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PvP Podcast (Episode 7 Uploaded)

  • FENGRUSH
    FENGRUSH
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    Manoekin wrote: »
    Minno wrote: »
    FENGRUSH wrote: »
    So ZOS has been meeting with trade guilds for awhile and the store is still as bad as it is today?


    Looks like those weekly meetings are paying off. Who do they send, the janitor to take notes?


    And I agree devs should be meeting with pvp guilds. But then which playstyle? Zerg blob or small group? Casual pvp or 5 hour hardcore session players?

    In response to my questions above, they should be meeting with you and other guests on the podcast with other community voted figure heads. But still worried though with good devs gone, how any of our suggestions get implemented. Or if our suggestions are as easy to place at all. One step at a time.

    I think we need to solidify as a pvp community, organize and offer the devs substantial reasoning to listen to us over pve (which is what I see this podcast as and can do.)

    I'm trying to do something like this, but I need contact with ZOS. Have a guild with a lot of good group players and inviting solo players from all factions. However, need ZOS's attention in order to get things moving if anyone can help with that.

    #FENGRUSH movement
  • Poxheart
    Poxheart
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    Poxheart wrote: »

    Edit: Just remember what happened to DK when people asked for nerfs...Also the toolip of ambush/lotus fan says "flash through the shadows" not "flash out of the shadows" so maybe it's intended. I don't think it's really a big deal, the main issue is all gap closers in general need tweaking, and ambush needs a minimum distance like others. Also toppling charge is undodgeable, that should be fixed.
    My god, this. just look at how much the DKs cry on these forums. nobody at any point in this games history has complained as much about their class as DKs do now. We don't need another repeat of that with nightblades or sorcs.

    Sorry, but nightblades are the #1 whingers NA and EU. They spent the first year+ whinging on the forums about thier class (and about DKs).

    EVERYONE complained about DKs. NB's only wanted their broken skills fixed, like cloak; which you basically just rolled the dice every time you cast it back then.

    As somebody who played a Nightblade back then, I never had many problems with DKs or cloak. As Krim said, I never understood what the other Nightblades were whinging about.
    Unsubbed and no longer playing, but still checking the Alliance War forum for the lulz.

    Pox Dragon Knight
    Poxheart Nightblade
    The Murder Hobo Dragon Knight - Blackwater Blade
    Knights of the WhiteWolf
  • Manoekin
    Manoekin
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    ✭✭
    Poxheart wrote: »
    Poxheart wrote: »

    Edit: Just remember what happened to DK when people asked for nerfs...Also the toolip of ambush/lotus fan says "flash through the shadows" not "flash out of the shadows" so maybe it's intended. I don't think it's really a big deal, the main issue is all gap closers in general need tweaking, and ambush needs a minimum distance like others. Also toppling charge is undodgeable, that should be fixed.
    My god, this. just look at how much the DKs cry on these forums. nobody at any point in this games history has complained as much about their class as DKs do now. We don't need another repeat of that with nightblades or sorcs.

    Sorry, but nightblades are the #1 whingers NA and EU. They spent the first year+ whinging on the forums about thier class (and about DKs).

    EVERYONE complained about DKs. NB's only wanted their broken skills fixed, like cloak; which you basically just rolled the dice every time you cast it back then.

    As somebody who played a Nightblade back then, I never had many problems with DKs or cloak. As Krim said, I never understood what the other Nightblades were whinging about.

    Krim OP.
    FENGRUSH wrote: »
    Manoekin wrote: »
    Minno wrote: »
    FENGRUSH wrote: »
    So ZOS has been meeting with trade guilds for awhile and the store is still as bad as it is today?


    Looks like those weekly meetings are paying off. Who do they send, the janitor to take notes?


    And I agree devs should be meeting with pvp guilds. But then which playstyle? Zerg blob or small group? Casual pvp or 5 hour hardcore session players?

    In response to my questions above, they should be meeting with you and other guests on the podcast with other community voted figure heads. But still worried though with good devs gone, how any of our suggestions get implemented. Or if our suggestions are as easy to place at all. One step at a time.

