Because everybody likes people with speedhacks flying around Cyrodiil while duping their way to fame and riches.MisterBigglesworth wrote: »They just need to revert the changes they made to their netcode in patch 1.2.3
http://www.uesp.net/wiki/Online:Patch/1.2.3
^ this...
This is where it all started falling apart...
Lava_Croft wrote: »Because everybody likes people with speedhacks flying around Cyrodiil while duping their way to fame and riches.MisterBigglesworth wrote: »They just need to revert the changes they made to their netcode in patch 1.2.3
http://www.uesp.net/wiki/Online:Patch/1.2.3
^ this...
This is where it all started falling apart...
RDMyers65b14_ESO wrote: »Keep in mind that ESO zergs are not the lower level players but usually they are stacking emps and former emps with those who are Alliance level 30+ and upwards. So, the zerg is so much higher ranked than the average player. I have seen a zerg with multiple active Emps due to guesting and jumping to the group leader.
I'll take *** performance over a complete lack of protection against cheating/hacking any day.Lava_Croft wrote: »Because everybody likes people with speedhacks flying around Cyrodiil while duping their way to fame and riches.MisterBigglesworth wrote: »They just need to revert the changes they made to their netcode in patch 1.2.3
http://www.uesp.net/wiki/Online:Patch/1.2.3
^ this...
This is where it all started falling apart...
It was this patch where the performance of the game took the biggest hit. They should have rolled back then and worked on a solution less crippling to performance.
Lava_Croft wrote: »I'll take *** performance over a complete lack of protection against cheating/hacking any day.Lava_Croft wrote: »Because everybody likes people with speedhacks flying around Cyrodiil while duping their way to fame and riches.MisterBigglesworth wrote: »They just need to revert the changes they made to their netcode in patch 1.2.3
http://www.uesp.net/wiki/Online:Patch/1.2.3
^ this...
This is where it all started falling apart...
It was this patch where the performance of the game took the biggest hit. They should have rolled back then and worked on a solution less crippling to performance.
This game is a mass battle game... so groups of 4 or 2 would not change the map situation... when a target keep is obvious to everyone, people will stack there: this is a term of basic strategy: concentration of forces. Open rvr means mass battles.
aoe friendly fire is the only real way to disolve multi warband aoe stack in mass battle (wich would only limit aoe stack to one group... not enough from my point of view considering the lag caused by such groups atm)
Suppression of aoe damage or heavy limitations compared to mono target damage would certainly be a solution.
for exemple: -50% damage second spam, -100% damage third spam, ect... or +50% cost, +100% cost, ect...
(still I'm sure some would try to stack 100 players on first strike to oneshot ennemies).
but non of these proposals would disolve multi wb stack anyway, but it could disolve lag.
remove the aoe cap would result in more people stacked on the same square inch to make sure they outdamage you... it's the real exemple of a so called "good idea" that turns out to reinforce aoe stack and lag.
They still do actually... when they are organized and coordinate with other groups... gank squad on supply lines for example. We still do use that kind of tactics a lot. Also opening keeps everywhere on the map away from the main pugs...
I agree with the idea of giving small groups and edge: with group cc for exemple. But removing aoe cap would not have the effect you await: it would just push organized aoe warbands to stack more aoe... and eventually instant wipe small groups.
They still do actually... when they are organized and coordinate with other groups... gank squad on supply lines for example. We still do use that kind of tactics a lot. Also opening keeps everywhere on the map away from the main pugs...
I agree with the idea of giving small groups and edge: with group cc for exemple. But removing aoe cap would not have the effect you await: it would just push organized aoe warbands to stack more aoe... and eventually instant wipe small groups.
Korah_Eaglecry wrote: »You seriously arent trying to compare real world issues of militaries to in game where the primary goal is fun are you?
Well being overrun 24 vs 1 is not exactly fun either. And zergs also cause major lag.
Experience rofl... small groups are crushed by organized aoe warbands, so they would also be crushed by organized aoe warbands without aoe caps...
Just while we speak aoe spamming steel tornadoe warbands are crushed by... multiple aoe spamming steel tornadoe warbands, turning rvr into a mass aoe lag spam ***... if you like stack aoe spamming go for gw2.
Generally people who lack the experience of multiple warband lead fail to understand the basics of strategy that leads to organized stacks : concentration of forces. Now if you would like to limit stacking, you must make aoe less efficient... not more efficient.
Except if your only concern is to wipe pugs trains more efficiently... and brag about it.
Experience rofl... small groups are crushed by organized aoe warbands, so they would also be crushed by organized aoe warbands without aoe caps...
Just while we speak aoe spamming steel tornadoe warbands are crushed by... multiple aoe spamming steel tornadoe warbands, turning rvr into a mass aoe lag spam ***... if you like stack aoe spamming go for gw2.
