fit.
The one "without visual indicators" (read : actually you're just bad at recognizing the indicators/participating in the mind games) does not one-hit, it hits a much smaller area, and it requires building ultimate. You're also nitpicking about how long it takes to set up siege and overestimating the length of time between firing the siege and impact. Most siege it placed from a position of absolute safety within a keep and fired at a very short range, and/or leaves a DoT on the ground that acts as a semipermanent discouragement from moving into any location. So again, you're not giving an honest analysis for how fair siege is. You are ignoring the fact that siege primarily happens around a keep, and that accomplishing any map objective forces you to move into an area which by all rights should be littered with siege, if the defenders are even halfway competent.
This isn't about players dictating how others play, it's about you wanting a turn at easy AP for minimal effort.
Wrong, I'm giving an analysis of an experienced MMO player, Beta Tester, and has the education to know how human perception actually works.
There are visual ques for siege. Animation clipping is the result of broken game physics which results certain visual ques not to appear.
One is complete in it's animation and was intended that's sieging.
You know what was not intended in the games physics? Animation canceling because the game is built for binocular vision; that means you have a pair of eyes and an overlapping field of view.
I'm not attacking the ability to purposely hide animation even when it was never intended, it's literally an unintended function of the game because it removes visual indicators needed to react. No game designer builds games without visual indicators.
Each skill has it's own animation, a visual motion that indicates that the character is using a skill, it's not supposed to have one animation and a player gets hit with three skills.
A player who animation canceling is tricking another person's perception of what's going in because the physics are broken. No one sees it, in fights people are giving an anticipratory reaction. You or anyone did not see all of those necessary movements.
Now, back to basic game physics, dying from fall damage requires falling. The way to mitigate falling is, do not stand next to the edge of things.
Everyone laughs when someone roll dodges off the third floor of the inners and dies.
The way not to die in Lake Rumare is not to swim in Lake Rumare, because the games programmed to kill player characters.
Do not fall in lava in the game, because the game is programmed to kill players.
Same principle applies, it's on the player not to get hit by a missile with a fix trajectory it has all necessary and complete visual indicators.
If people die to, fall damage, Slaughter fish, Lava, or siege, it's on them to react because the game gives them more than necessary perceptual ques, visual indicators.
You know what's not the proper amount of perceptual ques per the amount of skills used? Animation canceling.
Literally explained how the game functions but continue on with a knee jerk emotional response.
I can see where you are coming from. But falldamage and lava for example are clear self made misstakes, you if it happends midfight, you have that on yourself. Siege on the other hand, as you said is easy dodgeable. So imagine this, common, example. You are alone trying to get some fights somehwere. Not to flip a keep, just fighting because you enjoy it. You are fighting 2 people on your own, fights seems to be going good, then someone starts placing 2 siege and keeps firing it all around you, you get snared and stunned from the 2 people attacking you so the is no way to dodge the siege anymore.
To make my point clear, you compare 2 own fault scenarios to something that isnt (read, doesnt have to be) your own fault per definition.
And please dont start with the "1 guys houdnt be able to kill 3 others, or anything simular) because it should. A highly skillfull player should always be able to fight and kill outnumbered. This is still a game with some form of skillcap. Same eith small groups. 5 man should be able to kill 15 with the right skill, builds and organisation.
Edit: And about the animationcancelling part. Even tough animation cancelling can help, especislly with lightattackweaving. It can give you a more static pov. But it doesnt sctually lets you cast skills faster. The best you can pull is lightattack+skill+bash in 1 second. Cant do anything more then 1 skill in 1 second.
Toc de Malsvi wrote: »Balling up at the door isn't usually the best option in a group of four.
Toc de Malsvi wrote: »In fact I really have no issue whatsoever with two rando's being able to hold off a group of four if the rando's have a freaking CASTLE with guards.
Toc de Malsvi wrote: »The fact that on live this is an impossibility due to how weak siege is is the joke.
Toc de Malsvi wrote: »You do know there is more than one side to a keep right, and you can siege with Trebs from much further back? You don't have to stack on the door with the rest of the crowd.
Toc de Malsvi wrote: »Wait you don't immediately hop off siege after each shot? NVM clearly L2P issue here.
