Hm, radical thought. Earned AP = AP Award / (Group No. + Non-Group No.**)
** Group No. and Non-Group No. whose engaged in combat with AP qualified player/target or PVP content activity.
When you hurt the player's pocket book, sometimes player habits change. Again, it's a radical thought.
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
VaranisArano wrote: »Hm, radical thought. Earned AP = AP Award / (Group No. + Non-Group No.**)
** Group No. and Non-Group No. whose engaged in combat with AP qualified player/target or PVP content activity.
When you hurt the player's pocket book, sometimes player habits change. Again, it's a radical thought.
ESO already splits D-ticks and the "extra" AP from an O-tick over the flat value between all the players on the tick list. Same for the AP from player deaths. About the only change you could make would be lowering the flat value of capturing objectives to somehow split it between the players on the tick list.
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.
VaranisArano wrote: »Cyrodiik is designed for large scale AvAvA warfare.
VaranisArano wrote: »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
I dunno about you, but I'd be pretty pissed with a groupmate who constantly needed to be battle rezzed because they werent paying attention to their survival. Against an enemy that knows what they are doing, battle rezzes are tricky to pull off and leave the rezzers very vulnerable.
Now, if the enemy isn't properly pressuring the rezzers and lets me get off battle rezzes without a hitch, I'd say that's on the enemy. Having to battle rez means mistakes were made. Its the job of the enemy to punish mistakes, and if they don't manage that, I don't think they have many grounds to complain. Battles in Cyrodiil aren't just about killing players once and done.
KillsAllElves wrote: »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.
"Max group size [should] be cutdown to 6-12 at most" then you go on calling for a nerf. You used the word should 3 times, should~verb, used to indicate obligation,duty or correctness typically when criticizing someones actions. You made a demand. You want the devs to nerf the playstyle that most paying customers take part in.
And lets say your nerf came to fruition, groups are cut down to 6-12. Thats what you called for, whats going to stop 2-4, 6-12 man sized groups running with each other? Not only will their playstyle not be deterred but they will also capture their goal objectives.
It's the same as in a schoolyard. It's also the same as running into an enemy hornet's nest in a real war, I imagine. This is not a fair game, but it mirrors real life well enough, IMO.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.
leepalmer95 wrote: »KillsAllElves wrote: »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.
"Max group size [should] be cutdown to 6-12 at most" then you go on calling for a nerf. You used the word should 3 times, should~verb, used to indicate obligation,duty or correctness typically when criticizing someones actions. You made a demand. You want the devs to nerf the playstyle that most paying customers take part in.
And lets say your nerf came to fruition, groups are cut down to 6-12. Thats what you called for, whats going to stop 2-4, 6-12 man sized groups running with each other? Not only will their playstyle not be deterred but they will also capture their goal objectives.
You could also start changing how heals work so only certain heals work on people not in the group, that should help so 1 person doesn't throw down 1 heal and heal 20 different people from it. No wonder the server turns so bad.
Might actually encourage zergling to use more than 2 skills and convince them to learn to self sustain their heals a bit instead of relying on the 200 off heals flying around by people not even looking at them.
leepalmer95 wrote: »KillsAllElves wrote: »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.
"Max group size [should] be cutdown to 6-12 at most" then you go on calling for a nerf. You used the word should 3 times, should~verb, used to indicate obligation,duty or correctness typically when criticizing someones actions. You made a demand. You want the devs to nerf the playstyle that most paying customers take part in.
And lets say your nerf came to fruition, groups are cut down to 6-12. Thats what you called for, whats going to stop 2-4, 6-12 man sized groups running with each other? Not only will their playstyle not be deterred but they will also capture their goal objectives.
You could also start changing how heals work so only certain heals work on people not in the group, that should help so 1 person doesn't throw down 1 heal and heal 20 different people from it. No wonder the server turns so bad.
Might actually encourage zergling to use more than 2 skills and convince them to learn to self sustain their heals a bit instead of relying on the 200 off heals flying around by people not even looking at them.
Whilst also letting decent players who are managing themselves properly to not have their wards/heals etc applied to people they don't really want them on, just because they're nearby and getting smacked.
leepalmer95 wrote: »leepalmer95 wrote: »KillsAllElves wrote: »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.
"Max group size [should] be cutdown to 6-12 at most" then you go on calling for a nerf. You used the word should 3 times, should~verb, used to indicate obligation,duty or correctness typically when criticizing someones actions. You made a demand. You want the devs to nerf the playstyle that most paying customers take part in.
And lets say your nerf came to fruition, groups are cut down to 6-12. Thats what you called for, whats going to stop 2-4, 6-12 man sized groups running with each other? Not only will their playstyle not be deterred but they will also capture their goal objectives.
You could also start changing how heals work so only certain heals work on people not in the group, that should help so 1 person doesn't throw down 1 heal and heal 20 different people from it. No wonder the server turns so bad.
Might actually encourage zergling to use more than 2 skills and convince them to learn to self sustain their heals a bit instead of relying on the 200 off heals flying around by people not even looking at them.
Whilst also letting decent players who are managing themselves properly to not have their wards/heals etc applied to people they don't really want them on, just because they're nearby and getting smacked.
Or the potato i'm fighting that decided rolling 6 time is a row back to the zerg was a good idea isn't randomly getting healed when i'm about to kill them by people not even looking at them or even trying to actually heal them. I hate smart healing.
Imagine if smart dmg was a thing.
ZarkingFrued wrote: »leepalmer95 wrote: »leepalmer95 wrote: »KillsAllElves wrote: »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.
"Max group size [should] be cutdown to 6-12 at most" then you go on calling for a nerf. You used the word should 3 times, should~verb, used to indicate obligation,duty or correctness typically when criticizing someones actions. You made a demand. You want the devs to nerf the playstyle that most paying customers take part in.
And lets say your nerf came to fruition, groups are cut down to 6-12. Thats what you called for, whats going to stop 2-4, 6-12 man sized groups running with each other? Not only will their playstyle not be deterred but they will also capture their goal objectives.
You could also start changing how heals work so only certain heals work on people not in the group, that should help so 1 person doesn't throw down 1 heal and heal 20 different people from it. No wonder the server turns so bad.
Might actually encourage zergling to use more than 2 skills and convince them to learn to self sustain their heals a bit instead of relying on the 200 off heals flying around by people not even looking at them.
Whilst also letting decent players who are managing themselves properly to not have their wards/heals etc applied to people they don't really want them on, just because they're nearby and getting smacked.
Or the potato i'm fighting that decided rolling 6 time is a row back to the zerg was a good idea isn't randomly getting healed when i'm about to kill them by people not even looking at them or even trying to actually heal them. I hate smart healing.
Imagine if smart dmg was a thing.
I think they act of these heals and buffs constantlh looking for new targets has a huge performance drain on the server. They should only apply to people in your group to avoid lag
I don’t think group size has anything to do with lag. My hunch is it’s related to outfits and characters rendering on the screen.
Crashes always happen when all 200 players in a faction show up in one place. Loading all those haircuts, dyes and outfits is too much strain and the server goes kaput.
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.