This is the least of our issues, Sypher. You should use your influence to keep PVP from completely dying. This won't help.
You guys aren't getting the big picture.
Balancing out AP gain is the first step to discourage zerging. Zerging is the leading cause of performance issue in cyrodiil.
I'm really surprised (and disapointed) that people in this thread don't get that.
It has been said many times. Zergs already have an advantage on the battlefield due to sheer numbers. They don't need added help from game mechanics and added incentives from AP gain. Btw, anybody who says AP doesn't matter is flat out lying
AP is nice but I have no need for it. I look at kill counter these days to see how the night went. My AP tracker mod is uninstalled lol
This is the least of our issues, Sypher. You should use your influence to keep PVP from completely dying. This won't help.
You guys aren't getting the big picture.
Balancing out AP gain is the first step to discourage zerging. Zerging is the leading cause of performance issue in cyrodiil.
I'm really surprised (and disapointed) that people in this thread don't get that.
It has been said many times. Zergs already have an advantage on the battlefield due to sheer numbers. They don't need added help from game mechanics and added incentives from AP gain. Btw, anybody who says AP doesn't matter is flat out lying
AP is nice but I have no need for it. I look at kill counter these days to see how the night went. My AP tracker mod is uninstalled lol
If I believed it would
A: discourage zerging (lol no, why would it?)
B: Not potentially distract from other vastly more important issues
I'd be fine. But as is, like I said, seems like a feel good measure at most. And given how the thread was created and has gone, it seems not just a lil bit spiteful.
If I believed it would
A: discourage zerging (lol no, why would it?)
B: Not potentially distract from other vastly more important issues
I'd be fine. But as is, like I said, seems like a feel good measure at most. And given how the thread was created and has gone, it seems not just a lil bit spiteful.
A. Because people in the groups would be rewarded less.. Did your brain die during this thread?
B. Zerging is game breaking.
If I believed it would
A: discourage zerging (lol no, why would it?)
B: Not potentially distract from other vastly more important issues
I'd be fine. But as is, like I said, seems like a feel good measure at most. And given how the thread was created and has gone, it seems not just a lil bit spiteful.
A. Because people in the groups would be rewarded less.. Did your brain die during this thread?
B. Zerging is game breaking.
braindead.
If I believed it would
A: discourage zerging (lol no, why would it?)
B: Not potentially distract from other vastly more important issues
I'd be fine. But as is, like I said, seems like a feel good measure at most. And given how the thread was created and has gone, it seems not just a lil bit spiteful.
A. Because people in the groups would be rewarded less.. Did your brain die during this thread?
B. Zerging is game breaking.
A: You're not going to stop zergs by lessening AP gain. Do you seriously think people get on and get in raid and do that every night merely to get AP? It's done because it's fun, because there's fights and objectives. After a while AP becomes literally meaningless.
B: The definition of zerging in this thread is so bloody braindead. What is it at last time we left it? 5 people? 8? I forget the magic number. Also apparently if you make a group to break up a zerg you are also a zerg? Even if outnumbered 2 or 3 to one?
If I believed it would
A: discourage zerging (lol no, why would it?)
B: Not potentially distract from other vastly more important issues
I'd be fine. But as is, like I said, seems like a feel good measure at most. And given how the thread was created and has gone, it seems not just a lil bit spiteful.
A. Because people in the groups would be rewarded less.. Did your brain die during this thread?
B. Zerging is game breaking.
A: You're not going to stop zergs by lessening AP gain. Do you seriously think people get on and get in raid and do that every night merely to get AP? It's done because it's fun, because there's fights and objectives. After a while AP becomes literally meaningless.
B: The definition of zerging in this thread is so bloody braindead. What is it at last time we left it? 5 people? 8? I forget the magic number. Also apparently if you make a group to break up a zerg you are also a zerg? Even if outnumbered 2 or 3 to one?
You´re forming an organised zerg to beat an unorganised zerg. You´re getting hung up way to much on the negative connotation the word might have for you.
