Izanagi.Xiiib16_ESO wrote: »xylena_lazarow wrote: »There's the behavior angle too which doesn't get talked about enough, avoiding objectives to hold a keep hostage for "pug farming" is rewarded by the AP system, kill counter addon, and glorified by certain players as "real pvp not siege" or similar sentiment. Forget player opinions a sec, can't imagine that's what the devs intended for the large scale play loop.Urzigurumash wrote: »I feel it's all moot until the rampaging unstoppable Ballgroup problem is solved for the casual masses.
It might be moot with Vengeance upcoming, which figures to kill off what's left of build PvP.
I think the behaviour of holding / farming inside a keep is actually valid in terms of the largescale combat that was initially designed for ESO.
Backline distractions are a key part of spreading players out.
The problem is that the population is now so low that in comparison to group size (along with the combat mechanics we have now skewed even more heavily in favour of groups) it's not really viable to send a proportionate amount of players to deal with the backline whilst you hold both front lines - there just aren't enough players (or fights).
Early on it was a ton of fun scouting back lines for comp groups like DiE and NM and rallying a zerg of randoms to fight them, or coordinating my ephs group in zone with Havoc and zergers on EP, it was a different game culture then.Izanagi.Xiiib16_ESO wrote: »I think the behaviour of holding / farming inside a keep is actually valid in terms of the largescale combat that was initially designed for ESO.
The problem is that the population is now so low that in comparison to group size
xylena_lazarow wrote: »Early on it was a ton of fun scouting back lines for comp groups like DiE and NM and rallying a zerg of randoms to fight them, or coordinating my ephs group in zone with Havoc and zergers on EP, it was a different game culture then.Izanagi.Xiiib16_ESO wrote: »I think the behaviour of holding / farming inside a keep is actually valid in terms of the largescale combat that was initially designed for ESO.
The problem is that the population is now so low that in comparison to group size
Now the remaining ball groups know damn well the pop is too low and pugs don't have 24 mans, the balls have zero intent of doing anything other than repeatedly stomping pugs that they know can't realistically fight back.
Crossplay would've been awesome but I'm pretty sure PC/NA is the biggest remaining server, and my point was more that comp groups were fun to fight in 2014, but pretty miserable in 2025 and Crossplay won't change that. When players would rather quit the game than git gud, that's on the devs to make a better game, not the players to suck it up.MISTFORMBZZZ wrote: »Sounds like thats a your server problem
xylena_lazarow wrote: »Crossplay would've been awesome but I'm pretty sure PC/NA is the biggest remaining server, and my point was more that comp groups were fun to fight in 2014, but pretty miserable in 2025 and Crossplay won't change that. When players would rather quit the game than git gud, that's on the devs to make a better game, not the players to suck it up.MISTFORMBZZZ wrote: »Sounds like thats a your server problem
Definitely, players dwindle as the game becomes more about knowledge and prep than prowess on the field. Smallscale has reduced to weighted coin flips. Ball groups optimize a spreadsheet that pretty much plays itself.MincMincMinc wrote: »I think its just that comp groups have dwindled down the same path as solo gamplay.
xylena_lazarow wrote: »Definitely, players dwindle as the game becomes more about knowledge and prep than prowess on the field. Smallscale has reduced to weighted coin flips. Ball groups optimize a spreadsheet that pretty much plays itself.MincMincMinc wrote: »I think its just that comp groups have dwindled down the same path as solo gamplay.