Generally people who lack the experience of multiple warband lead fail to understand the basics of strategy that leads to organized stacks : concentration of forces. Now if you would like to limit stacking, you must make aoe less efficient... not more efficient.
Except if your only concern is to wipe pugs trains more efficiently... and brag about it.
They will not have it harder against organized groups...
They will die instant just the same against organised aoe warbands... the situation would only improve eventually for small groups against unorganized pugs. So it would not solve the issue of organized multi warbands zergs (these organized aoe warbands which are causing real lag issues on eu servers now... when they die, the lag dies... while we don't face lag with 50 pu vs warband).
They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
spenc_cathb16_ESO wrote: »They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
I think it's the opposite. They only end quickly when you're not stacked up tight.
Why reward groups that spread out? Why have a group if you're not grouped up? Stacking tight is a feat in itself and shouldn't be punished for being able to condense/expand on command.
spenc_cathb16_ESO wrote: »They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
I think it's the opposite. They only end quickly when you're not stacked up tight.
Why reward groups that spread out? Why have a group if you're not grouped up? Stacking tight is a feat in itself and shouldn't be punished for being able to condense/expand on command.
spenc_cathb16_ESO wrote: »They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
I think it's the opposite. They only end quickly when you're not stacked up tight.
Why reward groups that spread out? Why have a group if you're not grouped up? Stacking tight is a feat in itself and shouldn't be punished for being able to condense/expand on command.
Stacking isnt really a feat, youre just piling on a guy and focusing on following him more than whats around you.
The crown looks around and makes decisions. This works because of the design of a ball group. It is not a feat whatsoever. Today groups that split up a bit will die quicker than one stacked up if that one stacked up cannot heal and take the damage. Stacking altogether should be done in moderation when <X> players need heals/ raids buff they would come together to do so then break apart to combat / avoid being focused by heavy AOE/ult burst.
Nobody needs to coordinate like that today, its just single track - same thing all the time.
spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
I think it's the opposite. They only end quickly when you're not stacked up tight.
Why reward groups that spread out? Why have a group if you're not grouped up? Stacking tight is a feat in itself and shouldn't be punished for being able to condense/expand on command.
Stacking isnt really a feat, youre just piling on a guy and focusing on following him more than whats around you.
The crown looks around and makes decisions. This works because of the design of a ball group. It is not a feat whatsoever. Today groups that split up a bit will die quicker than one stacked up if that one stacked up cannot heal and take the damage. Stacking altogether should be done in moderation when <X> players need heals/ raids buff they would come together to do so then break apart to combat / avoid being focused by heavy AOE/ult burst.
Nobody needs to coordinate like that today, its just single track - same thing all the time.
Tightrope walking is just walking in a straight line too, right?
PS. the good guilds actually do expand and contract when necessary, this just goes to show how incompetent you are for voicing the competitive PVP guilds real issues.
spenc_cathb16_ESO wrote: »
spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
I think it's the opposite. They only end quickly when you're not stacked up tight.
Why reward groups that spread out? Why have a group if you're not grouped up? Stacking tight is a feat in itself and shouldn't be punished for being able to condense/expand on command.
Stacking isnt really a feat, youre just piling on a guy and focusing on following him more than whats around you.
The crown looks around and makes decisions. This works because of the design of a ball group. It is not a feat whatsoever. Today groups that split up a bit will die quicker than one stacked up if that one stacked up cannot heal and take the damage. Stacking altogether should be done in moderation when <X> players need heals/ raids buff they would come together to do so then break apart to combat / avoid being focused by heavy AOE/ult burst.
Nobody needs to coordinate like that today, its just single track - same thing all the time.
Tightrope walking is just walking in a straight line too, right?
PS. the good guilds actually do expand and contract when necessary, this just goes to show how incompetent you are for voicing the competitive PVP guilds real issues.
Haha, FENGRUSH is incompetant for voicing competitive PVP guilds real issues? Try putting that one up in a poll.
Its fine to disagree with my last post, but unfortunately theres so little reason to do so in the games design you pretty much cant even prove it to be wrong.spenc_cathb16_ESO wrote: »
Just going to quote this one again for emphasis. This is what Im arguing with. Its clear youre in love with the ball group meta and will be vitriolic to anyone who opposes your method of PvP. I have no problems if thats how people want to play, just as they shouldnt have a problem if I want to 1vX or 4vX. But they shouldnt have a problem with the way Im playing.
I dont advocate the 'easy fixes' to ball groups that some people post where we just ramp up damage against people that are grouped. I advocate for actual equality - where ball groups dont get artificial mitigation. This isnt helping the game or the players to make it fun or interesting. The groups it helps the most are people those that stick with the crown while they PvP.