If you truely believe that a raidgrp with 24 players is not zerging on the other hand and have to claim everyone stating you´re zerging is braindead - sry that´s just delusional.
allen-iverson wrote: »groups should continue to make more AP because they actually accomplish goals on the map. solo PvP is a lot of fun and allows you to test your skill and challenge yourself against other players and i understand that is a lot of fun, but solo PvP/ lil gank groups contribute little to nothing for winning campaigns or recovering scrolls. Organized groups/guilds do.
i suggest solo PvP players try out joining an organized guild fight to see what its like. ive been a solo/small group pvp player most of my time in this game and now that im in a group that does Guild vs. Guild on a nightly basis i can honestly say the fights are more fun and require a lot more tact than a lot of people like to think. if you don't think thats the case maybe find a different guild.
My opinion on this will change when i see sypher post a youtube vid showing us a 1vX keep take/scroll run in a pop-locked server.
CatchMeTrolling wrote: »allen-iverson wrote: »groups should continue to make more AP because they actually accomplish goals on the map. solo PvP is a lot of fun and allows you to test your skill and challenge yourself against other players and i understand that is a lot of fun, but solo PvP/ lil gank groups contribute little to nothing for winning campaigns or recovering scrolls. Organized groups/guilds do.
i suggest solo PvP players try out joining an organized guild fight to see what its like. ive been a solo/small group pvp player most of my time in this game and now that im in a group that does Guild vs. Guild on a nightly basis i can honestly say the fights are more fun and require a lot more tact than a lot of people like to think. if you don't think thats the case maybe find a different guild.
My opinion on this will change when i see sypher post a youtube vid showing us a 1vX keep take/scroll run in a pop-locked server.
Lol I completely disagree with the group's get thing's done. Leader's get things done, I've come across so many groups that completely suck and I'm sitting there teaching them the basics and how to defend. Meanwhile rolling solo or in a 2-5 group. Player's that actually do something should get more ap, in fact the ap system needs to be reworked a little to stop farming and emp farming from no lifers.
Lava_Croft wrote: »If 24 people is a zerg and the default group size is 24, ESO is a game designed for zerging and OP bought the wrong game.
It's not that hard.
I think we should be looking at more combat and design to spread people over the map and grant smaller meaningful objectives to break up zergs rather than trying to penalise groups for forming.
24 people playing together in an MMO and now the community wants to deter that, Cyrodiil was designed for large groups vs large groups not 1v1 or 4v4. Yes those can happen but you have to remember by it's design it's a huge siege warfare battle game.
I have posted this a bunch of times before but Cyrodiil functions exactly like the EVE Online universe in that PvP is dynamic, unscripted and random. When you're fighting as a group of four or five the idea is to dodge the zergs and scuffle with other small groups or play skirmish/hit and run tactics. Leave the zergs alone and let them focus on what they're good at (taking/fighting for keeps) and look at more ways to add meaningful small group gameplay.
Or just make a damn arena already and let the 1vX crowed spam the forums with how big their epeens are for playing the current FotM or using the latest bugged/broken/unbalanced skill to win every fight.
I miss warhammer >_>. Good old days in scenario and 4vZerglings.
No one really disagrees with you Sypher. Some of us just think it's probably one of the last things on the priority list. Can we have functioning game first?
Zenimax usually makes plenty of changes all at once (sweeping changes)
This is one I think they can slide in relatively easily. There's dozens of posts about the lag and server performance, another thread about that won't help it get fixed any faster.
We need to hit this problem from all angles. This is just one of those angles.
Zenimax and easy, right. How about we get the basic freaking game mechanics working before raising hell over the AP formula ?
It's not like everyone's gonna be like "oh no I guess we gotta break up the raid" or "oh hey I get more AP I better get out there and earn it!" It's a feel good measure, let's not pretend it's anything more.
The small group vs large group fight is really stale at this point. None of you are changing each other's minds. I run in both, understand the skill and playstyle of both, and still think that AP should be a flat amount per target and divided by the amount of people in group. Why is that so difficult? All of this other stuff is just us vs. them shenanigans that does not contribute to the overall conversation of AP division, which was the original intent.