    I think we need to solidify as a pvp community, organize and offer the devs substantial reasoning to listen to us over pve (which is what I see this podcast as and can do.)

    I'm trying to do something like this, but I need contact with ZOS. Have a guild with a lot of good group players and inviting solo players from all factions. However, need ZOS's attention in order to get things moving if anyone can help with that.

    #FENGRUSH movement

    #NetflixAndChill
    #FENGRUSH
    #Manozerg
  • Minno
    Minno
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    ✭✭✭✭✭
    Manoekin wrote: »
    Minno wrote: »
    FENGRUSH wrote: »
    So ZOS has been meeting with trade guilds for awhile and the store is still as bad as it is today?


    Looks like those weekly meetings are paying off. Who do they send, the janitor to take notes?


    And I agree devs should be meeting with pvp guilds. But then which playstyle? Zerg blob or small group? Casual pvp or 5 hour hardcore session players?

    In response to my questions above, they should be meeting with you and other guests on the podcast with other community voted figure heads. But still worried though with good devs gone, how any of our suggestions get implemented. Or if our suggestions are as easy to place at all. One step at a time.

    I think we need to solidify as a pvp community, organize and offer the devs substantial reasoning to listen to us over pve (which is what I see this podcast as and can do.)

    I'm trying to do something like this, but I need contact with ZOS. Have a guild with a lot of good group players and inviting solo players from all factions. However, need ZOS's attention in order to get things moving if anyone can help with that.

    Nice!!!!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • OrphanHelgen
    OrphanHelgen
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    You forgot to mention that ambush is a gap closer that you don't have to slot a specific weapon to use it. You can use it with dual wield, or 1hshield without applying the hard CC on the gapclose itself.
    I have no problems with the cloak, but it is all the other buffs, debuffs that is easy access with class skills that makes them very powerful. Ofcourse with the opportunity to easy chain CC with double root, immoobiize and ublockable aoe hard CC.

    You also didn't mention the healing received you get from having draconic power ability active.

    You guys have very good points, and I enjoy watching, but I think you forget important stuff sometimes. It took 5-6 min into the DK chain discussion before you mentioned it applies a hard CC without the enemy player need to break free. Before that it was just arguments like its bad, its not good, I don't like it. That is not valid points, and I was basically just sitting there waiting for the final valid argument ;-)
    When that is said, you have done a lot of improvements. Your sound quality are way better and more balanced. I like the new layout. As a PVE player, I am greatful you are positive and have understanding arguments towards PVE, and that you are not stuck at PVP. You are not afraid to say if you don't know a class or a skill, witch proves that when you are having a strong opinion about something, you really know what you are talking about. Altho you sometimes forget important stuff as mentioned above.

    I like your points about DK being the class without mobility but get more power from standing there fighting until the end. They need major defile, reduce incoming healing debuf as a class skill other then the standard of might. Or the standard of might could have applied the major defile debuf to them, even after they roll dodge the standard. Right now I believe it only applies when they are inside the standard, but I am actually not sure about that.
    It would be cool if the DK had a pure passive as the same as the phoenix set too :) But I guess that would only work in my dream :)

    Another thing about DK, is that they look really OP by looking at some of their passives, when they really are not at all. I talk most about the earthen hearth passives. Its an entire class skill line with gaining stamina back, ultimate regen and resource back when pressing ultimate. What people forget that this the same sustain as f example a sorc with reduce cost of ultimate and recovery as passives. I would like to have these passives, rather then pressing a skill every 7 seconds and get the same results.
    Same goes for draconic power, that have healing received when a skill is activated. NB for example, again have this as a passive, the healing received bonus without having to press an actual skill. The only passives DK have, is the health recovery, witch might be weak compared to other passives.

