If they can't figure out a way to appropriately give smaller numbers a chance against larger numbers, then I kind of agree with this. I just can't see it being healthy for the game otherwise, and I've grown to appreciate large groups more with my time in Vehemence and I'd be sad that that kind of game play wouldn't exist, but I'm not sure it's good for the game to allow zerg trains to farm IC.
That being said, if they cannot find a way to make small mans effective ala AoE cap removal, factions will have to work together. You want your faction to succeed in Cyrodil? Then you need to maintain the IC for your faction so that your fellow players can get their TV and in turn the loot and materials needed to strengthen their builds and groups. This could end up forcing us to work together more, which I know would be a huge undertaking as there is some deep hatred among guild leaders in all factions.
That being said though, please, please do not farm the other factions at their respective gates...
Septimus_Magna wrote: »Just make sure your alliance holds at least 1 home keeps of both enemies factions.
No enemies will enter Imperial City and you can PVE in peace.
ZOS_BrianWheeler wrote: »
I was wondering what was gonna stop a group of 40 running from TV spot to TV spot like old Craglorn.
tbmorrisonb14_ESO wrote: »Just to get your juices flowing with some out of box thinking.
My solution eliminates the benefits of zerg, and strongly favors spreading out more. It allows an individual to do great harm to a zerg. This solution punishes zergs and the damage they deal.
Solution:
Make ALL PvP negative area effects hurt EVERYONE (good and bad guys) within range except the caster.
Make ALL PvP area heals effect EVERYONE in area (good and bad guys).
Now a red rings are death to anyone and a green rings are great for anyone.
"Targeted" heals that simultaneously hit most needed individuals, could include the enemy. Alternatively, perhaps, now that we've spread out, these types of heals can be changed to single target skills.
The problem is their game obviously can't support large scale PvP anymore. I would rather them put their egos aside about what they intended the game to be and give us something we can actually play on a consistent basis. The 4-man group idea is a great one.
Which they will again attempt to do in the next update (LOS check changes). Here's to hoping that it will help a bit.It handles it perfectly fine in non-Vet campaigns.. they just need to fix / workaround the few spells in vet campaigns that are the trigger for the server lagging out.The problem is their game obviously can't support large scale PvP anymore. I would rather them put their egos aside about what they intended the game to be and give us something we can actually play on a consistent basis. The 4-man group idea is a great one.
@tbmorrisonb14_ESO sadly such a solution is not a realistic one. Gamer are humans. Some humans take joy from making others suffer. With your solution we will have quite a few individuals running around spamming AoEs and trying to troll the living crap out of people.
The problem is their game obviously can't support large scale PvP anymore. I would rather them put their egos aside about what they intended the game to be and give us something we can actually play on a consistent basis. The 4-man group idea is a great one.
It handles it perfectly fine in non-Vet campaigns.. they just need to fix / workaround the few spells in vet campaigns that are the trigger for the server lagging out.
The problem is their game obviously can't support large scale PvP anymore. I would rather them put their egos aside about what they intended the game to be and give us something we can actually play on a consistent basis. The 4-man group idea is a great one.
It handles it perfectly fine in non-Vet campaigns.. they just need to fix / workaround the few spells in vet campaigns that are the trigger for the server lagging out.
It's more about being able to spam abilities with much more frequency that is the issue rather than the abilities themselves. While they do cause lag, in vet you can pull off a lot more abilities in a much shorter time frame than you can with nonvet because of the absurd sustain that we have via CP system and removal of soft caps.
While the spells cause some lag, it is only exacerbated because we can spam them a lot more, and more frequently.
The problem is their game obviously can't support large scale PvP anymore. I would rather them put their egos aside about what they intended the game to be and give us something we can actually play on a consistent basis. The 4-man group idea is a great one.
It handles it perfectly fine in non-Vet campaigns.. they just need to fix / workaround the few spells in vet campaigns that are the trigger for the server lagging out.
It's more about being able to spam abilities with much more frequency that is the issue rather than the abilities themselves. While they do cause lag, in vet you can pull off a lot more abilities in a much shorter time frame than you can with nonvet because of the absurd sustain that we have via CP system and removal of soft caps.
While the spells cause some lag, it is only exacerbated because we can spam them a lot more, and more frequently.
You can spam skills in non-vet just fine.. divines + atronach + reduction on gear + CP work just fine in non-vet. And non-vet also has uber zergs, so that's not it either.
bosmern_ESO wrote: »bosmern_ESO wrote: »Am I alone in my thinking the only players around here trying to force their playstyle onto others are the zerglings themselves?
Your saying that in a post wanting there to be only solo/small groups in IC. There will be people who disagree and your saying that they are forcing their playstyle on others? on a thread that is trying to make only solo/small group in IC
I...I don't even...
If I'd speak freely I'd probably get this thread closed, so I don't.
Just know that ZOS clearly said IC is for small groups and eventually solo players if they dare, not zergs.
ZoS has never once said that IC is not for zergs. ZoS has said that IC will be more supportive of small groups (and when they say that they mean the dungeons).
Jessica Folsom said on Twitch chat zergs would not be effective as the rewards would be minimal in the IC.
Now from what happened in the past one would be naive to believe they'd manage to disincentivise zergballing, so players try to make suggestions to ensure success (as always).[...]
But this game was designed for MASSIVE MULTIPLAYER, OPEN WORLD COMBAT. So everyone who QQ's about 24-man groups, the game does not support you. Sorry- but, logic outweighs your preferences. The max group amount is 24. Whether you prefer to play in 4,8,12,16,18 - or by yourself, all your decision. But none of that has as much weight as the fact that the game is literally designed to accept groups of 24. Now when people run 3,4 groups of 24 and coordinate all of these people in the same place, that's another story.
[...]
Neither does massive multiplayer have anything to do with zerging, nor is the IC open world.
bosmern_ESO wrote: »bosmern_ESO wrote: »bosmern_ESO wrote: »Am I alone in my thinking the only players around here trying to force their playstyle onto others are the zerglings themselves?
Your saying that in a post wanting there to be only solo/small groups in IC. There will be people who disagree and your saying that they are forcing their playstyle on others? on a thread that is trying to make only solo/small group in IC
I...I don't even...
If I'd speak freely I'd probably get this thread closed, so I don't.
Just know that ZOS clearly said IC is for small groups and eventually solo players if they dare, not zergs.
ZoS has never once said that IC is not for zergs. ZoS has said that IC will be more supportive of small groups (and when they say that they mean the dungeons).
Jessica Folsom said on Twitch chat zergs would not be effective as the rewards would be minimal in the IC.
Now from what happened in the past one would be naive to believe they'd manage to disincentivise zergballing, so players try to make suggestions to ensure success (as always).[...]
But this game was designed for MASSIVE MULTIPLAYER, OPEN WORLD COMBAT. So everyone who QQ's about 24-man groups, the game does not support you. Sorry- but, logic outweighs your preferences. The max group amount is 24. Whether you prefer to play in 4,8,12,16,18 - or by yourself, all your decision. But none of that has as much weight as the fact that the game is literally designed to accept groups of 24. Now when people run 3,4 groups of 24 and coordinate all of these people in the same place, that's another story.
[...]
Neither does massive multiplayer have anything to do with zerging, nor is the IC open world.
Thats the same with AP, you gain less AP per kill depending on how many people are in your group, but 24 man groups if good players make the most AP per hour in the game, and it will be the same for stones. You might get less stones per kill, but you'll get the most per hour.