NPK Daniel wrote: »Can we all please spread out this PvP campaign cycle. No more than 2 large guilds per campaign please. Really not that hard for us to fix the lag ourselves....
DO IT!
God_flakes wrote: »Dc doesn't have 8 large guilds to spread out to 4 campaigns.
vortexman11 wrote: »No offense Dan...but when you say spread out and "2 large guilds per campaign" I think that requires NPK to split in half
Same thing goes for DiG and TKO
vortexman11 wrote: »No offense Dan...but when you say spread out and "2 large guilds per campaign" I think that requires NPK to split in half
Same thing goes for DiG and TKO
NPK Daniel wrote: »vortexman11 wrote: »No offense Dan...but when you say spread out and "2 large guilds per campaign" I think that requires NPK to split in half
Same thing goes for DiG and TKO
We never have more than 2 full teams unless someone talks junk, etc. I have seen 4 nearly full teams when we're motivated.
Agrippa_Invisus wrote: »vortexman11 wrote: »No offense Dan...but when you say spread out and "2 large guilds per campaign" I think that requires NPK to split in half
Same thing goes for DiG and TKO
But trials runs are coming up. They can't take out the bosses in Sanctum without those buffs from Azura's.
And Haderus.
And any other campaign they want to blob.
NPK Daniel wrote: »Not if the other DC leaders do it. We can lead by example.
It only takes one blob to clash with another for lag to occur. Until people stop playing that way the lag will persist.
NPK Daniel wrote: »
NPK Daniel wrote: »
I know AvA is kind of failing and DC has been at a population disadvantage but I'm going to just state some simple meta (faction) tips for playing the underdog.
You need to be tactical. If your opponent is massed up (40+) in the open field you shouldn't approach. Wait till they try and take something and either defend it our counterplay into offense. If the opponent tries to farm (ignores objectives and sets up camp in enemy territory) you have to ignore them and hit a target of theirs. Trying to take a defensible position from their horde is going to take coordination, similar man power, and time. If they aren't pressuring your keep or flags they are basically giving your opportunity. if you make a move (take a 12-24 man group out of combat and go hit them) you force them into a chase an fight on your terms, or your attack has a head start and a great chance of success and alleviates the pressure their farm was putting on you.
Every group has a place in cyrodiil. 12 mans can 20/20 a keep and take it from light defenders easily. Sending a 24 man to do that job means less defense, less eyes, and less response. If you only have 2 bars and your 48 man goes to war up north, your entire map is naked to the taking. The moment your opponent recognizes this your keeps are forfeit and your battle up north is to the death till your at your gates.
Stop trying to slay zergs w/ bigger zergs and start cutting it's arms/legs/head off by making it run around inefficiently accross the map instead of letting it sit and fight like a bulldog.
cozmon3c_ESO wrote: »It only takes one blob to clash with another for lag to occur. Until people stop playing that way the lag will persist.
No alls it takes is one large blob just to be there spamming abilities. no need for another blob or anything. they do it themselves, how they can play that way boggles the mind, with low fps and causing server lag. boggles the mind.
NPK Daniel wrote: »vortexman11 wrote: »No offense Dan...but when you say spread out and "2 large guilds per campaign" I think that requires NPK to split in half
Same thing goes for DiG and TKO
We never have more than 2 full teams unless someone talks junk, etc. I have seen 4 nearly full teams when we're motivated.