    I would like to see the ardent flame passive buffed in a fun and creative way. It could do increased dmg to low health targets as a passive, and would make up for the lack of execute. Its still a dot, so its harder to burst down low health targets, but it would be really interesting and strong. Another thing is the passive with the ardent flame abilities applies a 4 sec slow. If you ever played League of Legends, we have the character called Nasus, who put a slow on the targets and makes them be slower over time and not on the instant cast, until the last tick of the slow would be almost like an immobilize. If the ardent flame skills would apply a slow that increases over time, if would feel like the CC itself works as a DOT, and would make it unique. Crowd control over time or whatever we can call it :)

    We want to make the DK a fire breathing tank monster. So lets combine this with another passive:
    DK take 10% reduce dmg from burning enemies. This is for example when enemies have the fire dots applied to them. It would also scale with the already 20% reduce dmg taken while near standard of might, making it another reason to use standard.

    Btw, Briarhearth can be rewarded up to 7 times daily on each char, by doing all 6 world bosses daily quests witch have the option to be shared, plus the one daily dungeon quest. You can also receive briarhearth from normal treasure chests in wrothgar, cyrodiil and I also believe imperial city/sewers. These are bind on pickup.
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • krim
    krim
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    Couple things that i always though got in the way of the cloak argument way back then.

    1. Mage light would bug out and its glowing ball circling around the caster would not show.

    To a NB trying to cloak away with a guy visibly without mage light on, you can see how they might think cloak is broken.

    2. Detect pots.

    Cloak always worked for me unless someone was countering it with above, and the second one you really have no way of knowing its being used.

    I always used dark cloak you know to remove dem pesky oils tics. Mage light / detect pot or not it always removed dots.

  • Sypher
    Sypher
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    Episode 4 Happening tonight! @7PM US Central
    DC Dragonknight 'Sypher - AD Nightblade Sypher Ali - AD Sorcerer Sypher Sensei - EP Sorcerer Sypharian - DC Templar Ali Sypher

    Youtube: www.youtube.com/SypherPK
    Twitch: www.twitch.tv/SypherPK
  • Jura23
    Jura23
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    Sypher wrote: »
    Episode 4 Happening tonight! @7PM US Central

    What guests will you have?
    Georgion - Bosmer/Templar - PC/EU
  • Rust_in_Peace
    Rust_in_Peace
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    Jura23 wrote: »
    Sypher wrote: »
    Episode 4 Happening tonight! @7PM US Central

    What guests will you have?

    Hopefully more than 1 Templar; maybe 1 stam and 1 magicka/healer to have their voices heard in the class discussion.
  • Tankqull
    Tankqull
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    Jura23 wrote: »
    Sypher wrote: »
    Episode 4 Happening tonight! @7PM US Central

    What guests will you have?

    Hopefully more than 1 Templar; maybe 1 stam and 1 magicka/healer to have their voices heard in the class discussion.

    jep a magicka temp would be great to highlight the issue that nearly every class ability is bugged or deliberatly "broken" by ZOS.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Minno
    Minno
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    Jura23 wrote: »
    Sypher wrote: »
    Episode 4 Happening tonight! @7PM US Central

    What guests will you have?

    I caught the last hour and half; there weren't any quests this time.

    I did like that this podcast had info about future updates (removal of vet ranks eventually, more vr16 gear, worebel looking into AOE caps with an official thread, mentioning of @BrianWheeler increasing forum responses, etc.)

    I felt the episode's overall theme was one of tangible hope, something many of sypher's viewers can't see via the fast moving and often stressful forums (even though talks of how to help ZOS put in changes now versus every major update suggest otherwise.)

    @Sypher @FENGRUSH @Lefty_Lucy. king richard (don't know his forum handle lol)
    Thanks for these podcasts!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • CP5
    CP5
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    I disagree with your choice to skip class balance this episode. Sure ZOS is making changes but they should still hear what players feel about things as they are now. We don't know how much, or how little, their changes will address the problems and without additional feedback the won't have time to make the changes we want.
  • Stikato
    Stikato
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    I agree 100% that class balance is important, but that discussion tends to get bogged down in the details of individual skills, and smaller debates.

    I think there are larger issues in the game that require a consensus of players to agree on how to fix them, and this is what this podcast is better served doing. There are just more serious problems with this game atm. Class balance is a moving target; you can address it and address it, and there will still be imbalance. But getting some small-scale pvp, removing aoe caps, getting more attention paid to lag will benefit us all.
    Mordimus - Stam Sorc
  • Minno
    Minno
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    Stikato wrote: »
    I agree 100% that class balance is important, but that discussion tends to get bogged down in the details of individual skills, and smaller debates.

