Is this what you meant by "small scale pvp"?

  • SC0TY999
    SC0TY999
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    Turelus wrote: »
    Unless you introduce a hard cap on the number of players able to join an instance (battle grounds) you will never stop zerging.

    Also as someone who leads full 24 player groups in IC, I don't do it to "zerg" I do it because I have a guild of almost 100 PvP players who want to play with their guildmates and have no content to do in Cyrodiil any more.

    Imposing weaknesses and penalties on large groups will only make them larger to overcome that weakness, no matter how much you try eventually numbers will overcome anything.

    There are plenty of small 1v1, or 1vX fights to be had in IC.

    They should have limited the group sizes to 12 players, if 1 group becomes full another group is made. Groups work with co-ordination to strategically take positions on the map e.g. 1 group takes and defends Bleakers while another moves on Aleswell etc..

    As it is, this game has become 23 man stack on the crown and steam roll everything, mashing 1 button for the win (not accusing you of doing this however, I don't know how you play) with no strategy or thought.

    You could blame the game design for this too though! There's no incentive to capture or hold certain objectives on the map, for instance the small towns and other structures which could have added a new layer of tactics and small scale gameplay.

    For example; while you main forces are storming a keep a small group could hold a flag at one of these small towns which cut of a supply line reducing your enemies damage output slightly or make siege weapons decay faster? The defenders of the keep would have to send out a small team to try re-capture the town to return everything to normal, so they can continue to defend. This would encourage small scale PvP and cater for the players looking for this style of gameplay.

    I don't have the answers unfortunately I'm just throwing ideas out there.

    But IMO these Steel Tornado zergs are getting out of hand, the skill has a 12 meter range and the dual wield passive also turns it into an execute, this works too well in favour of large groups. What I see mostly on my death recap since 1.6 is x5 Steel Tornado.

    Maybe the AOE cap could be removed for groups smaller than 8 people or something (again I don't have the answers just throwing ideas out there)
  • Turelus
    Turelus
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    Changing group max size changes nothing and ZOS have even said this themselves.

    When I have 24 people on TeamSpeak in channel with me asking to join me running content, I am just going to make two 12 person groups and have one follow the other. We already see this in large fights around Cyrodiil when important keeps are sieged or scrolls are run.

    Also if you have a group of 24 running around, smaller groups who want safety will shadow that larger group, we call them "randoms" and they turn your 24 man raid into a 30 man raid.

    Players also confuse a "zerg" and a "train" for me at least the two are different.

    A zerg is a large group of players who run together but play their own builds and stay near a crown (leader) for the benefit of group healing and keeping their numbers strong.

    A train is the super-ball groups running builds which compliment or clone one another and spam AoE spells to clear everyone in their path.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Blood_Oracle
    Git gud.
  • Frawr
    Frawr
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    As you still get trophies and loot drops in a raid, fewer stones isn't really a great hindrance.

    as others have said, there is little reason to be in a small group because the increased risk does out weigh the reward.

    It will be this way until they spread people with more objective - based gameplay.

    The 'Castle ping pong league' is only entertaining for so Long. We need to be able to make an actual impact on the world for it to be personal. there needs to be lockouts to force teams to go back into cyrodil and to reduce the numbers of 3 factions in IC together.

    I wish they would just stop trying to be clever/different and copy DAOC Or other.

    I am sure that making a 'star' will ultimately make more cash than making repeated 'cash cows'.

  • G0ku
    G0ku
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    Thecapeo wrote: »
    I know that theoretically it's less effective to run in zergs but as a practical matter you actually get decent stones per hour with little risk. I haven't tried it but from talking to people in a couple guilds I'm in they were averaging about 1.5K per hour. Not to mention filling their inventory with mats and trophies a couple times per hour. You can probably do better than that with a good small group but turn a corner into a zerg and all your hard work is gone. Or you spend half your time banking because the risk is too high.

    I don't know how you can get around this. Even if they penalized groups based on size even more you'd still get bunches of smaller groups running together I'd think. You have to do something to fundamentally change the risk reward formula.

    I´m doing 4k in 45 minutes running solo. Have yet to be caught. Start with 1k in your pocket to get the multiplier. Invisibility potions, sigil of imperial retreat, following the imperial sewer guard. If it gets too hot use mistform to escape and then either use the sigil if you have the time or just hit the sewer guard and hide in mistform until you can use the sewer guard aoe to die safely. Highest amount I lost to a zerg is 76 telvar stones until now.

    Edited by G0ku on September 18, 2015 9:46AM
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  • milesrodneymcneely2_ESO
    milesrodneymcneely2_ESO
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    Aunatar wrote: »
    People would realize whih classes are good and which are bad for pvp.. bad choice for lazy zeni :P
    It saddens me to say it, but I agree.

