ZarkingFrued wrote: »Grouping is way to overpowered. There is zero downside to grouping up with 24 players, and running over any solo or small groups found. This isnt gameplay, this is player griefing. Max group size should be cut down to 6-12 at most. 24 man groups meeting up are the rather obvious culprit for bad Cyrodiil lag. Rather than promote this type of gameplay, Zos should promote smaller groups to keep the lag down, and to encourage players to use skills to play rather than charging over people like a stampede spamming two or 3 buttons. Pvp grouping should have some sort of debuff, or simply lose the positive sides of the current standard PVP buff.
VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare, not only by allowing players to group up in groups of 2 to 24, but also in encouraging players to stack up to their entire faction at an important objective.
So even if you drop the group size down to 12, you'll still have to deal with the performance issues inevitably caused when players all go to the same important objective for a scroll take, emperorship, or heavily defended keep.
The only solution that's actually going to help is for ZOS to actually fix the performance issues when large numbers of players attack the same objective.
KillsAllElves wrote: »ZarkingFrued wrote: »Grouping is way to overpowered. There is zero downside to grouping up with 24 players, and running over any solo or small groups found. This isnt gameplay, this is player griefing. Max group size should be cut down to 6-12 at most. 24 man groups meeting up are the rather obvious culprit for bad Cyrodiil lag. Rather than promote this type of gameplay, Zos should promote smaller groups to keep the lag down, and to encourage players to use skills to play rather than charging over people like a stampede spamming two or 3 buttons. Pvp grouping should have some sort of debuff, or simply lose the positive sides of the current standard PVP buff.
Pro tip- if your small group thinks theyre not good enough to fight a 24 man group, you have options (1) run away (2) jump off the bridge into the water.
Eso cyrodiil was marketed as largescale siege warfare. If you dont like it dont play it!
Dont come to the forums demanding nerfs and/or debuffs to other players because theyre not playing the way you want them to play.
Pvp in this game enables so much douchebaggery dont bring it to the forums!
VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare, not only by allowing players to group up in groups of 2 to 24, but also in encouraging players to stack up to their entire faction at an important objective.
So even if you drop the group size down to 12, you'll still have to deal with the performance issues inevitably caused when players all go to the same important objective for a scroll take, emperorship, or heavily defended keep.
The only solution that's actually going to help is for ZOS to actually fix the performance issues when large numbers of players attack the same objective.
VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare, not only by allowing players to group up in groups of 2 to 24, but also in encouraging players to stack up to their entire faction at an important objective.
So even if you drop the group size down to 12, you'll still have to deal with the performance issues inevitably caused when players all go to the same important objective for a scroll take, emperorship, or heavily defended keep.
The only solution that's actually going to help is for ZOS to actually fix the performance issues when large numbers of players attack the same objective.
Or creating enviroment where it's worth to do different things in different parts of map instead of stacking in 1 place.
VaranisArano wrote: »VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare, not only by allowing players to group up in groups of 2 to 24, but also in encouraging players to stack up to their entire faction at an important objective.
So even if you drop the group size down to 12, you'll still have to deal with the performance issues inevitably caused when players all go to the same important objective for a scroll take, emperorship, or heavily defended keep.
The only solution that's actually going to help is for ZOS to actually fix the performance issues when large numbers of players attack the same objective.
Or creating enviroment where it's worth to do different things in different parts of map instead of stacking in 1 place.
They've tried. So far it hasnt worked out, and the Hammer made it worse, but maybe ZOS will figure out some way to make it happen.
ZarkingFrued wrote: »VaranisArano wrote: »VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare, not only by allowing players to group up in groups of 2 to 24, but also in encouraging players to stack up to their entire faction at an important objective.
So even if you drop the group size down to 12, you'll still have to deal with the performance issues inevitably caused when players all go to the same important objective for a scroll take, emperorship, or heavily defended keep.
The only solution that's actually going to help is for ZOS to actually fix the performance issues when large numbers of players attack the same objective.
Or creating enviroment where it's worth to do different things in different parts of map instead of stacking in 1 place.
They've tried. So far it hasnt worked out, and the Hammer made it worse, but maybe ZOS will figure out some way to make it happen.
When the hammer drops so does my fps, and inevitably my connection. Even if I stay far from the battle.
