Forestd16b14_ESO wrote: »hmm think the big time guilds care? uhh no they don't all they care about is ruining every one else pvp.
God_flakes wrote: »We get ridiculed by the "leets" for being scattered pugs and ridiculed by the leets for pulling them in and trying to train them.
Keep doing your thang, Daniel. Lord knows I am burned out. Someone has to do it. And there is absolutely no reason for [snip] to come here and give grief over it.
God_flakes wrote: »We get ridiculed by the "leets" for being scattered pugs and ridiculed by the leets for pulling them in and trying to train them.
Keep doing your thang, Daniel. Lord knows I am burned out. Someone has to do it. And there is absolutely no reason for [snip] to come here and give grief over it.
God_flakes wrote: »I mean wtf? So we are DAMNED if we Do and DAMNED if we don't. We get ridiculed by the "leets" for being scattered pugs and ridiculed by the leets for pulling them in and trying to train them.
Keep doing your thang, Daniel. Lord knows I am burned out. Someone has to do it. And there is absolutely no reason for smart asses to come here and give grief over it.
They don't get ridiculed for training pugs, they get ridiculed for doing it 48 pugs at a time.
vortexman11 wrote: »I actually respect Daniel greatly for what he is doing, even though I see it as strange to run 48 man groups... each faction needs a guild like that, to pick people up and train them, none of the elitist **** that happens to be the majority of EP guilds.
Again though...Im sure you understand...I can't help but laugh at least a little bit....can you blame me?
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.
having 2-4 groups (12-24 in size) is way more effective than 1 zerg. But they all have to be fighting in situation where they can succeeed, not individually marchign towards the zerg. have 1 or 2 defend while the others hit hard to defend spots. Send small groups to light outposts at the same time as keeps to give yourself larger windows. always 20 siege. These basic ideas disable your opponents response and give you a chance to not face off vs 48. Even if they ride in you get them at a door or breach instead of with oil and siege inside.
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.
filmoretub17_ESO wrote: »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.
2 Full raids running together using meteor. Well that alone will cause lag against a group of 20 pugs spread out. Really though you running the largest raid I have ever seen on this game. We would have to combine 2-3 of our best pvp guilds to get the numbers you are running. Maybe your post should be about larger guilds limiting themselves to 1 raid to help with lag.
NPK Daniel wrote: »filmoretub17_ESO wrote: »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.
2 Full raids running together using meteor. Well that alone will cause lag against a group of 20 pugs spread out. Really though you running the largest raid I have ever seen on this game. We would have to combine 2-3 of our best pvp guilds to get the numbers you are running. Maybe your post should be about larger guilds limiting themselves to 1 raid to help with lag.
We never see lag in Azura, so, 2 groups is not enough to cause it. Only when we go to chill, with our 2 full groups and the other 5 guilds of DC there do we see lag. We fought red and a million bananas in the fields of Azura last night, at least 50 vs 50 vs 50.....and guess what? NO LAG?!?!??
Meteor is no longer used in our groups at all.
NPK Daniel wrote: »Let me help you:
at least 50 vs 50 vs 50.....and guess what? NO LAG?!?!??
The servers CAN HANDLE numbers close to (or more than) 6 raids fighting in the same location. They cannot handle us doing that PLUS 5-6 other guilds from each faction fighting in other locations on the map.
Are you a banana? You have to be a banana. Only banana think like banana. So banana. I bet you shop at banana republic? Banana.
We wiped most of the red team running with that scroll, and then we see banana, so we kill banana. Cuz we donlik banana. Banana!!!
NPK Daniel wrote: »filmoretub17_ESO wrote: »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.
2 Full raids running together using meteor. Well that alone will cause lag against a group of 20 pugs spread out. Really though you running the largest raid I have ever seen on this game. We would have to combine 2-3 of our best pvp guilds to get the numbers you are running. Maybe your post should be about larger guilds limiting themselves to 1 raid to help with lag.
We never see lag in Azura, so, 2 groups is not enough to cause it. Only when we go to chill, with our 2 full groups and the other 5 guilds of DC there do we see lag. We fought red and a million bananas in the fields of Azura last night, at least 50 vs 50 vs 50.....and guess what? NO LAG?!?!??
Meteor is no longer used in our groups at all.
NPK Daniel wrote: »Let me help you:
at least 50 vs 50 vs 50.....and guess what? NO LAG?!?!??
The servers CAN HANDLE numbers close to (or more than) 6 raids fighting in the same location. They cannot handle us doing that PLUS 5-6 other guilds from each faction fighting in other locations on the map.
Are you a banana? You have to be a banana. Only banana think like banana. So banana. I bet you shop at banana republic? Banana.
We wiped most of the red team running with that scroll, and then we see banana, so we kill banana. Cuz we donlik banana. Banana!!!
NukeAllTheThings wrote: »NPK Daniel wrote: »filmoretub17_ESO wrote: »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.
2 Full raids running together using meteor. Well that alone will cause lag against a group of 20 pugs spread out. Really though you running the largest raid I have ever seen on this game. We would have to combine 2-3 of our best pvp guilds to get the numbers you are running. Maybe your post should be about larger guilds limiting themselves to 1 raid to help with lag.
