Dark_Lord_Kuro wrote: »robertthebard wrote: »robertthebard wrote: »2. I'm not down with the toxicity aimed at healers in MMOs in general.
Oh, the irony.
Except there is no irony here. I get that these days disagreeing with someone about something is supposed to be toxic, but I don't subscribe to that belief system.
I sit here, and I wonder, "Why would a support role prefer to "do their job", (in quotes because their job is to support a group), from outside of a group"? I've listed one possible scenario for that, even provided a video of what I'm talking about. There are other possibilities, which range from:
1. They're not very good at it to;
2. They've got social anxiety.
Lots of wiggle room for other things in between, but pointing out some of the possible/probable scenarios doesn't equate to toxicity, except to someone that sincerely believes that disagreeing with them is the definition of toxic. I don't believe that encouraging group play in an MMO is a bad thing, and that, above all else, is what makes people think I'm being toxic? It says more about them than it will ever say about me.
Our job was to support our alliance as a whole, not just 12 people
Cyrodiil is alliance war not group war
Joy_Division wrote: »robertthebard wrote: »VaranisArano wrote: »roberthebard, Cyrodiil isn't a PVE dungeon where you can easily slap on a groupfinder.
1. There's no "normal" mode you can pick when you want an easy run or figure you can carry your teammates.
2. There's no 15-minute timeout when you leave. There's a queue that's based on how many players are in Cyrodiil. Once the population locks, you can't join until others leave. At primetime, think half-hour to hour long waits to rejoin Cyrodiil.
3. You don't get ported into the same instanced dungeon with your team. In Cyrodiil, you have to transit to the nearest connected keep and then ride to join them. Better hope you don't get repeatedly ganked on the way.
4. There's no guidance on roles, so you might well not have a single healer on a 12-person team.
5. There's no vote kick feature. You stay in group at the sufferance of your Crown. If they drop you because you crashed, you were too slow, or you made too many mistakes, you get kicked instantly. (This is one reason there's no penalty for leaving group in Cyrodiil.)
Finally, how do we know that Cyrodiil groupfinder doesn't work?
We had one.
ZOS removed it when they did the Activity Finder rework because it was rarely used.
I suggest you take off the PVE lenses and look at Cyrodiil for what it is.
Here's the problem, I am. Hey, I could do a hell of a job solo PvPing in Aion, but I didn't show up for sieges solo. I joined the Alliance, or one of them, and did my job. What seems to be the real issue is that I'm not feeling sorry for a support class archetype complaining about not being able to solo. Maybe they're trying to keep them from breaking their arms trying to pat themselves on the back? Maybe they're trying to encourage group play in an MMO, as I said earlier, in regard to that, "the horror", right?
Make your own group? Join an existing group? Spam map chat looking for a group? Adjust your playstyle to continue solo PvP in a group setting? Just as I would recommend in a "PuGs suck thread" or a "dungeons should have a solo mode" thread. The irony of "group content should be group content, except where I don't want it to be", and that's what we're looking at now, since you have to be in a group to heal a group, isn't lost on me, and all the thrashing around looking for reasons that it shouldn't be that way doesn't convince me, it simply amuses me.
If ZOS was trying to encourage group play, they have a funny way of showing it in that they release sets like Crimson that allow solo players to tank entire raids, devised a game in which in which damage oriented character have by far the easiest time healing themselves of any fantasy game I have played, and failed to also implement mechanics to disable the functioning of solitary DPS skills, which happen to the largest category in the playerbase.
Not to mention, they would have flat out said it in their explanation for why these changes were implemented. Especially since, as you say, this is an MMO and grouping up would seem to be a logical part of the game. That they didn;t speaks volumes. Instead it's just the vague "behavioral changes," probably because being more specific would have easily enabled players to call them out on the holes and inconsistency of these changes.
What ZOS did do was specifically target just a part of the playerbase, who understandably feel like they are being scapegoated and just plain picked on not just by the developers, but also by other players who are still able to play as they want to and can only muster the insensitive response, "join a group."
If joining and making a group or spamming LFG in zone was the be all to end all and this wonderful, enlightening, and powerful game playing experience as you and the other "just join a group" advocates imply, then people would already be doing that and wouldn't be complaining at being all but forced to do so. As someone who has done all 3 (group joining, group making, and LFGing in zone) I know that people who are just saying join a group either know nothing of the frustrations of doing so or do know but are so insensitive that they just say it anyway.
A lot of players obviously prefer not to deal with those frustrations. Those frustrations are valid in that they detract from the customer's enjoyment of the game and unfair in that they are the result of the developers making a conscious change that only afflict a minuity of the customer base, which is why ZOS has been able to get away with it. If such "encouragement" was directed at and against the desires of their high profile streamers or the majority (i.e., DPS), then these changes would have never left the drawing table.
idk joy it really does seem like you have a disdain for solo players, like i said before. I get the feeling that you're the type that doesnt think twice about the stuff zos puts in the game that absolutely ravages solo play. Stuff like cost poisons, proc sets, earthgore, idk theres plenty of things i could list.
And you're completely wrong about zos "getting away" with this because healers are a minority. They make changes that are bad all the time. Bad for the majority and bad for the minority. They dont care, they do what they think is right even when its incredibly stupid and even when its not so bad.
If anything they get away with it because its pvp. Zos has never seemed to care about pvp. I can go into cyrodil every single day, here on xbox, and show you unplayable gameplay footage. Every single day, categorically, without fail, it will happen. And it will happen more than half of the time. If thats not detracting from the enjoyment of players then idk what will, and they have yet to do a thing about it, for years now. Every person I talk to experiences it, and zos admits it. Its not like 3 years ago where customer service would tell you to hard reset your xbox and check with your ISP. This change seems to be one of the first steps to solving performance, but regardless its been unsolved for an incredibly long time. Im sure there will be many casualties along the way, and im not so sure it will solve anything. Maybe in the end after a lot of changes, but my point is changes should have happened a long time ago and they didnt. Because its pvp.