    I think there are larger issues in the game that require a consensus of players to agree on how to fix them, and this is what this podcast is better served doing. There are just more serious problems with this game atm. Class balance is a moving target; you can address it and address it, and there will still be imbalance. But getting some small-scale pvp, removing aoe caps, getting more attention paid to lag will benefit us all.

    Yup agreed. Not sure on syphers view, but from my standpoint it sounded like the podcast wanted to address the issues in a way ZOS could grasp for use in possible incremental patches without favoring one playstyle over another.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Uberkull
    Uberkull
    ✭✭✭✭✭
    As I enjoy the podcasts, these are all very talented, small scale PvPers, Sypher and Fengrush builds are nice....for pvp. But they hardly represent the entire community across PC and console. If you really want to get a PVE presence, bring Deltia into the mix. He can bring a lot to the table and actually discuss vet dungeon PVE and class skills for PVE.

    As it stands, these guys have biased opinions based on their ability or inability to perform in PvP. AOE cap, Zerg, ball, broken skills for pvp, etc etc. The problem with this bias is that the classes can't be fixed or balanced for just pvp or pve, they are balanced for both. If abilities are nerfed, they get nerfed regardless of the enemy, player or mob. This has to be considered before ZOS acts and changes something.

    Remove AOE cap? How about just create battlegrounds that only have 12 players total? Objective based pvp. AOE cap doesn't impact pve, so it won't be removed. It will just be modified. The core problem is that these pvpers are trying to take out large groups in Cyrodiil solo or in groups of 4, they get zerged and get rolled. Their AOE only affects 6 people in the Zerg. Well, in the end....you really shouldn't expect 4 players to take out a group of 24.

    Stop Zergs? Well....Cyrodiil is designed for large group pvp, it is siege warfare, not a battleground. Numbers will always crush small groups. Zergs cause performance problems? Maybe you should try console, 50v50...no problem on console. The game can handle it, PC ESO just isn't optimized like console was. Console removed a lot of the flare and draw distance, console renders players only when they get closer...otherwise they are black silhouettes. Graphics aren't as sharp and detailed on console, but...hey...Gameplay over eye candy. It's a good balance on console.

    With all that said, if we DON'T have Twitch streamers like this going above and beyond making these Podcasts, this game won't be saved. MMOs require active communities with active players, not casuals. ZOS needs to listen and act quickly or they will lose their core commnutiy that was here from day one. MMOs need their core communities to survive and evolve, bringing new players to the game. How the hell would I know? I was a day one player in WoW, 2004. I played for 10 years straight through all the xpacs and witnessed the cycles of players that stayed, that left, that raged for changes. This is nothing new, the difference is that Blizzard listened and acted quickly, evolving to match their player's needs.

    ZOS devs and designers finally posting on the forum is encouraging. Hopefully we will see results.
    ▬ஜ Seeds of War, Piles of Skulls ஜ▬
    ▬▬▬ஜ twitch.tv/uberkull ஜ▬▬▬
  • FENGRUSH
    FENGRUSH
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    ✭✭✭✭
    uberkull wrote: »
    As I enjoy the podcasts, these are all very talented, small scale PvPers, Sypher and Fengrush builds are nice....for pvp. But they hardly represent the entire community across PC and console. If you really want to get a PVE presence, bring Deltia into the mix. He can bring a lot to the table and actually discuss vet dungeon PVE and class skills for PVE.

    As it stands, these guys have biased opinions based on their ability or inability to perform in PvP. AOE cap, Zerg, ball, broken skills for pvp, etc etc. The problem with this bias is that the classes can't be fixed or balanced for just pvp or pve, they are balanced for both. If abilities are nerfed, they get nerfed regardless of the enemy, player or mob. This has to be considered before ZOS acts and changes something.