We never see lag in Azura, so, 2 groups is not enough to cause it. Only when we go to chill, with our 2 full groups and the other 5 guilds of DC there do we see lag. We fought red and a million bananas in the fields of Azura last night, at least 50 vs 50 vs 50.....and guess what? NO LAG?!?!??
Meteor is no longer used in our groups at all.
Not true. I was in the red group (there was 1 raid not 50 people) and there was definitely lag when everyone clashed together. The thing that reduced the lag was falling back out of the dog pile and attacking from a different angle. There might have been 50 yellow but it was hard to tel because they weren't running a tight organized attack most of the time.
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.
having 2-4 groups (12-24 in size) is way more effective than 1 zerg. But they all have to be fighting in situation where they can succeeed, not individually marchign towards the zerg. have 1 or 2 defend while the others hit hard to defend spots. Send small groups to light outposts at the same time as keeps to give yourself larger windows. always 20 siege. These basic ideas disable your opponents response and give you a chance to not face off vs 48. Even if they ride in you get them at a door or breach instead of with oil and siege inside.
AD needs to split up and not have 8 guilds bouncing between 2-3 empty servers and crushing keeps with full 24 man groups on multiple fronts. Please dont give tips to the DC on how to manage numbers, theyre simply working with less than half of AD outside of chill.
vortexman11 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.
having 2-4 groups (12-24 in size) is way more effective than 1 zerg. But they all have to be fighting in situation where they can succeeed, not individually marchign towards the zerg. have 1 or 2 defend while the others hit hard to defend spots. Send small groups to light outposts at the same time as keeps to give yourself larger windows. always 20 siege. These basic ideas disable your opponents response and give you a chance to not face off vs 48. Even if they ride in you get them at a door or breach instead of with oil and siege inside.
AD needs to split up and not have 8 guilds bouncing between 2-3 empty servers and crushing keeps with full 24 man groups on multiple fronts. Please dont give tips to the DC on how to manage numbers, theyre simply working with less than half of AD outside of chill.
^This
I PvP in this game with the mentality that I should go where I'm needed. When they created all these new campagins, that brought me to Haderus, a place that clearly needed more EP. Eventually when Haderus got busy, I moved on to Chillrend, the DC dominated server, again a large amount of EP showed up, causing me to eventually move to Azuras Star, then back to Haderus.
I guess this is why I have such a hard time understanding why AD choose to fight with 3 bars vs 1-2 bars on Haderus and Azuras Star while EP and DC are at 3 bars and AD at one bar on Chillrend.
Maybe their idea of spreading out is taking their entire faction and simply jumping between campaigns? I just try not to think about it much anymore, after that long time I spent on Haderus I still cannot understand how AD thinks.
Even as a I type this out, EP and DC are at 3 bars on Chillrend while AD sits at one bar. Yet EP and DC are at one bar on Haderus while AD sits at 2 bars.
Darklord_Tiberius wrote: »DC will get bolstered soon enough. Death marches on the wall. The reckoning will be swift and without mercy.
vortexman11 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.
having 2-4 groups (12-24 in size) is way more effective than 1 zerg. But they all have to be fighting in situation where they can succeeed, not individually marchign towards the zerg. have 1 or 2 defend while the others hit hard to defend spots. Send small groups to light outposts at the same time as keeps to give yourself larger windows. always 20 siege. These basic ideas disable your opponents response and give you a chance to not face off vs 48. Even if they ride in you get them at a door or breach instead of with oil and siege inside.
AD needs to split up and not have 8 guilds bouncing between 2-3 empty servers and crushing keeps with full 24 man groups on multiple fronts. Please dont give tips to the DC on how to manage numbers, theyre simply working with less than half of AD outside of chill.
^This
I PvP in this game with the mentality that I should go where I'm needed. When they created all these new campagins, that brought me to Haderus, a place that clearly needed more EP. Eventually when Haderus got busy, I moved on to Chillrend, the DC dominated server, again a large amount of EP showed up, causing me to eventually move to Azuras Star, then back to Haderus.
I guess this is why I have such a hard time understanding why AD choose to fight with 3 bars vs 1-2 bars on Haderus and Azuras Star while EP and DC are at 3 bars and AD at one bar on Chillrend.
Maybe their idea of spreading out is taking their entire faction and simply jumping between campaigns? I just try not to think about it much anymore, after that long time I spent on Haderus I still cannot understand how AD thinks.
Even as a I type this out, EP and DC are at 3 bars on Chillrend while AD sits at one bar. Yet EP and DC are at one bar on Haderus while AD sits at 2 bars.
Simple answer is that chill just lags more. I don't give a shoot if more yellow are needed on chill if I'm just going watch my ping bounce around from normal to 3000 every time there's more than 20 people in one area.
Darklord_Tiberius wrote: »DC will get bolstered soon enough. Death marches on the wall. The reckoning will be swift and without mercy.
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!
NPK Daniel wrote: »The root of all problems:
da banana
Forestd16b14_ESO wrote: »hmm think the big time guilds care? uhh no they don't all they care about is ruining every one else pvp.