I mean ffs, i fight max cp players that dont even know how to heal. Its an absolute embarrassment. And do you know the worst part? Its when i fight a group of 5 random players getting carried by a magplar and i cant kill any of them, nor can they kill me. Why? Because they arent using any strategy or combos to kill me, and they are getting carried by some unkillable healer tank that just happend to be there
Joy_Division wrote: »If these changes were so awesome and made PvP are more fun activity for everyone or even the majority, then the people who support these changes could and would list the plethora of evidence, public reception, and gameplay examples to demonstrate that. Instead all we have is a "just join a group" or accusations that these players are so bad, they deserve to lose. Go ahead and tell us. We're all ears. Maybe there's something we've missed or intentionally glossing over the past 2 months. Instead of pointing the the apparent lack of skill, ability, or knowledge of your opponents, show us the evidence and examples of how much PvP has improved as a whole.
robertthebard wrote: »robertthebard wrote: »2. I'm not down with the toxicity aimed at healers in MMOs in general.
Oh, the irony.
Except there is no irony here. I get that these days disagreeing with someone about something is supposed to be toxic, but I don't subscribe to that belief system.
I sit here, and I wonder, "Why would a support role prefer to "do their job", (in quotes because their job is to support a group), from outside of a group"? I've listed one possible scenario for that, even provided a video of what I'm talking about. There are other possibilities, which range from:
1. They're not very good at it to;
2. They've got social anxiety.
Lots of wiggle room for other things in between, but pointing out some of the possible/probable scenarios doesn't equate to toxicity, except to someone that sincerely believes that disagreeing with them is the definition of toxic. I don't believe that encouraging group play in an MMO is a bad thing, and that, above all else, is what makes people think I'm being toxic? It says more about them than it will ever say about me.
until ZOS comes out and says "you cannot heal unless your in a group, this is done to encourage grouping" it will remain a dumb and shortsighted deign decision done by devs that do not play in open world pvp in an attempt to fix an issue in a roundabout way rather then a direct targeted way that did nothing to fix the issue and had the unintended side effect of destroying something unrelated from the core issue entirely
^^^
the above bolded actually sounds pretty accurate given our devs and their track record would you not agree?
robertthebard wrote: »Dark_Lord_Kuro wrote: »robertthebard wrote: »robertthebard wrote: »2. I'm not down with the toxicity aimed at healers in MMOs in general.
Oh, the irony.
Except there is no irony here. I get that these days disagreeing with someone about something is supposed to be toxic, but I don't subscribe to that belief system.
I sit here, and I wonder, "Why would a support role prefer to "do their job", (in quotes because their job is to support a group), from outside of a group"? I've listed one possible scenario for that, even provided a video of what I'm talking about. There are other possibilities, which range from:
1. They're not very good at it to;
2. They've got social anxiety.
Lots of wiggle room for other things in between, but pointing out some of the possible/probable scenarios doesn't equate to toxicity, except to someone that sincerely believes that disagreeing with them is the definition of toxic. I don't believe that encouraging group play in an MMO is a bad thing, and that, above all else, is what makes people think I'm being toxic? It says more about them than it will ever say about me.
Our job was to support our alliance as a whole, not just 12 people
Cyrodiil is alliance war not group war
...and you'd be supporting your alliance by supporting your group. Reading this thread, it's no wonder PvP is such a mess, and it's got less to do with actual game development, and more to do with lack of understanding team play.
robertthebard wrote: »Joy_Division wrote: »Joy_Division wrote: »robertthebard wrote: »VaranisArano wrote: »roberthebard, Cyrodiil isn't a PVE dungeon where you can easily slap on a groupfinder.
1. There's no "normal" mode you can pick when you want an easy run or figure you can carry your teammates.
2. There's no 15-minute timeout when you leave. There's a queue that's based on how many players are in Cyrodiil. Once the population locks, you can't join until others leave. At primetime, think half-hour to hour long waits to rejoin Cyrodiil.
3. You don't get ported into the same instanced dungeon with your team. In Cyrodiil, you have to transit to the nearest connected keep and then ride to join them. Better hope you don't get repeatedly ganked on the way.
4. There's no guidance on roles, so you might well not have a single healer on a 12-person team.
5. There's no vote kick feature. You stay in group at the sufferance of your Crown. If they drop you because you crashed, you were too slow, or you made too many mistakes, you get kicked instantly. (This is one reason there's no penalty for leaving group in Cyrodiil.)
Finally, how do we know that Cyrodiil groupfinder doesn't work?
We had one.
ZOS removed it when they did the Activity Finder rework because it was rarely used.
I suggest you take off the PVE lenses and look at Cyrodiil for what it is.
Here's the problem, I am. Hey, I could do a hell of a job solo PvPing in Aion, but I didn't show up for sieges solo. I joined the Alliance, or one of them, and did my job. What seems to be the real issue is that I'm not feeling sorry for a support class archetype complaining about not being able to solo. Maybe they're trying to keep them from breaking their arms trying to pat themselves on the back? Maybe they're trying to encourage group play in an MMO, as I said earlier, in regard to that, "the horror", right?
Make your own group? Join an existing group? Spam map chat looking for a group? Adjust your playstyle to continue solo PvP in a group setting? Just as I would recommend in a "PuGs suck thread" or a "dungeons should have a solo mode" thread. The irony of "group content should be group content, except where I don't want it to be", and that's what we're looking at now, since you have to be in a group to heal a group, isn't lost on me, and all the thrashing around looking for reasons that it shouldn't be that way doesn't convince me, it simply amuses me.
If ZOS was trying to encourage group play, they have a funny way of showing it in that they release sets like Crimson that allow solo players to tank entire raids, devised a game in which in which damage oriented character have by far the easiest time healing themselves of any fantasy game I have played, and failed to also implement mechanics to disable the functioning of solitary DPS skills, which happen to the largest category in the playerbase.
Not to mention, they would have flat out said it in their explanation for why these changes were implemented. Especially since, as you say, this is an MMO and grouping up would seem to be a logical part of the game. That they didn;t speaks volumes. Instead it's just the vague "behavioral changes," probably because being more specific would have easily enabled players to call them out on the holes and inconsistency of these changes.
What ZOS did do was specifically target just a part of the playerbase, who understandably feel like they are being scapegoated and just plain picked on not just by the developers, but also by other players who are still able to play as they want to and can only muster the insensitive response, "join a group."