    Here's what I don't understand about MMOs that intend to incorporate PvP: why not balance your game around 1v1?

    I know that makes some folks' heads explode, but if classes were (more or less) balanced wouldn't that take care of a lot of the extreme buff-nerf yo-yo cycle? I mean, isn't it easier to tweak the numbers of an instanced raid as opposed to balancing four classes AFTER the fact? Particularly when everyone has access to the same skills, with the exception of three class skill lines?

    I know that's a simplistic way of looking at things, but it just seems to make sense to me.

    Of course, I'd welcome knowing where my assumptions are wrong. Just be kind?

    /ducksbehindflameshield

    :p
  • Thecapeo
    Thecapeo
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    G0ku wrote: »
    Thecapeo wrote: »
    I know that theoretically it's less effective to run in zergs but as a practical matter you actually get decent stones per hour with little risk. I haven't tried it but from talking to people in a couple guilds I'm in they were averaging about 1.5K per hour. Not to mention filling their inventory with mats and trophies a couple times per hour. You can probably do better than that with a good small group but turn a corner into a zerg and all your hard work is gone. Or you spend half your time banking because the risk is too high.

    I don't know how you can get around this. Even if they penalized groups based on size even more you'd still get bunches of smaller groups running together I'd think. You have to do something to fundamentally change the risk reward formula.

    I´m doing 4k in 45 minutes running solo. Have yet to be caught. Start with 1k in your pocket to get the multiplier. Invisibility potions, sigil of imperial retreat, following the imperial sewer guard. If it gets too hot use mistform to escape and then either use the sigil if you have the time or just hit the sewer guard and hide in mistform until you can use the sewer guard aoe to die safely. Highest amount I lost to a zerg is 76 telvar stones until now.

    Firstly, most people I see can't handle two of the VR16 mobs by themselves so solo is pretty much out of the question. Also, if you're not a vamp or an NB your escape options are limited. BTW you just said you start with 1K telvar yet you only lost 76 when dying to a zerg? And as of last night the zergs are now in the sewers, in Chillrend PS4 anyway, though so far they mostly stick to their areas or the center. NB gankers that waste people as soon as the take decent damage from an NPC are all over the place though.

    I like the invis potion idea though. I may have to give them a go.

  • MrGrimey
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    Aunatar wrote: »
    Seriously, ZOS.

    Dueling and arenas should have been in before launch.

    Dew wit all ready.

    People would realize whih classes are good and which are bad for pvp.. bad choice for lazy zeni :P

    That cop out doesn't work. No mmo is balanced for 1v1, but it's there because it's a basic mmo feature, and a fun way to practice with your friends, test loadouts and spend time in the game. Hell, most mmos aren't even balanced for pvp at all.


    I wish they just made IC a strictly pve zone (it pretty much is) and added instances battlegrounds. That way pve players and pvp players are happy. Currently, I feel it does a bad job at satisfying both sides.
  • chevalierknight
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    MrGrimey wrote: »
    I can't imagine that Zos intended the DLC that they spent over a year on to be played like this. There is no challenge in running in a 20+ man group and just stomping everything in your way. It's frustrating because I really enjoy the combat mechanics and gameplay, but IC has degraded into an aoe spam Zerg party.

    11ad550.jpg

    Just a small Zerg, the sewers are even worse

    Lol at "spent a year on "
  • MyM16sHot
    MyM16sHot
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    MrGrimey wrote: »
    I can't imagine that Zos intended the DLC that they spent over a year on to be played like this. There is no challenge in running in a 20+ man group and just stomping everything in your way. It's frustrating because I really enjoy the combat mechanics and gameplay, but IC has degraded into an aoe spam Zerg party.

    11ad550.jpg

    Just a small Zerg, the sewers are even worse

    This is exactly what I have seen since 6:17am on the 16th (when the patch finally went live). EP zergs EVERYWHERE.
    VR8 Dumner Nightblade PS4-NA-DC
    lvl12 Imperial Dragonknight PS4-NA-EP
  • PainfulFAFA
    PainfulFAFA
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    MrGrimey wrote: »
    I can't imagine that Zos intended the DLC that they spent over a year on to be played like this. There is no challenge in running in a 20+ man group and just stomping everything in your way. It's frustrating because I really enjoy the combat mechanics and gameplay, but IC has degraded into an aoe spam Zerg party.

    11ad550.jpg

    Just a small Zerg, the sewers are even worse

    I see over 20 reds there lol!
    Don't they know only 12 ppl get loot? sigh pugs
    PC NA
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  • n.milseb16_ESO
    Give us instanced small scale pvp, 4vs4vs4 or sth like that. Calling IC small scale is ridiculous...
  • Jitterbug
    Jitterbug
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    Give us instanced small scale pvp, 4vs4vs4 or sth like that. Calling IC small scale is ridiculous...

    that would be the BEST
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