Everything worked fine before with more players.
Charon_on_Vacation wrote: »limiting playstyle through exterior influence like some of your suggested solutions is usually considered bad dev in the industry.
you want gameplay solutions for stuff like that.
one example: take magicka detonation, increase the damage by a lot, tweak the radius, so its primary use is against ball groups and then decide if you want something like siege shield to negate the effect of it, to make rams and such still viable.
Oreyn_Bearclaw wrote: »Until Bill Gates throws down on some shiny new servers, I think ZOS needs to take a hard look at removing them (or greatly mitigating what they can do, thus disincentivizing them).
Oreyn_Bearclaw wrote: »Until Bill Gates throws down on some shiny new servers, I think ZOS needs to take a hard look at removing them (or greatly mitigating what they can do, thus disincentivizing them).
Bill Gates stepped down from the board. Also, MS will not be upgrading the servers as that is at a micromanaging level and they will not start doing that.
Also, unless you eliminate grouping what players try to define as a ball group cannot be eliminated.
Oreyn_Bearclaw wrote: »To be clear, I am not attacking them as a playstyle. I honestly wish they were viable and compatible with a healthy gameplay experience.
Charon_on_Vacation wrote: »limiting playstyle through exterior influence like some of your suggested solutions is usually considered bad dev in the industry.
you want gameplay solutions for stuff like that.
Oreyn_Bearclaw wrote: »Also, you people are no fun. Was looking for clever ideas, but of course, people just attack the premise, which is frankly absurd. You can't deny that ball groups negatively impact the servers.Oreyn_Bearclaw wrote: »Until Bill Gates throws down on some shiny new servers, I think ZOS needs to take a hard look at removing them (or greatly mitigating what they can do, thus disincentivizing them).
Bill Gates stepped down from the board. Also, MS will not be upgrading the servers as that is at a micromanaging level and they will not start doing that.
Also, unless you eliminate grouping what players try to define as a ball group cannot be eliminated.
Taleof2Cities wrote: »Oreyn_Bearclaw wrote: »To be clear, I am not attacking them as a playstyle. I honestly wish they were viable and compatible with a healthy gameplay experience.
Seems like you're contradicting yourself, here, @Oreyn_Bearclaw?
As mentioned in posts above mine, there are a ton of other ways to improve Cyrodiil without removing grouping ... especially when PvP players enjoy playing with their friends.
I don't think this thread will generate much in terms of meaningful discussion (although the other ideas of improving Cyrodiil have already had a lot of feedback -- good and bad).
An large thigh packed group will always win unless its some way to force them to spread out.
Real world blocks of infantry was the rule until you got rifles and explosive shells in guns in the later part of 19th century.
Still kind of relevant but in niches, the last successful cavalry charge the US was involved in was after year 2000.
Then bombing is multiple b52 with PGM you want to get trough their lines fast
For ESO, an AOE who scales with numbers of enemies in the area. Oblivion damage capped at 50K to avoid PvE exploit.
50K is for more than 24 inside an 8 meter radius.
More so with 4 man groups pugs would not work outside of perhaps taking resources. pvp guilds on discord would still stack and make sure to have one healer in each group.Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Until Bill Gates throws down on some shiny new servers, I think ZOS needs to take a hard look at removing them (or greatly mitigating what they can do, thus disincentivizing them).
Bill Gates stepped down from the board. Also, MS will not be upgrading the servers as that is at a micromanaging level and they will not start doing that.
Also, unless you eliminate grouping what players try to define as a ball group cannot be eliminated.
That was a bit of a joke on the bill gates comment. I dont, however, think it is unreasonable that a new parent company (with massively deep pockets) could ultimately equate to a capital investment in new servers.
I also agree, that even if groups were capped at 4, you would still have groups were 4 people stood right on top of each other and move as one. That said, you could certainly do things to disincentivize that type of behavior.
Also, you people are no fun. Was looking for clever ideas, but of course, people just attack the premise, which is frankly absurd. You can't deny that ball groups negatively impact the servers.
Honestly? If you are going to eliminate large scale PvP...make Cyrodiil PvE and stick to IC and BG for small scale PvP...the whole POINT of Cyrodiil is large scale PvP...without large groups its just a bunch of 1vXers running around on rocks in random places.
TequilaFire wrote: »Just say no to solo Cyrodiil!
Oreyn_Bearclaw wrote: »Also, you people are no fun. Was looking for clever ideas, but of course, people just attack the premise, which is frankly absurd. You can't deny that ball groups negatively impact the servers.Oreyn_Bearclaw wrote: »Until Bill Gates throws down on some shiny new servers, I think ZOS needs to take a hard look at removing them (or greatly mitigating what they can do, thus disincentivizing them).
Bill Gates stepped down from the board. Also, MS will not be upgrading the servers as that is at a micromanaging level and they will not start doing that.
Also, unless you eliminate grouping what players try to define as a ball group cannot be eliminated.
Oh, people have clever ideas. Just not ones that will not heavily impact other aspects of gameplay.
You say we are no fun, we are just being serious about the topic.
OlumoGarbag wrote: »It's pretty easy to counter ball groups.
1. Don't follow them
2. Don't run into choke points
If you really wanna counter ball groups time a negate with a root or spam inevitable detonation with a friend. It get triggered when cleansed since they have purge spammers you can hit them with 10k detos every second if your on a bomber.
CaffeinatedMayhem wrote: »TequilaFire wrote: »Just say no to solo Cyrodiil!
Just say no to running around like a chicken spamming radiating and proxy det.