If joining and making a group or spamming LFG in zone was the be all to end all and this wonderful, enlightening, and powerful game playing experience as you and the other "just join a group" advocates imply, then people would already be doing that and wouldn't be complaining at being all but forced to do so. As someone who has done all 3 (group joining, group making, and LFGing in zone) I know that people who are just saying join a group either know nothing of the frustrations of doing so or do know but are so insensitive that they just say it anyway.
A lot of players obviously prefer not to deal with those frustrations. Those frustrations are valid in that they detract from the customer's enjoyment of the game and unfair in that they are the result of the developers making a conscious change that only afflict a minuity of the customer base, which is why ZOS has been able to get away with it. If such "encouragement" was directed at and against the desires of their high profile streamers or the majority (i.e., DPS), then these changes would have never left the drawing table.
idk joy it really does seem like you have a disdain for solo players, like i said before. I get the feeling that you're the type that doesnt think twice about the stuff zos puts in the game that absolutely ravages solo play. Stuff like cost poisons, proc sets, earthgore, idk theres plenty of things i could list.
And you're completely wrong about zos "getting away" with this because healers are a minority. They make changes that are bad all the time. Bad for the majority and bad for the minority. They dont care, they do what they think is right even when its incredibly stupid and even when its not so bad.
If anything they get away with it because its pvp. Zos has never seemed to care about pvp. I can go into cyrodil every single day, here on xbox, and show you unplayable gameplay footage. Every single day, categorically, without fail, it will happen. And it will happen more than half of the time. If thats not detracting from the enjoyment of players then idk what will, and they have yet to do a thing about it, for years now. Every person I talk to experiences it, and zos admits it. Its not like 3 years ago where customer service would tell you to hard reset your xbox and check with your ISP. This change seems to be one of the first steps to solving performance, but regardless its been unsolved for an incredibly long time. Im sure there will be many casualties along the way, and im not so sure it will solve anything. Maybe in the end after a lot of changes, but my point is changes should have happened a long time ago and they didnt. Because its pvp.
Do you have anything to add to the conversation other than deriding other players who you think you can't kill because they aren't as good as you? We get itI mean ffs, i fight max cp players that dont even know how to heal. Its an absolute embarrassment. And do you know the worst part? Its when i fight a group of 5 random players getting carried by a magplar and i cant kill any of them, nor can they kill me. Why? Because they arent using any strategy or combos to kill me, and they are getting carried by some unkillable healer tank that just happend to be there
They suck and you don't care, as long as it makes your 1v5 easier, you're all for it. And you think I'm the one with disdain? OK, whatever makes you feel better about yourself.
If these changes were so awesome and made PvP are more fun activity for everyone or even the majority, then the people who support these changes could and would list the plethora of evidence, public reception, and gameplay examples to demonstrate that. Instead all we have is a "just join a group" or accusations that these players are so bad, they deserve to lose. Go ahead and tell us. We're all ears. Maybe there's something we've missed or intentionally glossing over the past 2 months. Instead of pointing the the apparent lack of skill, ability, or knowledge of your opponents, show us the evidence and examples of how much PvP has improved as a whole.
It's really simple, and I picked it up just reading this thread:
"But ball groups remain unaffected". I take that to mean that groups that actually understand team play are rolling all the solo stars running around in a party. I'm amazed at all these skilled players that don't understand how, and why, that works.
VaranisArano wrote: »robertthebard wrote: »robertthebard wrote: »2. I'm not down with the toxicity aimed at healers in MMOs in general.
Oh, the irony.
Except there is no irony here. I get that these days disagreeing with someone about something is supposed to be toxic, but I don't subscribe to that belief system.
I sit here, and I wonder, "Why would a support role prefer to "do their job", (in quotes because their job is to support a group), from outside of a group"? I've listed one possible scenario for that, even provided a video of what I'm talking about. There are other possibilities, which range from:
1. They're not very good at it to;
2. They've got social anxiety.
Lots of wiggle room for other things in between, but pointing out some of the possible/probable scenarios doesn't equate to toxicity, except to someone that sincerely believes that disagreeing with them is the definition of toxic. I don't believe that encouraging group play in an MMO is a bad thing, and that, above all else, is what makes people think I'm being toxic? It says more about them than it will ever say about me.
At this point you've had ample opportunity to learn the answer to your question from many posts on this thread. Reread, or don't.
The rest of this is directed more for any Devs who might be reading this and thinking, "Hmm, yeah, "Why would a support role prefer to "do their job", (in quotes because their job is to support a group), from outside of a group"?"
WRONG. That's a fundamentally misunderstanding of the role of a PVP healer in Cyrodiil prior to this patch.
We are NOT PVE healers.
Our job was never to "support a group".
Our job was to heal players on our faction, whether grouped or ungrouped. I could fully support and heal any player on my faction whether I was in a group or not. I could be in a group and heal players outside of my group too!
snip
VaranisArano wrote: »robertthebard wrote: »Joy_Division wrote: »Joy_Division wrote: »robertthebard wrote: »VaranisArano wrote: »roberthebard, Cyrodiil isn't a PVE dungeon where you can easily slap on a groupfinder.
1. There's no "normal" mode you can pick when you want an easy run or figure you can carry your teammates.
2. There's no 15-minute timeout when you leave. There's a queue that's based on how many players are in Cyrodiil. Once the population locks, you can't join until others leave. At primetime, think half-hour to hour long waits to rejoin Cyrodiil.
3. You don't get ported into the same instanced dungeon with your team. In Cyrodiil, you have to transit to the nearest connected keep and then ride to join them. Better hope you don't get repeatedly ganked on the way.
4. There's no guidance on roles, so you might well not have a single healer on a 12-person team.
5. There's no vote kick feature. You stay in group at the sufferance of your Crown. If they drop you because you crashed, you were too slow, or you made too many mistakes, you get kicked instantly. (This is one reason there's no penalty for leaving group in Cyrodiil.)
Finally, how do we know that Cyrodiil groupfinder doesn't work?
We had one.
ZOS removed it when they did the Activity Finder rework because it was rarely used.
I suggest you take off the PVE lenses and look at Cyrodiil for what it is.