KillsAllElves wrote: »ZarkingFrued wrote: »Grouping is way to overpowered. There is zero downside to grouping up with 24 players, and running over any solo or small groups found. This isnt gameplay, this is player griefing. Max group size should be cut down to 6-12 at most. 24 man groups meeting up are the rather obvious culprit for bad Cyrodiil lag. Rather than promote this type of gameplay, Zos should promote smaller groups to keep the lag down, and to encourage players to use skills to play rather than charging over people like a stampede spamming two or 3 buttons. Pvp grouping should have some sort of debuff, or simply lose the positive sides of the current standard PVP buff.
Pro tip- if your small group thinks theyre not good enough to fight a 24 man group, you have options (1) run away (2) jump off the bridge into the water.
Eso cyrodiil was marketed as largescale siege warfare. If you dont like it dont play it!
Dont come to the forums demanding nerfs and/or debuffs to other players because theyre not playing the way you want them to play.
Pvp in this game enables so much douchebaggery dont bring it to the forums!
ZarkingFrued wrote: »KillsAllElves wrote: »ZarkingFrued wrote: »Grouping is way to overpowered. There is zero downside to grouping up with 24 players, and running over any solo or small groups found. This isnt gameplay, this is player griefing. Max group size should be cut down to 6-12 at most. 24 man groups meeting up are the rather obvious culprit for bad Cyrodiil lag. Rather than promote this type of gameplay, Zos should promote smaller groups to keep the lag down, and to encourage players to use skills to play rather than charging over people like a stampede spamming two or 3 buttons. Pvp grouping should have some sort of debuff, or simply lose the positive sides of the current standard PVP buff.
Pro tip- if your small group thinks theyre not good enough to fight a 24 man group, you have options (1) run away (2) jump off the bridge into the water.
Eso cyrodiil was marketed as largescale siege warfare. If you dont like it dont play it!
Dont come to the forums demanding nerfs and/or debuffs to other players because theyre not playing the way you want them to play.
Pvp in this game enables so much douchebaggery dont bring it to the forums!
PVP players are allowed to post on the forums as well. I have made no demands. I'm stating what I think based on my observations. Please stop regurgitating what everyone else says when they read forum posts that upset them.
PhoenixGrey wrote: »KillsAllElves wrote: »ZarkingFrued wrote: »Grouping is way to overpowered. There is zero downside to grouping up with 24 players, and running over any solo or small groups found. This isnt gameplay, this is player griefing. Max group size should be cut down to 6-12 at most. 24 man groups meeting up are the rather obvious culprit for bad Cyrodiil lag. Rather than promote this type of gameplay, Zos should promote smaller groups to keep the lag down, and to encourage players to use skills to play rather than charging over people like a stampede spamming two or 3 buttons. Pvp grouping should have some sort of debuff, or simply lose the positive sides of the current standard PVP buff.
Pro tip- if your small group thinks theyre not good enough to fight a 24 man group, you have options (1) run away (2) jump off the bridge into the water.
Eso cyrodiil was marketed as largescale siege warfare. If you dont like it dont play it!
Dont come to the forums demanding nerfs and/or debuffs to other players because theyre not playing the way you want them to play.
Pvp in this game enables so much douchebaggery dont bring it to the forums!
Greetings zergling !!
Marketing as large scale siege warfare is different from playing it. Atrocious performance does not seem to indicate as such.
VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare, not only by allowing players to group up in groups of 2 to 24, but also in encouraging players to stack up to their entire faction at an important objective.
So even if you drop the group size down to 12, you'll still have to deal with the performance issues inevitably caused when players all go to the same important objective for a scroll take, emperorship, or heavily defended keep.
The only solution that's actually going to help is for ZOS to actually fix the performance issues when large numbers of players attack the same objective.
VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare, not only by allowing players to group up in groups of 2 to 24, but also in encouraging players to stack up to their entire faction at an important objective.
So even if you drop the group size down to 12, you'll still have to deal with the performance issues inevitably caused when players all go to the same important objective for a scroll take, emperorship, or heavily defended keep.
The only solution that's actually going to help is for ZOS to actually fix the performance issues when large numbers of players attack the same objective.
I suggested it already two or three times on this forum: spread flaggs and add a 3rd on keeps outer area. This won't fix everything but it's a step in the right direction and keep fights would become more dynamic.
VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare, not only by allowing players to group up in groups of 2 to 24, but also in encouraging players to stack up to their entire faction at an important objective.
So even if you drop the group size down to 12, you'll still have to deal with the performance issues inevitably caused when players all go to the same important objective for a scroll take, emperorship, or heavily defended keep.
The only solution that's actually going to help is for ZOS to actually fix the performance issues when large numbers of players attack the same objective.
I suggested it already two or three times on this forum: spread flaggs and add a 3rd on keeps outer area. This won't fix everything but it's a step in the right direction and keep fights would become more dynamic.
Adding more keeps will do nothing. Zos added some locations not long ago and it is pretty irrelevant to server performance. Why, because we all flock to where the action is. If we are lucky there is action in at least 2 or 3 locations on the map. However, that has to do with choices people make, not the number of keeps.
PhoenixGrey wrote: »Greetings zergling !!
Marketing as large scale siege warfare is different from playing it. Atrocious performance does not seem to indicate as such.
VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare, not only by allowing players to group up in groups of 2 to 24, but also in encouraging players to stack up to their entire faction at an important objective.
So even if you drop the group size down to 12, you'll still have to deal with the performance issues inevitably caused when players all go to the same important objective for a scroll take, emperorship, or heavily defended keep.
The only solution that's actually going to help is for ZOS to actually fix the performance issues when large numbers of players attack the same objective.
I suggested it already two or three times on this forum: spread flaggs and add a 3rd on keeps outer area. This won't fix everything but it's a step in the right direction and keep fights would become more dynamic.
Adding more keeps will do nothing. Zos added some locations not long ago and it is pretty irrelevant to server performance. Why, because we all flock to where the action is. If we are lucky there is action in at least 2 or 3 locations on the map. However, that has to do with choices people make, not the number of keeps.
I talked about adding flaggs, not keeps.
they went the wrong way with the weapons. Instead the server should predict too many players clustering together and drop bosses who are wielding the weapons to clean out some of the crew.
that being said it would be my preference if the group/raid frames were disables in cyrodiil. It would just be a bit more chaotic which is what i think they want.
Cyrodiil's design is to control as much of the map as possible. When a faction is zerging hard you have a couple options.
1: Get in a good group with good comp and farm the zerg.
2: Get in a small group and flag objectives to split up the zerg. (Aka work with other small groups and flag multiple home keeps.) Sometimes an entire faction will zerg one keep. When this happens let that keep go and take everything behind them.
3: Cry on the forums about it.
ZarkingFrued wrote: »I think it would be massively helpful to remove battle resurrection in PVP. As people die they would have to respawn elsewhere rather than be instantly rezed and back to spamming. Not to mention you should be punished for dying in a game rather than drop your intense Bomb then res and drop it again. No need to spec for survival with instant rez
ZarkingFrued wrote: »Grouping is way to overpowered. There is zero downside to grouping up with 24 players, and running over any solo or small groups found. This isnt gameplay, this is player griefing.
VaranisArano wrote: »VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare, not only by allowing players to group up in groups of 2 to 24, but also in encouraging players to stack up to their entire faction at an important objective.
So even if you drop the group size down to 12, you'll still have to deal with the performance issues inevitably caused when players all go to the same important objective for a scroll take, emperorship, or heavily defended keep.
The only solution that's actually going to help is for ZOS to actually fix the performance issues when large numbers of players attack the same objective.
I suggested it already two or three times on this forum: spread flaggs and add a 3rd on keeps outer area. This won't fix everything but it's a step in the right direction and keep fights would become more dynamic.
Adding more keeps will do nothing. Zos added some locations not long ago and it is pretty irrelevant to server performance. Why, because we all flock to where the action is. If we are lucky there is action in at least 2 or 3 locations on the map. However, that has to do with choices people make, not the number of keeps.
I talked about adding flaggs, not keeps.
That won't really help.
For one, ZOS already tried it by making the resources more important. Most groups just stick together to hit the keep or the resources, so it doesn't spread players out.
Second, once a keep has a critical mass of players fighting, it doesnt really matter how spread out they are within the keep itself. Players will start crashing when they get close to the keep anyways.
Third, any flag on the outer area is just going to be captured on the way inside. It won't make any practical difference in terms of the final push to the inner keep and the last two flags.