Toc de Malsvi wrote: »Groups of four do not need to spread out, that part was pointed at groups of 15 or more. If your group of four cannot avoid siege you seriously need to L2P.
XBox must be dead empty (or filled with people who have no idea what they're doing) if you and 4 friends can stand together and not get hit with any siege. Or, more likely, you're talking out your ass and don't actually do things like, I don't know, take keeps.
Like, seriously, what do you actually do? Stay nearby, run 1 siege each, and just immediately hop off after every shot, somehow miraculously timing it such that enemies only land their siege attacks when you're backing off? How long does it take you to actually take down a keep door or wall?
Make projectile siege weapons reflectable. I want to send that coldfire back the way it came with my new mag dk.
Make projectile siege weapons reflectable. I want to send that coldfire back the way it came with my new mag dk.
lol That would be awesome. As is; I was trying to figure out how to run with low health and hit wings when snipers dont see it. I wonder if reflected ones could be health desynced as well.
ZOS_GinaBruno wrote: »Hey guys, just to clear things up - when it was said that this is something we're discussing, it wasn't to keep siege's currently-broken state. Just that we're talking about potentially increasing the damage of siege from how it's been. Again, nothing set it stone, we're just talking like you all are.
TheBonesXXX wrote: »Wrong, I'm giving an analysis of an experienced MMO player, Beta Tester, and has the education to know how human perception actually works.
There are visual ques for siege. Animation clipping is the result of broken game physics which results certain visual ques not to appear.
One is complete in it's animation and was intended that's sieging.
You know what was not intended in the games physics? Animation canceling because the game is built for binocular vision; that means you have a pair of eyes and an overlapping field of view.
I'm not attacking the ability to purposely hide animation even when it was never intended, it's literally an unintended function of the game because it removes visual indicators needed to react. No game designer builds games without visual indicators.
Each skill has it's own animation, a visual motion that indicates that the character is using a skill, it's not supposed to have one animation and a player gets hit with three skills.
A player who animation canceling is tricking another person's perception of what's going in because the physics are broken. No one sees it, in fights people are giving an anticipratory reaction. You or anyone did not see all of those necessary movements.
Now, back to basic game physics, dying from fall damage requires falling. The way to mitigate falling is, do not stand next to the edge of things.
Everyone laughs when someone roll dodges off the third floor of the inners and dies.
The way not to die in Lake Rumare is not to swim in Lake Rumare, because the games programmed to kill player characters.
Do not fall in lava in the game, because the game is programmed to kill players.
Same principle applies, it's on the player not to get hit by a missile with a fix trajectory it has all necessary and complete visual indicators.
If people die to, fall damage, Slaughter fish, Lava, or siege, it's on them to react because the game gives them more than necessary perceptual ques, visual indicators.
You know what's not the proper amount of perceptual ques per the amount of skills used? Animation canceling.
Literally explained how the game functions but continue on with a knee jerk emotional response.
LF3M for engeneer squad, 2 CH ballistas men, 1 for meatbag. I will use scattershot
That's easy
1. Siege in immobile
1. You can hop off of it and move around if absolute need be.
2. You can actually reposition it if need be, and most likely will have the opportunity to do so, either by being one of many laying down siege against an opposing group, safely up on keep walls (or other terrain, I suppose), or both, at least in some fights.2. You cannot use any other ability while operating siege
1. Anyone worth their salt can keep a volley of three ballistae going continuously.
2. Let's be honest, the use-case for these things isn't going to be 1 player vs. 60. It's going to be multiple players, grouped or otherwise, vs. another group of players. You don't need to be able to use another skill while you're all safely at range hitting for 18k per shot.
Meanwhile, pumping out all of this damage over a wide area with the reload time as your only cooldown, you could be safely out of range or elevated in a position players cannot get to you (ever since ZOS deemed things like leaping onto keep walls emergent gameplay bannable offenses), and in the most defensive setup one could imagine, which otherwise would be incapable of dealing damage if you had to rely on your own skill and skills.
So if we're going for terse responses: Cute post, but ultimately your reply responds effectively to literally none of my points, particularly those over trying to make Cyrodiil game play healthy, engaging, and rewarding.