Here's the problem, I am. Hey, I could do a hell of a job solo PvPing in Aion, but I didn't show up for sieges solo. I joined the Alliance, or one of them, and did my job. What seems to be the real issue is that I'm not feeling sorry for a support class archetype complaining about not being able to solo. Maybe they're trying to keep them from breaking their arms trying to pat themselves on the back? Maybe they're trying to encourage group play in an MMO, as I said earlier, in regard to that, "the horror", right?
Make your own group? Join an existing group? Spam map chat looking for a group? Adjust your playstyle to continue solo PvP in a group setting? Just as I would recommend in a "PuGs suck thread" or a "dungeons should have a solo mode" thread. The irony of "group content should be group content, except where I don't want it to be", and that's what we're looking at now, since you have to be in a group to heal a group, isn't lost on me, and all the thrashing around looking for reasons that it shouldn't be that way doesn't convince me, it simply amuses me.
If ZOS was trying to encourage group play, they have a funny way of showing it in that they release sets like Crimson that allow solo players to tank entire raids, devised a game in which in which damage oriented character have by far the easiest time healing themselves of any fantasy game I have played, and failed to also implement mechanics to disable the functioning of solitary DPS skills, which happen to the largest category in the playerbase.
Not to mention, they would have flat out said it in their explanation for why these changes were implemented. Especially since, as you say, this is an MMO and grouping up would seem to be a logical part of the game. That they didn;t speaks volumes. Instead it's just the vague "behavioral changes," probably because being more specific would have easily enabled players to call them out on the holes and inconsistency of these changes.
What ZOS did do was specifically target just a part of the playerbase, who understandably feel like they are being scapegoated and just plain picked on not just by the developers, but also by other players who are still able to play as they want to and can only muster the insensitive response, "join a group."
If joining and making a group or spamming LFG in zone was the be all to end all and this wonderful, enlightening, and powerful game playing experience as you and the other "just join a group" advocates imply, then people would already be doing that and wouldn't be complaining at being all but forced to do so. As someone who has done all 3 (group joining, group making, and LFGing in zone) I know that people who are just saying join a group either know nothing of the frustrations of doing so or do know but are so insensitive that they just say it anyway.
A lot of players obviously prefer not to deal with those frustrations. Those frustrations are valid in that they detract from the customer's enjoyment of the game and unfair in that they are the result of the developers making a conscious change that only afflict a minuity of the customer base, which is why ZOS has been able to get away with it. If such "encouragement" was directed at and against the desires of their high profile streamers or the majority (i.e., DPS), then these changes would have never left the drawing table.
idk joy it really does seem like you have a disdain for solo players, like i said before. I get the feeling that you're the type that doesnt think twice about the stuff zos puts in the game that absolutely ravages solo play. Stuff like cost poisons, proc sets, earthgore, idk theres plenty of things i could list.
And you're completely wrong about zos "getting away" with this because healers are a minority. They make changes that are bad all the time. Bad for the majority and bad for the minority. They dont care, they do what they think is right even when its incredibly stupid and even when its not so bad.
If anything they get away with it because its pvp. Zos has never seemed to care about pvp. I can go into cyrodil every single day, here on xbox, and show you unplayable gameplay footage. Every single day, categorically, without fail, it will happen. And it will happen more than half of the time. If thats not detracting from the enjoyment of players then idk what will, and they have yet to do a thing about it, for years now. Every person I talk to experiences it, and zos admits it. Its not like 3 years ago where customer service would tell you to hard reset your xbox and check with your ISP. This change seems to be one of the first steps to solving performance, but regardless its been unsolved for an incredibly long time. Im sure there will be many casualties along the way, and im not so sure it will solve anything. Maybe in the end after a lot of changes, but my point is changes should have happened a long time ago and they didnt. Because its pvp.
Do you have anything to add to the conversation other than deriding other players who you think you can't kill because they aren't as good as you? We get itI mean ffs, i fight max cp players that dont even know how to heal. Its an absolute embarrassment. And do you know the worst part? Its when i fight a group of 5 random players getting carried by a magplar and i cant kill any of them, nor can they kill me. Why? Because they arent using any strategy or combos to kill me, and they are getting carried by some unkillable healer tank that just happend to be there
They suck and you don't care, as long as it makes your 1v5 easier, you're all for it. And you think I'm the one with disdain? OK, whatever makes you feel better about yourself.
If these changes were so awesome and made PvP are more fun activity for everyone or even the majority, then the people who support these changes could and would list the plethora of evidence, public reception, and gameplay examples to demonstrate that. Instead all we have is a "just join a group" or accusations that these players are so bad, they deserve to lose. Go ahead and tell us. We're all ears. Maybe there's something we've missed or intentionally glossing over the past 2 months. Instead of pointing the the apparent lack of skill, ability, or knowledge of your opponents, show us the evidence and examples of how much PvP has improved as a whole.
It's really simple, and I picked it up just reading this thread:
"But ball groups remain unaffected". I take that to mean that groups that actually understand team play are rolling all the solo stars running around in a party. I'm amazed at all these skilled players that don't understand how, and why, that works.
Well, no. That's not what that means. That's the sort of misunderstanding that happens when you are only reading the thread and not bringing in any experience of playing in Cyrodiil.
But its worth addressing, in the event that any Devs is reading and thinking, "Hmm, yeah, why are "solo" players complaining about ball groups remaining unaffected?"
Well, Devs, that's not an accurate complaint. "Ball groups remain unaffected" because they already ran in 12-player groups by themselves farming PUGs in a back keep. They didn't lose members or cross-healing because they didn't need it to dominate their main opponents: 24-player PUG raids and faction stacks.
PUGs were impacted by the changes far more.
You know what PUGs are, right?
They are Pick Up Groups, formerly 24-player not limited to 12 players, made up of those players who type LFG in zone chat. That's the majority of groups in Cyrodiil. Those are the very players who did precisely what you suggest. "Join a group!"
They did!
And guess what? They got get rolled by ball groups before this change. They still get rolled (worse) after this change. Why? Because they:
A) understand team play and practice it weekly together
B.) have voice comms
C) have dedicated healers
D.) Have stacked support sets
E) train to move and attack together
Actual solo stars and "solo" zergsurfers don't tangle directly with ball groups. See, they can do the math. "1 of me vs 12 organized players in voice comms? I'll go find a better fight!"