IMO Cyrodill would be a lot better if grouping was disabled entirely, AND healing skills would only affect yourself. Could grouping still be approximated with Discord? Yes, but no more unkillable wrecking balls.
Oreyn_Bearclaw wrote: »Until Bill Gates throws down on some shiny new servers, I think ZOS needs to take a hard look at removing them (or greatly mitigating what they can do, thus disincentivizing them).
Bill Gates stepped down from the board. Also, MS will not be upgrading the servers as that is at a micromanaging level and they will not start doing that.
Also, unless you eliminate grouping what players try to define as a ball group cannot be eliminated.
Oreyn_Bearclaw wrote: »First, there are no bad ideas in brain storming.
I am curious what people would purpose if your main goal was to eliminate ball groups from PVP, at least in the short term. To be clear, I am not attacking them as a playstyle. I honestly wish they were viable and compatible with a healthy gameplay experience. I have run in ball groups over the years, and some of the most fun I have ever had in PVP were Ball Group vs Ball Group. But for better or worse, it is 100% clear to anybody that PVPs that the servers simply cant seem to handle them. This isn't about balance, it's about game performance. All of my experience in PVP has lead me to the conclusion that Ball Groups = Crippling Lag. They certainly arent the only problem, but they do seem to be the proverbial elephant in the room.
Until Bill Gates throws down on some shiny new servers, I think ZOS needs to take a hard look at removing them (or greatly mitigating what they can do, thus disincentivizing them).
Some of the ideas I have heard (some practical, some comical, some borderline absurd):
-Cap group size to single digits (this weeks testing came close)
-Delete Purge (perhaps a few other skills to add here?)
-Keep "ally" defined as group member (current test)
-Restrict/cap number of allies any skill can affect (probably needs done via battlespirit, as to not effect PVE raids)
-Friendly fire on AOEs when group size over a certain amount
-Friendly fire AOE DOT (think VMOL final boss) on crown when group size over certain amount (might fall into the absurd category, but I don't hate it)
-Group wide AOE cooldowns
-Increase skill/ultimate cost as group size increases
-Decrease resistance/healing/aoe tooltips as group size increases
I could go on. Just curious what others think. Again, no bad ideas in brainstorming.
The OP set this up as a discussion on how to improve the pvp experience for everyone. It has been shown that ball groups contribute to the server lag and reinforce a poor gameplay experience for everyone involved. Are they the only issue? No. But they are certainly a factor. I believe discussing this issue and thinking of ways to improve the eso pvp experience is an admirable idea. I don't understand how this type of discussion always brings so much negativity when, at its core, this is about improving the pvp gameplay experience for everyone.
A significant factor of the ball group "lag" is that it typically requires a larger group, and I mean much larger, of unorganized players to take down the ball group. This leads to large zergs trying to take down the ball group and further enforces the "faction stack" in one small area. Controlling the power ball groups have could allow more counterplay for smaller groups and finally - lead to the fight ending sooner. In the current iteration they draw out the fight while more and more players join to try and take them out.
I still believe organized groups will and should have power. They have power in their coordination, communication and optimization of builds. However, the way they currently work gives those groups so much power their only counter is numbers or an equally optimized ball group. I think we should introduce additional options of counterplay.
Now on to my thoughts.. the majority of what I will share has been said before. These are not necessarily new ideas but rather things I have heard throughout the eso pvp community that I agree would bring about a more positive pvp experience:
-Limit group sizes: I believe this test has shown improvement - it has not solved everything and certainly no single test will.
-Limit healing to within groups with the exception of single targeted heals: This will give power to organized groups and remove power from faction stack zergs.
-Introduce more meaningful pvp objectives in Cyro: Every night is the same faction stacks at keeps and then ball groups go to those same keeps because that is where the action is. Faction stack + ball group gives us crippling lag. Create more objectives that spread people out.
-Re-work Purge: The current spammable "purge bot" lends a fair amount of power to ball groups' survivability by removing counterplay options from players. Consider a similar ramping cost mechanic as streak? Re-work efficient purge morph?
-Eliminate stacked hots: Part of the ball groups near immortality is stacked heal over times. If you watch a ball group player you will see 4+ regens and about the same number of vigors up at almost all times. This gameplay reduces the need for real healers and gives all players within that group a safety net that opponents don't have access to. This does not encourage positioning well or tactical gameplay - it instead just allows them to run through just about anything due to the exorbitant number of heals ticking every second.
-Re-work Snowtreaders: One tactic to break up ball groups was to snare, slow or separate the members. This no longer works as well when ball groups put this item on. This item further removed ball group counterplay by ensuring the group would have a much easier time sticking together. This is an item that has almost no power for a single player or small group but becomes very strong in an organized ball group that relays on sticking together.
-Re-work sets and skills that were designed to breakup ball groups: The very same sets and skills originally designed to break up this type of gameplay are used by the ball groups to great effect. Sets and skills like det and VD should be more effective when used by solos or smaller groups and less affective when used by larger groups - have the dmg scale vs group size you are in? A solo/duo or small man has to put themselves at a much higher risk using det and/or VD for the same payout as a group running these same skills/sets with 4+ regens/vigors and purge running at all times.
I think a combination of breaking up zergs and introducing counterplay vs. ball groups would lead to an overall better cyro experience for everyone. The thing is we don't need to get rid of ball groups entirely... the good ball groups - they will adapt to any changes and will still be very strong regardless of what happens. Ball group gameplay doesn't have to go away, it just has to be reigned in.