    Remove AOE cap? How about just create battlegrounds that only have 12 players total? Objective based pvp. AOE cap doesn't impact pve, so it won't be removed. It will just be modified. The core problem is that these pvpers are trying to take out large groups in Cyrodiil solo or in groups of 4, they get zerged and get rolled. Their AOE only affects 6 people in the Zerg. Well, in the end....you really shouldn't expect 4 players to take out a group of 24.

    Stop Zergs? Well....Cyrodiil is designed for large group pvp, it is siege warfare, not a battleground. Numbers will always crush small groups. Zergs cause performance problems? Maybe you should try console, 50v50...no problem on console. The game can handle it, PC ESO just isn't optimized like console was. Console removed a lot of the flare and draw distance, console renders players only when they get closer...otherwise they are black silhouettes. Graphics aren't as sharp and detailed on console, but...hey...Gameplay over eye candy. It's a good balance on console.

    With all that said, if we DON'T have Twitch streamers like this going above and beyond making these Podcasts, this game won't be saved. MMOs require active communities with active players, not casuals. ZOS needs to listen and act quickly or they will lose their core commnutiy that was here from day one. MMOs need their core communities to survive and evolve, bringing new players to the game. How the hell would I know? I was a day one player in WoW, 2004. I played for 10 years straight through all the xpacs and witnessed the cycles of players that stayed, that left, that raged for changes. This is nothing new, the difference is that Blizzard listened and acted quickly, evolving to match their player's needs.

    ZOS devs and designers finally posting on the forum is encouraging. Hopefully we will see results.

    It was stressed a lot on there that we dont want to remove large groups from Cyro - that is how its designed, how its always been, and I actually enjoy fighting on a large battlefield. The difference between a lot of numbers and ball groups is what the meta has become though. You have to acknowledge and understand that difference to understand any of the points being made there.

    Theres nothing wrong with removing AOE caps. As far as PVE perspective goes (it does effect it, you mistated that) - I think we can shed plenty of light on it. The greatest impact youre talking about here is trials where AOE is used against trash mobs. Solution is to amp trash mobs defenses or increase mobs resistance against AOE abilities. Its not rocket science to tackle these issues.

    AOE caps, broken skills, ball groups - these issues effect everyone. To say were biased in a negative way would be misguided. As I said on the podcast, Id hope the game would be moved back towards equality in terms of balance. As it stands today, its actually imbalanced and favoring large groups. Large groups get more AP, passive defenses and ultimately the ball group style doesnt help with performance - it hurts it. Making the game equal and discouraging ball groups would 1) help performance and 2) make things fair. Personally, itd make PvP a lot more interesting too - but thats just a bonus on trying to make the game playable again.
  • MountainHound
    MountainHound
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    I want whatever @FENGRUSH wants.
  • MountainHound
    MountainHound
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    Lord* @FENGRUSH
  • Ara_Valleria
    Ara_Valleria
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    I want whatever @FENGRUSH wants.

    Lord Fengrush wants you to stop zerging.
    °‡° ÁDAMANT °‡°
    The Addon Abusers, Exploiters & Macro'ers Refuge
    •••• | Ara Valleria - AD NightBlade | Templàra Valleria - AD Templar | Åra Valleria - AD DragonKnight | Ára V - AD DragonKnight | Ara Laifu - DC NightBlade | Ara Waifu - EP Sorcerer | ••••

    ••••••| YOUTUBE |••••••
    Want to take a break from all the Lagging|Crashing|Cancer ?
    Play Albion Online
  • MountainHound
    MountainHound
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    I want whatever @FENGRUSH wants.

    Lord Fengrush wants you to stop zerging.

    Only if Lord @FENGRUSH directly PMs me. Then once I been braced by his awesomeness may it happen.

    Part of the terms is me running with Lord @Fengrush so I don't need a zerg as I have him to protect me, I shall purge him all he wants and spam it.
    Edited by MountainHound on November 23, 2015 12:40AM
  • Uberkull
    Uberkull
    ✭✭✭✭✭
    FENGRUSH wrote: »
    uberkull wrote: »
    As I enjoy the podcasts, these are all very talented, small scale PvPers, Sypher and Fengrush builds are nice....for pvp. But they hardly represent the entire community across PC and console. If you really want to get a PVE presence, bring Deltia into the mix. He can bring a lot to the table and actually discuss vet dungeon PVE and class skills for PVE.