PUGs, those players who obeyed the injunction to "join a group" and who now want to support their faction by defending their home keep, do tangle directly with ball groups and get slaughtered by them.
I mean, even if someone has no experience in Cyrodiil, they ought to be able to tell the difference in balance between the 12-player ball group attributes listed above and a PUG raid of 12 players who:
A) joined a group of random players
B.) Don't have voice comms
C.) May not even have a single healer.
Its a 12 v 12 on paper, but it's not within shouting distance of a fair fight.
The healing/group size nerf left ball groups unaffected, AND it seriously nerfed their main opponents: players who did "join a group" in PUG raids.
But I suppose it's time to move the goalposts once more.
"Join a group!"
"No, no, join a group that understands team play!"
"No, no, join a pre-made group with voice comms that trains and builds together to dominate faction stacks, much less a 12-player Pick Up Group!"
"Yes, yes, you fool, join a ball group!"
robertthebard wrote: »VaranisArano wrote: »robertthebard wrote: »Joy_Division wrote: »Joy_Division wrote: »robertthebard wrote: »VaranisArano wrote: »roberthebard, Cyrodiil isn't a PVE dungeon where you can easily slap on a groupfinder.
1. There's no "normal" mode you can pick when you want an easy run or figure you can carry your teammates.
2. There's no 15-minute timeout when you leave. There's a queue that's based on how many players are in Cyrodiil. Once the population locks, you can't join until others leave. At primetime, think half-hour to hour long waits to rejoin Cyrodiil.
3. You don't get ported into the same instanced dungeon with your team. In Cyrodiil, you have to transit to the nearest connected keep and then ride to join them. Better hope you don't get repeatedly ganked on the way.
4. There's no guidance on roles, so you might well not have a single healer on a 12-person team.
5. There's no vote kick feature. You stay in group at the sufferance of your Crown. If they drop you because you crashed, you were too slow, or you made too many mistakes, you get kicked instantly. (This is one reason there's no penalty for leaving group in Cyrodiil.)
Finally, how do we know that Cyrodiil groupfinder doesn't work?
We had one.
ZOS removed it when they did the Activity Finder rework because it was rarely used.
I suggest you take off the PVE lenses and look at Cyrodiil for what it is.
Here's the problem, I am. Hey, I could do a hell of a job solo PvPing in Aion, but I didn't show up for sieges solo. I joined the Alliance, or one of them, and did my job. What seems to be the real issue is that I'm not feeling sorry for a support class archetype complaining about not being able to solo. Maybe they're trying to keep them from breaking their arms trying to pat themselves on the back? Maybe they're trying to encourage group play in an MMO, as I said earlier, in regard to that, "the horror", right?
Make your own group? Join an existing group? Spam map chat looking for a group? Adjust your playstyle to continue solo PvP in a group setting? Just as I would recommend in a "PuGs suck thread" or a "dungeons should have a solo mode" thread. The irony of "group content should be group content, except where I don't want it to be", and that's what we're looking at now, since you have to be in a group to heal a group, isn't lost on me, and all the thrashing around looking for reasons that it shouldn't be that way doesn't convince me, it simply amuses me.
If ZOS was trying to encourage group play, they have a funny way of showing it in that they release sets like Crimson that allow solo players to tank entire raids, devised a game in which in which damage oriented character have by far the easiest time healing themselves of any fantasy game I have played, and failed to also implement mechanics to disable the functioning of solitary DPS skills, which happen to the largest category in the playerbase.
Not to mention, they would have flat out said it in their explanation for why these changes were implemented. Especially since, as you say, this is an MMO and grouping up would seem to be a logical part of the game. That they didn;t speaks volumes. Instead it's just the vague "behavioral changes," probably because being more specific would have easily enabled players to call them out on the holes and inconsistency of these changes.
What ZOS did do was specifically target just a part of the playerbase, who understandably feel like they are being scapegoated and just plain picked on not just by the developers, but also by other players who are still able to play as they want to and can only muster the insensitive response, "join a group."
If joining and making a group or spamming LFG in zone was the be all to end all and this wonderful, enlightening, and powerful game playing experience as you and the other "just join a group" advocates imply, then people would already be doing that and wouldn't be complaining at being all but forced to do so. As someone who has done all 3 (group joining, group making, and LFGing in zone) I know that people who are just saying join a group either know nothing of the frustrations of doing so or do know but are so insensitive that they just say it anyway.
A lot of players obviously prefer not to deal with those frustrations. Those frustrations are valid in that they detract from the customer's enjoyment of the game and unfair in that they are the result of the developers making a conscious change that only afflict a minuity of the customer base, which is why ZOS has been able to get away with it. If such "encouragement" was directed at and against the desires of their high profile streamers or the majority (i.e., DPS), then these changes would have never left the drawing table.
idk joy it really does seem like you have a disdain for solo players, like i said before. I get the feeling that you're the type that doesnt think twice about the stuff zos puts in the game that absolutely ravages solo play. Stuff like cost poisons, proc sets, earthgore, idk theres plenty of things i could list.
And you're completely wrong about zos "getting away" with this because healers are a minority. They make changes that are bad all the time. Bad for the majority and bad for the minority. They dont care, they do what they think is right even when its incredibly stupid and even when its not so bad.
If anything they get away with it because its pvp. Zos has never seemed to care about pvp. I can go into cyrodil every single day, here on xbox, and show you unplayable gameplay footage. Every single day, categorically, without fail, it will happen. And it will happen more than half of the time. If thats not detracting from the enjoyment of players then idk what will, and they have yet to do a thing about it, for years now. Every person I talk to experiences it, and zos admits it. Its not like 3 years ago where customer service would tell you to hard reset your xbox and check with your ISP. This change seems to be one of the first steps to solving performance, but regardless its been unsolved for an incredibly long time. Im sure there will be many casualties along the way, and im not so sure it will solve anything. Maybe in the end after a lot of changes, but my point is changes should have happened a long time ago and they didnt. Because its pvp.