The small group vs large group fight is really stale at this point. None of you are changing each other's minds. I run in both, understand the skill and playstyle of both, and still think that AP should be a flat amount per target and divided by the amount of people in group. Why is that so difficult? All of this other stuff is just us vs. them shenanigans that does not contribute to the overall conversation of AP division, which was the original intent.
I think we should be looking at more combat and design to spread people over the map and grant smaller meaningful objectives to break up zergs rather than trying to penalise groups for forming.
24 people playing together in an MMO and now the community wants to deter that, Cyrodiil was designed for large groups vs large groups not 1v1 or 4v4. Yes those can happen but you have to remember by it's design it's a huge siege warfare battle game.
I have posted this a bunch of times before but Cyrodiil functions exactly like the EVE Online universe in that PvP is dynamic, unscripted and random. When you're fighting as a group of four or five the idea is to dodge the zergs and scuffle with other small groups or play skirmish/hit and run tactics. Leave the zergs alone and let them focus on what they're good at (taking/fighting for keeps) and look at more ways to add meaningful small group gameplay.
Or just make a damn arena already and let the 1vX crowed spam the forums with how big their epeens are for playing the current FotM or using the latest bugged/broken/unbalanced skill to win every fight.
Ït is huge warfare battle game by its design.. .except its not working
The small group vs large group fight is really stale at this point. None of you are changing each other's minds. I run in both, understand the skill and playstyle of both, and still think that AP should be a flat amount per target and divided by the amount of people in group. Why is that so difficult? All of this other stuff is just us vs. them shenanigans that does not contribute to the overall conversation of AP division, which was the original intent.
Cinnamon_Spider wrote: »Did someone say bridge fight? Defend the bridge!
Lava_Croft wrote: »If 24 people is a zerg and the default group size is 24, ESO is a game designed for zerging and OP bought the wrong game.
It's not that hard.
The default group size is 4, not 24. The game is designed for groups of 4 up to 24, stop saying Cyrodiil is solely designed for large groups, it's not.
Yeah sorry I was lazy to type everything out and it didn't come off that well, I guess.
I was just trying to say: folks who successfully play solo or small group, which I assume the OP does, earn AP just fine.
Also I'm a bit unsure of the 24 people getting 120 AP each per kill? Been a while since I was in a 24-person pug so I just don't know. I can understand if every person who gets a tag on an enemy gets some AP, but anyone not getting a tag shouldn't be getting AP. Anyway, I just don't know what is actually happening there.
Not to mention half the time zergs probably aren't 24-person groups but smaller sized groups and randoms gravitating toward the same action. So to argue over AP received seems a little peckish.
Kinda like saying it's better to be homeless because then you don't have to worry about paying your landlord rent, or go to work.
Not even remotely applicable or coherent. I've laid it out multiple times for you, the last one being as direct and easy to digest as possible. You clearly want nothing to do with logic, so what's the point?
The thing is, people in Zergs don't have to run group skills to still have a massive advantage. You seem to be forgetting that. Maybe you should go back to reading your list of "benefits" to see just how arbitrary your list is and they have nothing to do with game mechanics, but rather player choice.
You're grasping for straws at this point and you're logic is so skewed and bias. You're right, there is no point in responding to you anymore
Keep up the great logic
If a group wants to be competitive and not free AP for any semi serious group they fight, than yes they have to run group builds.
The lack of knowledge as to how groups work on this forum is lol-worthy.
I run in a group/Zerg everyday and the AP gain is astounding compared to when I was running solo or in a small group.
You guys are over exaggerating the "skill" it takes to run in a large group. Maybe I'm just a gifted player, but it's not that hard or a big hindrance to put a group ability on your bar. Even then, solo builds are fine for group play since they focus on survivability and single target burst. It's always good to have a few players that can focus the healers in the other group
The thing is, I'm speaking on experience from both sides, small and large groups. Many of you group players wouldn't be caught dead without at least 10 other players by your side.
Best players in the game can be found in elite raids. Most of us raid at raid times and then small man in off hours. Has been like that since forever