    As it stands, these guys have biased opinions based on their ability or inability to perform in PvP. AOE cap, Zerg, ball, broken skills for pvp, etc etc. The problem with this bias is that the classes can't be fixed or balanced for just pvp or pve, they are balanced for both. If abilities are nerfed, they get nerfed regardless of the enemy, player or mob. This has to be considered before ZOS acts and changes something.

    Remove AOE cap? How about just create battlegrounds that only have 12 players total? Objective based pvp. AOE cap doesn't impact pve, so it won't be removed. It will just be modified. The core problem is that these pvpers are trying to take out large groups in Cyrodiil solo or in groups of 4, they get zerged and get rolled. Their AOE only affects 6 people in the Zerg. Well, in the end....you really shouldn't expect 4 players to take out a group of 24.

    Stop Zergs? Well....Cyrodiil is designed for large group pvp, it is siege warfare, not a battleground. Numbers will always crush small groups. Zergs cause performance problems? Maybe you should try console, 50v50...no problem on console. The game can handle it, PC ESO just isn't optimized like console was. Console removed a lot of the flare and draw distance, console renders players only when they get closer...otherwise they are black silhouettes. Graphics aren't as sharp and detailed on console, but...hey...Gameplay over eye candy. It's a good balance on console.

    With all that said, if we DON'T have Twitch streamers like this going above and beyond making these Podcasts, this game won't be saved. MMOs require active communities with active players, not casuals. ZOS needs to listen and act quickly or they will lose their core commnutiy that was here from day one. MMOs need their core communities to survive and evolve, bringing new players to the game. How the hell would I know? I was a day one player in WoW, 2004. I played for 10 years straight through all the xpacs and witnessed the cycles of players that stayed, that left, that raged for changes. This is nothing new, the difference is that Blizzard listened and acted quickly, evolving to match their player's needs.

    ZOS devs and designers finally posting on the forum is encouraging. Hopefully we will see results.

    It was stressed a lot on there that we dont want to remove large groups from Cyro - that is how its designed, how its always been, and I actually enjoy fighting on a large battlefield. The difference between a lot of numbers and ball groups is what the meta has become though. You have to acknowledge and understand that difference to understand any of the points being made there.

    Theres nothing wrong with removing AOE caps. As far as PVE perspective goes (it does effect it, you mistated that) - I think we can shed plenty of light on it. The greatest impact youre talking about here is trials where AOE is used against trash mobs. Solution is to amp trash mobs defenses or increase mobs resistance against AOE abilities. Its not rocket science to tackle these issues.

    AOE caps, broken skills, ball groups - these issues effect everyone. To say were biased in a negative way would be misguided. As I said on the podcast, Id hope the game would be moved back towards equality in terms of balance. As it stands today, its actually imbalanced and favoring large groups. Large groups get more AP, passive defenses and ultimately the ball group style doesnt help with performance - it hurts it. Making the game equal and discouraging ball groups would 1) help performance and 2) make things fair. Personally, itd make PvP a lot more interesting too - but thats just a bonus on trying to make the game playable again.

    Hey man, I get it, and I'm with you on most points. But there is no denying the podcast is all pure pvpers. I enjoyed watching your stream the other week when you had the day off and grinded all day on Maelstrom Arena(another bow please), but you were heading right back to pvp once you got the weapons you wanted. You said it yourself, You focus on pvp, and the opinions of the podcast originate from a pvp perspective.

    PvP != PVE.

    Trash mobs aren't really considered an AOE burden, so if you're hitting 6 out of 20..you move 1 inch and you hit another 6. Again, the AOE cap is really a issue in pvp.

    I'm sure you have seen Deltia stream before, when he runs the training sessions on how to maximize dps on bosses, right rotations, boss phases, skill optimization for pve.....all PVE....it's a whole different perspective on what other parts of the game are working and what isn't.