Do you have anything to add to the conversation other than deriding other players who you think you can't kill because they aren't as good as you? We get itI mean ffs, i fight max cp players that dont even know how to heal. Its an absolute embarrassment. And do you know the worst part? Its when i fight a group of 5 random players getting carried by a magplar and i cant kill any of them, nor can they kill me. Why? Because they arent using any strategy or combos to kill me, and they are getting carried by some unkillable healer tank that just happend to be there
They suck and you don't care, as long as it makes your 1v5 easier, you're all for it. And you think I'm the one with disdain? OK, whatever makes you feel better about yourself.
If these changes were so awesome and made PvP are more fun activity for everyone or even the majority, then the people who support these changes could and would list the plethora of evidence, public reception, and gameplay examples to demonstrate that. Instead all we have is a "just join a group" or accusations that these players are so bad, they deserve to lose. Go ahead and tell us. We're all ears. Maybe there's something we've missed or intentionally glossing over the past 2 months. Instead of pointing the the apparent lack of skill, ability, or knowledge of your opponents, show us the evidence and examples of how much PvP has improved as a whole.
It's really simple, and I picked it up just reading this thread:
"But ball groups remain unaffected". I take that to mean that groups that actually understand team play are rolling all the solo stars running around in a party. I'm amazed at all these skilled players that don't understand how, and why, that works.
Well, no. That's not what that means. That's the sort of misunderstanding that happens when you are only reading the thread and not bringing in any experience of playing in Cyrodiil.
But its worth addressing, in the event that any Devs is reading and thinking, "Hmm, yeah, why are "solo" players complaining about ball groups remaining unaffected?"
Well, Devs, that's not an accurate complaint. "Ball groups remain unaffected" because they already ran in 12-player groups by themselves farming PUGs in a back keep. They didn't lose members or cross-healing because they didn't need it to dominate their main opponents: 24-player PUG raids and faction stacks.
PUGs were impacted by the changes far more.
You know what PUGs are, right?
They are Pick Up Groups, formerly 24-player not limited to 12 players, made up of those players who type LFG in zone chat. That's the majority of groups in Cyrodiil. Those are the very players who did precisely what you suggest. "Join a group!"
They did!
And guess what? They got get rolled by ball groups before this change. They still get rolled (worse) after this change. Why? Because they:
A) understand team play and practice it weekly together
B.) have voice comms
C) have dedicated healers
D.) Have stacked support sets
E) train to move and attack together
Actual solo stars and "solo" zergsurfers don't tangle directly with ball groups. See, they can do the math. "1 of me vs 12 organized players in voice comms? I'll go find a better fight!"
PUGs, those players who obeyed the injunction to "join a group" and who now want to support their faction by defending their home keep, do tangle directly with ball groups and get slaughtered by them.
I mean, even if someone has no experience in Cyrodiil, they ought to be able to tell the difference in balance between the 12-player ball group attributes listed above and a PUG raid of 12 players who:
A) joined a group of random players
B.) Don't have voice comms
C.) May not even have a single healer.
Its a 12 v 12 on paper, but it's not within shouting distance of a fair fight.
The healing/group size nerf left ball groups unaffected, AND it seriously nerfed their main opponents: players who did "join a group" in PUG raids.
But I suppose it's time to move the goalposts once more.
"Join a group!"
"No, no, join a group that understands team play!"
"No, no, join a pre-made group with voice comms that trains and builds together to dominate faction stacks, much less a 12-player Pick Up Group!"
"Yes, yes, you fool, join a ball group!"
Too much to snip this time, so: A coordinated group will always dominate a PuG. Yes, I know what it means. Reading the thread, and your posts in particular, I probably have a vastly superior understanding of group play than you ever will. Where does it come from? Actually partaking in large scale PvP. Actually having a group leader ghosted into a main discord or TS channel, relaying orders from a central commander to teams, which could run from anywhere between 4 players to an entire alliance of 48 players. Where that alliance was one of 4 or 5 in the entire siege.
It comes from leading dungeon raids in another MMO, where it was 24 vs 24 for control of a dungeon, using the same basic system. It comes from being able to give, and follow orders from a team leader. It comes from knowing the role my class is supposed to play, and doing everything I can to fulfill that role, even if it's boring as hell scouting for enemy positions. You know, team play, in a team play oriented activity.
That, vs a Pick up Group of random players that may or may not know what they're doing, and who do you expect is going to win? So no, you can't point at me and say "well, you just don't know what you're talking about". The fatal flaw to that argument is that, of course, group PvP is group PvP, and "but I want to be a solo star, they shouldn't force me into a group" falls flat, again, since the Meta has changed. Good, bad, or indifferent, I fall into the latter category, btw, that's the way the game is now, you either adapt, or you come to the forums, putting yourself in the exact same shoes as any player that wants to be able to solo a dungeon.
VaranisArano wrote: »
I salute your experience in other PVP and MMO games, and I apologize for saying you didn't know what a PUG raid in Cyrodiil is. That was impolite of me.
As for my experience, I've been focusing on my experiences of healing in Cyrodiil as a "solo" healer, as a PUG healer, as a PUG leader, and as a healer in a PVP guild raid (effectively a ball group) for years. Each of those playstyles has their own quirks and has recently been impacted in different ways by the group size and healing changes. Mostly negatively, to be honest.
Why so focused? Because that's the thread topic. I appreciate hearing from people with different PVP playstyles explaining how ithe group size and healing changes are impacting their play in Cyrodiil. Even when I disagree with their conclusions, our common love and experience in Cyrodiil gives us a good starting point for discussing what pros and cons we see in Cyrodiil.
So while I salute your experiences in other games, I'm focusing on Cyrodiil, the game I'm actually playing.
robertthebard wrote: »VaranisArano wrote: »
I salute your experience in other PVP and MMO games, and I apologize for saying you didn't know what a PUG raid in Cyrodiil is. That was impolite of me.
As for my experience, I've been focusing on my experiences of healing in Cyrodiil as a "solo" healer, as a PUG healer, as a PUG leader, and as a healer in a PVP guild raid (effectively a ball group) for years. Each of those playstyles has their own quirks and has recently been impacted in different ways by the group size and healing changes. Mostly negatively, to be honest.
