Agrippa_Invisus wrote: »Death penalties are simply that, penalties for failure. With no failure state drawback, it's utterly beneficial to the dying player to run headlong into the fight as respawning gives them all their resources back.
Rush in -> Expend all resources -> Die -> Repeat
That's not good gameplay. That's zerging.
I can't help but wonder if you guys who ask for friendly fire actually think about what friendly fire would be like in this game, lmao.the biggest problem of Cyrodiil are the continuous use of impulse, the addition of friendly fire may limit the use of tactics based simply on being grouped and spam AoE
Brandeospeedwagon wrote: »I can't help but wonder if you guys who ask for friendly fire actually think about what friendly fire would be like in this game, lmao.
xsorusb14_ESO wrote: »Remove AoE Caps
Increase the HP of Walls a crap ton
Remove Forward Camps
bloody problem solved.
jkirchner71ub17_ESO2 wrote: »Brandeospeedwagon wrote: »I can't help but wonder if you guys who ask for friendly fire actually think about what friendly fire would be like in this game, lmao.
You nailed it, we might as well start asking Zos to also make ALL AOE spells and attacks hurt our "friends" around us. Let's be realistic well maybe not realistic but in the context of this game this is just stupid. C'mon folks Zos has bigger issues with the mechanics / environment in Cyro to throw this into the mix.
Don't like a zerg hitting the flag - counter it - it can be done as I have seen it done and have done it. Seen five defend a flag against numerous with oil on four corners and negates. We did it with six and the players kept coming like poor lemmings melting under our feet. Organize your defense better and stop blaming NPCs for the failures to defend as they are NPCs.
I do like the barracks idea someone posted earlier - would be an interesting scenario the sieging alliance would have to contend with once they breached the outer walls. Heck throw in one world boss at each keep to make it even more interesting.
While I appreciate your elite defense strategies I do not think you have seen the phenomenon of what I refer to. We were defending the flag - we had oils - we were killing plenty - and we did not die to players.
We died to guards. Enemy guards - because the 50+ that were stacked on each flag flipped them while we were standing and oiling and negating and dropping banners/flares/veils. Some of this can be attributed to server performance. I do believe the mechanics of the game functions break down - especially when I have 3-5 second delay in switching from dropping a negate to interacting with siege.
However, thank you for your elite recommendations. Of course I have never done any of those things before. Rank 34 in AvA I think I know a little bit about how to defend a keep with my group.
We died to guards. Enemy guards - because the 50+ that were stacked on each flag flipped them while we were standing and oiling and negating and dropping banners/flares/veils. Some of this can be attributed to server performance. I do believe the mechanics of the game functions break down - especially when I have 3-5 second delay in switching from dropping a negate to interacting with siege.
Distilled_Enzyme wrote: »
The passive-aggressiveness is real!Haha.
Distilled_Enzyme wrote: »
[*] Allow only dead players within spawn radius of a camp to use.
[*] Players incur a "death sickness" for [x] seconds/minutes upon res from a FC.
Distilled_Enzyme wrote: »
[*] Make Nikel, Bleaker's and Sejanus work as an FOI (Forward Operating Infirmary, if you will) for the alliance that currently controls it. What I mean is that, for example, DC is pushed all the way back to their gates (ie. no controlled keeps). A group could go capture one of the FOIs which would allow any player to resurrect there once per hour without incurring a death sickness or resetting their respawn timer for FCs.
[/list]
Thoughts?
they really should consider adding "flags" to things like the bridges, certain parts of the wilderness, maybe even the cities, anything to add more diversity to the game.Also feel like its such a big pvp map but most never used, how about pvp rifts? Erm i mean anchors, that throw out 2 teams, last man standing, deathmatch? In random locations? Soo much potential here and not like they have to add new content just modify it.
or how about 2 anchors either end of a field, each anchor has a pve boss, who ever kills the other teams boss wins and points go towards champaign. Think of the pvp fun in mid field or defensive team protecting either boss.
how about even bosses in keeps? I mean what are we fighting for? There is nothing inside its just walls! Or put a scroll in every keep...something! Even a sweetroll!!!!
Shaun98ca2 wrote: »Problem is the spells themselves are causing the lag.
Your typical healing springs you cast that in a group of 100+ people the system has to quickly and instantly check the health of all 100+ members and decide which 6 people get the heal.
Add in additional combat and that's where your lag is coming from.
Maybe removing caps might quicken the check as now all it has to do is simply heal everybody in range, but im quite certain SOMEBDOY is going to figure out how to lock up the system.
Lets say we remove caps....ok now your BEST class in-game would be Templar as they can heal 3 people with a fairly decent range with no aiming required.
This would now cause new lag being spammed as you have X people in range during combat and the system has to check who needs the heal.