    Again...as far as performance on PC, I can assure you ZOS has the answer, they did it for console, Cyrodiil is completely playable at all times no matter the number of people on console. ZOS knows what they need to do, but the end result would kill the visuals you have on PC. Texture maps, draw distance, models....all of it would need to go down several notches. Then they would reduce the particle effects and finally the chatter between the client and server for positional reference. In the end, not sure the PC player would like the downgrade.

    You are never going to stop how people want to group up in Cyrodiil. Zerg, ball group, our small groups. Players will continue to play the way they play, regardless of the changes ZOS makes. Players will adapt and still Zerg and ball.

    I'm tired of pushing the topic, but queued battlegrounds like any other true pvp game has, is the answer. It satisfies small scale, organized pvp, and it forces fixing skills to be more balanced and effective. WoW nailed it with MMO BGs, the model is out there, ZOS just has to make the rewards for Cyrodiil attractive enough so that if they do introduce BGs that Cyrodiil won't be a ghost town like IC already is.

    Again, I think you guys are doing a great job in presenting a hardcore players perspective on the state of the game. I'm just pointing out the perspective is slanted and coming from a PVP mentality. I know SypherPK has tried to include PVE players in the discussion, you had the one guy on mic only the one week....but he never came back.

    Anyways, you take the time to stream and podcast, it brings players to the game, ZOS knows this and in the end they should listen to what you have to say regardless.
    ▬ஜ Seeds of War, Piles of Skulls ஜ▬
    ▬▬▬ஜ twitch.tv/uberkull ஜ▬▬▬
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    uberkull wrote: »
    FENGRUSH wrote: »
    uberkull wrote: »
    As I enjoy the podcasts, these are all very talented, small scale PvPers, Sypher and Fengrush builds are nice....for pvp. But they hardly represent the entire community across PC and console. If you really want to get a PVE presence, bring Deltia into the mix. He can bring a lot to the table and actually discuss vet dungeon PVE and class skills for PVE.

    As it stands, these guys have biased opinions based on their ability or inability to perform in PvP. AOE cap, Zerg, ball, broken skills for pvp, etc etc. The problem with this bias is that the classes can't be fixed or balanced for just pvp or pve, they are balanced for both. If abilities are nerfed, they get nerfed regardless of the enemy, player or mob. This has to be considered before ZOS acts and changes something.

    Remove AOE cap? How about just create battlegrounds that only have 12 players total? Objective based pvp. AOE cap doesn't impact pve, so it won't be removed. It will just be modified. The core problem is that these pvpers are trying to take out large groups in Cyrodiil solo or in groups of 4, they get zerged and get rolled. Their AOE only affects 6 people in the Zerg. Well, in the end....you really shouldn't expect 4 players to take out a group of 24.

    Stop Zergs? Well....Cyrodiil is designed for large group pvp, it is siege warfare, not a battleground. Numbers will always crush small groups. Zergs cause performance problems? Maybe you should try console, 50v50...no problem on console. The game can handle it, PC ESO just isn't optimized like console was. Console removed a lot of the flare and draw distance, console renders players only when they get closer...otherwise they are black silhouettes. Graphics aren't as sharp and detailed on console, but...hey...Gameplay over eye candy. It's a good balance on console.

    With all that said, if we DON'T have Twitch streamers like this going above and beyond making these Podcasts, this game won't be saved. MMOs require active communities with active players, not casuals. ZOS needs to listen and act quickly or they will lose their core commnutiy that was here from day one. MMOs need their core communities to survive and evolve, bringing new players to the game. How the hell would I know? I was a day one player in WoW, 2004. I played for 10 years straight through all the xpacs and witnessed the cycles of players that stayed, that left, that raged for changes. This is nothing new, the difference is that Blizzard listened and acted quickly, evolving to match their player's needs.

    ZOS devs and designers finally posting on the forum is encouraging. Hopefully we will see results.

    It was stressed a lot on there that we dont want to remove large groups from Cyro - that is how its designed, how its always been, and I actually enjoy fighting on a large battlefield. The difference between a lot of numbers and ball groups is what the meta has become though. You have to acknowledge and understand that difference to understand any of the points being made there.