Why so focused? Because that's the thread topic. I appreciate hearing from people with different PVP playstyles explaining how ithe group size and healing changes are impacting their play in Cyrodiil. Even when I disagree with their conclusions, our common love and experience in Cyrodiil gives us a good starting point for discussing what pros and cons we see in Cyrodiil.
So while I salute your experiences in other games, I'm focusing on Cyrodiil, the game I'm actually playing.
Cut short before it made me, bleh.
Here's my point in a nutshell mate, it doesn't matter what game it is, the dynamic is the same, even closer now than before the update. It doesn't matter what game it is, it doesn't matter what happened last year, or last week. Organized groups are always going to have a good showing, and moving the game closer to that isn't a bad thing. It's going to be bad for some people, see the video I posted earlier, and they have one just like it for tanks and dps too, and better for others. Before you throw the baby out with the bath water though, maybe get some friends and/or guild mates together, and give it a solid go, instead of running in a PuG where you don't know what you're going to get, and declaring that it's the worst idea ever. Who knows, you might actually find out it's more fun.
another post but your view is incredibly narrow as to the ramifications so i wanted to point out a similar group.
the raiding guilds. very similar in structure to hardcore PvP guilds with the same long term problems.
if enough people dont log on, they dont raid, if enough move to a new game, they either disband OR pull the entire group with them to check out the new game.
im sure anyone who has been social in the MMO space long enough has witnessed or been a part of these moves.
same with PvP but worse considering the nature of PvP.
PvP guilds dont move to old games games to PvP, they stay playing whatever they are playing, or move to something new when it comes out.
this causes the PvP pond of whatever game, lets say ESO to get smaller, and only the hardcore meta humping PvP guilds remain. (even now we have like 2-3 well known raid guilds per alliance compared to launch)
this causes big fish in small pond scenario and simply destroys any chance of new players PvP'ing
take 5 noobs grouping to PvP and the have to contend with only a handful of groups playing like Drac or Lom.
they get stomped, leave, and move on.
you can SCREAM: "LTP, GET GUD, GROUP UP" all you want.
this happens to literally every pvp ever, and ESO is even worse because its literally one server with no skill bracket. you are GOING to run into the best whether you want to or not.
how many players does Fengrush chase of the server when his group starts rolling? how many times does he kill all competition in pvp merely by running his group?
thats not his goal, he just wants to PvP
but its what happens.
people leave, servers die, pvp dies, way to go.
robertthebard wrote: »Except there is no irony here. I get that these days disagreeing with someone about something is supposed to be toxic, but I don't subscribe to that belief system.
I sit here, and I wonder, "Why would a support role prefer to "do their job", (in quotes because their job is to support a group), from outside of a group"? I've listed one possible scenario for that, even provided a video of what I'm talking about. There are other possibilities, which range from:
1. They're not very good at it to;
2. They've got social anxiety.
Lots of wiggle room for other things in between, but pointing out some of the possible/probable scenarios doesn't equate to toxicity, except to someone that sincerely believes that disagreeing with them is the definition of toxic. I don't believe that encouraging group play in an MMO is a bad thing, and that, above all else, is what makes people think I'm being toxic? It says more about them than it will ever say about me.
Dark_Lord_Kuro wrote: »robertthebard wrote: »Dark_Lord_Kuro wrote: »robertthebard wrote: »robertthebard wrote: »2. I'm not down with the toxicity aimed at healers in MMOs in general.
Oh, the irony.
Except there is no irony here. I get that these days disagreeing with someone about something is supposed to be toxic, but I don't subscribe to that belief system.
I sit here, and I wonder, "Why would a support role prefer to "do their job", (in quotes because their job is to support a group), from outside of a group"? I've listed one possible scenario for that, even provided a video of what I'm talking about. There are other possibilities, which range from:
1. They're not very good at it to;
2. They've got social anxiety.
Lots of wiggle room for other things in between, but pointing out some of the possible/probable scenarios doesn't equate to toxicity, except to someone that sincerely believes that disagreeing with them is the definition of toxic. I don't believe that encouraging group play in an MMO is a bad thing, and that, above all else, is what makes people think I'm being toxic? It says more about them than it will ever say about me.
Our job was to support our alliance as a whole, not just 12 people
Cyrodiil is alliance war not group war
...and you'd be supporting your alliance by supporting your group. Reading this thread, it's no wonder PvP is such a mess, and it's got less to do with actual game development, and more to do with lack of understanding team play.
Why even bother
Playing with only 12 people is utterly borring
The onlyvreason i play pvp in this game is because i like those massive fight of an alliance of like 50+ player helping each other against another alliance of 50+ player
12 people vs 12 is not as fun not at all
superbiquette wrote: »i just don't understand why they make this change, have they really said that it's to force people to group? cause you can enter without being in a group so it's not the goal , it don't change server perf so not this too...
Joy_Division wrote: »Joy_Division wrote: »robertthebard wrote: »VaranisArano wrote: »roberthebard, Cyrodiil isn't a PVE dungeon where you can easily slap on a groupfinder.
1. There's no "normal" mode you can pick when you want an easy run or figure you can carry your teammates.
2. There's no 15-minute timeout when you leave. There's a queue that's based on how many players are in Cyrodiil. Once the population locks, you can't join until others leave. At primetime, think half-hour to hour long waits to rejoin Cyrodiil.
3. You don't get ported into the same instanced dungeon with your team. In Cyrodiil, you have to transit to the nearest connected keep and then ride to join them. Better hope you don't get repeatedly ganked on the way.
4. There's no guidance on roles, so you might well not have a single healer on a 12-person team.
5. There's no vote kick feature. You stay in group at the sufferance of your Crown. If they drop you because you crashed, you were too slow, or you made too many mistakes, you get kicked instantly. (This is one reason there's no penalty for leaving group in Cyrodiil.)
Finally, how do we know that Cyrodiil groupfinder doesn't work?
We had one.
ZOS removed it when they did the Activity Finder rework because it was rarely used.
I suggest you take off the PVE lenses and look at Cyrodiil for what it is.
Here's the problem, I am. Hey, I could do a hell of a job solo PvPing in Aion, but I didn't show up for sieges solo. I joined the Alliance, or one of them, and did my job. What seems to be the real issue is that I'm not feeling sorry for a support class archetype complaining about not being able to solo. Maybe they're trying to keep them from breaking their arms trying to pat themselves on the back? Maybe they're trying to encourage group play in an MMO, as I said earlier, in regard to that, "the horror", right?
Make your own group? Join an existing group? Spam map chat looking for a group? Adjust your playstyle to continue solo PvP in a group setting? Just as I would recommend in a "PuGs suck thread" or a "dungeons should have a solo mode" thread. The irony of "group content should be group content, except where I don't want it to be", and that's what we're looking at now, since you have to be in a group to heal a group, isn't lost on me, and all the thrashing around looking for reasons that it shouldn't be that way doesn't convince me, it simply amuses me.
If ZOS was trying to encourage group play, they have a funny way of showing it in that they release sets like Crimson that allow solo players to tank entire raids, devised a game in which in which damage oriented character have by far the easiest time healing themselves of any fantasy game I have played, and failed to also implement mechanics to disable the functioning of solitary DPS skills, which happen to the largest category in the playerbase.
Not to mention, they would have flat out said it in their explanation for why these changes were implemented. Especially since, as you say, this is an MMO and grouping up would seem to be a logical part of the game. That they didn;t speaks volumes. Instead it's just the vague "behavioral changes," probably because being more specific would have easily enabled players to call them out on the holes and inconsistency of these changes.
What ZOS did do was specifically target just a part of the playerbase, who understandably feel like they are being scapegoated and just plain picked on not just by the developers, but also by other players who are still able to play as they want to and can only muster the insensitive response, "join a group."
If joining and making a group or spamming LFG in zone was the be all to end all and this wonderful, enlightening, and powerful game playing experience as you and the other "just join a group" advocates imply, then people would already be doing that and wouldn't be complaining at being all but forced to do so. As someone who has done all 3 (group joining, group making, and LFGing in zone) I know that people who are just saying join a group either know nothing of the frustrations of doing so or do know but are so insensitive that they just say it anyway.
A lot of players obviously prefer not to deal with those frustrations. Those frustrations are valid in that they detract from the customer's enjoyment of the game and unfair in that they are the result of the developers making a conscious change that only afflict a minuity of the customer base, which is why ZOS has been able to get away with it. If such "encouragement" was directed at and against the desires of their high profile streamers or the majority (i.e., DPS), then these changes would have never left the drawing table.
idk joy it really does seem like you have a disdain for solo players, like i said before. I get the feeling that you're the type that doesnt think twice about the stuff zos puts in the game that absolutely ravages solo play. Stuff like cost poisons, proc sets, earthgore, idk theres plenty of things i could list.
And you're completely wrong about zos "getting away" with this because healers are a minority. They make changes that are bad all the time. Bad for the majority and bad for the minority. They dont care, they do what they think is right even when its incredibly stupid and even when its not so bad.
If anything they get away with it because its pvp. Zos has never seemed to care about pvp. I can go into cyrodil every single day, here on xbox, and show you unplayable gameplay footage. Every single day, categorically, without fail, it will happen. And it will happen more than half of the time. If thats not detracting from the enjoyment of players then idk what will, and they have yet to do a thing about it, for years now. Every person I talk to experiences it, and zos admits it. Its not like 3 years ago where customer service would tell you to hard reset your xbox and check with your ISP. This change seems to be one of the first steps to solving performance, but regardless its been unsolved for an incredibly long time. Im sure there will be many casualties along the way, and im not so sure it will solve anything. Maybe in the end after a lot of changes, but my point is changes should have happened a long time ago and they didnt. Because its pvp.
[snip]I mean ffs, i fight max cp players that dont even know how to heal. Its an absolute embarrassment. And do you know the worst part? Its when i fight a group of 5 random players getting carried by a magplar and i cant kill any of them, nor can they kill me. Why? Because they arent using any strategy or combos to kill me, and they are getting carried by some unkillable healer tank that just happend to be there
[snip]
If these changes were so awesome and made PvP a more fun activity for everyone or even the majority, then the people who support these changes could and would list the plethora of evidence, public reception, and gameplay examples to demonstrate that. Instead all we have is a "just join a group" or accusations that these players are so bad, they deserve to lose. Go ahead and tell us. We're all ears. Maybe there's something we've missed or intentionally glossing over the past 2 months. Instead of pointing the the apparent lack of skill, ability, or knowledge of your opponents, show us the evidence and examples of how much PvP has improved as a whole.
robertthebard wrote: »robertthebard wrote: »Except there is no irony here. I get that these days disagreeing with someone about something is supposed to be toxic, but I don't subscribe to that belief system.
I sit here, and I wonder, "Why would a support role prefer to "do their job", (in quotes because their job is to support a group), from outside of a group"? I've listed one possible scenario for that, even provided a video of what I'm talking about. There are other possibilities, which range from:
1. They're not very good at it to;
2. They've got social anxiety.
Lots of wiggle room for other things in between, but pointing out some of the possible/probable scenarios doesn't equate to toxicity, except to someone that sincerely believes that disagreeing with them is the definition of toxic. I don't believe that encouraging group play in an MMO is a bad thing, and that, above all else, is what makes people think I'm being toxic? It says more about them than it will ever say about me.
No, there absolutely is irony here, because you literally admit in this very thread that you're just here to laugh at solo healers being upset about forced grouping and that people being upset and not wanting to group is hilarious.
https://forums.elderscrollsonline.com/en/discussion/comment/7087159/#Comment_7087159
Truth be told, I'm following this more for my personal amusement than anything else. "But I shouldn't have to be in a group to play a healer" is hilarious
[Quoted post was removed]
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After review we have had to edit or remove several posts for rule violations, mostly Baiting. Ensure when engaging in a discussion that you keep said discussion civil, constructive, and within the rules. If you see a post that is baiting in nature do not engage it with further hostility and instead report it for the moderators to review.
You are welcome to review the Community Rules here.
Narvuntien wrote: »Cryodil is 12 man PVP content if you are a healer
Fixed
Everyone else still gets to play solo if they want to.
And women apparently don't get to play at all... oh well.