    Theres nothing wrong with removing AOE caps. As far as PVE perspective goes (it does effect it, you mistated that) - I think we can shed plenty of light on it. The greatest impact youre talking about here is trials where AOE is used against trash mobs. Solution is to amp trash mobs defenses or increase mobs resistance against AOE abilities. Its not rocket science to tackle these issues.

    AOE caps, broken skills, ball groups - these issues effect everyone. To say were biased in a negative way would be misguided. As I said on the podcast, Id hope the game would be moved back towards equality in terms of balance. As it stands today, its actually imbalanced and favoring large groups. Large groups get more AP, passive defenses and ultimately the ball group style doesnt help with performance - it hurts it. Making the game equal and discouraging ball groups would 1) help performance and 2) make things fair. Personally, itd make PvP a lot more interesting too - but thats just a bonus on trying to make the game playable again.

    Hey man, I get it, and I'm with you on most points. But there is no denying the podcast is all pure pvpers. I enjoyed watching your stream the other week when you had the day off and grinded all day on Maelstrom Arena(another bow please), but you were heading right back to pvp once you got the weapons you wanted. You said it yourself, You focus on pvp, and the opinions of the podcast originate from a pvp perspective.

    PvP != PVE.

    Trash mobs aren't really considered an AOE burden, so if you're hitting 6 out of 20..you move 1 inch and you hit another 6. Again, the AOE cap is really a issue in pvp.

    I'm sure you have seen Deltia stream before, when he runs the training sessions on how to maximize dps on bosses, right rotations, boss phases, skill optimization for pve.....all PVE....it's a whole different perspective on what other parts of the game are working and what isn't.

    Again...as far as performance on PC, I can assure you ZOS has the answer, they did it for console, Cyrodiil is completely playable at all times no matter the number of people on console. ZOS knows what they need to do, but the end result would kill the visuals you have on PC. Texture maps, draw distance, models....all of it would need to go down several notches. Then they would reduce the particle effects and finally the chatter between the client and server for positional reference. In the end, not sure the PC player would like the downgrade.

    You are never going to stop how people want to group up in Cyrodiil. Zerg, ball group, our small groups. Players will continue to play the way they play, regardless of the changes ZOS makes. Players will adapt and still Zerg and ball.

    I'm tired of pushing the topic, but queued battlegrounds like any other true pvp game has, is the answer. It satisfies small scale, organized pvp, and it forces fixing skills to be more balanced and effective. WoW nailed it with MMO BGs, the model is out there, ZOS just has to make the rewards for Cyrodiil attractive enough so that if they do introduce BGs that Cyrodiil won't be a ghost town like IC already is.

    Again, I think you guys are doing a great job in presenting a hardcore players perspective on the state of the game. I'm just pointing out the perspective is slanted and coming from a PVP mentality. I know SypherPK has tried to include PVE players in the discussion, you had the one guy on mic only the one week....but he never came back.

    Anyways, you take the time to stream and podcast, it brings players to the game, ZOS knows this and in the end they should listen to what you have to say regardless.

    Ummm...How about no...WoW most certainly did not nail it with MMO Bgs

    In fact out of all the games released to date...WoW managed to do it the worst..

    There has only been two games to date that have managed to make BGs somewhat decent in comparison to mass scale pvp

    Warhammer Online and SWTOR (Huttball)

    So building a game around that because you think AOE caps shouldn't be removed for some odd reason blows my mind..Since you can look at the game this was trying to copy (DAOC) and see it works just fine and can support all modes of PVP just fine.
  • Uberkull
    Uberkull
    ✭✭✭✭✭
    Xsorus wrote: »
    uberkull wrote: »
    FENGRUSH wrote: »
    uberkull wrote: »
    As I enjoy the podcasts, these are all very talented, small scale PvPers, Sypher and Fengrush builds are nice....for pvp. But they hardly represent the entire community across PC and console. If you really want to get a PVE presence, bring Deltia into the mix. He can bring a lot to the table and actually discuss vet dungeon PVE and class skills for PVE.

    As it stands, these guys have biased opinions based on their ability or inability to perform in PvP. AOE cap, Zerg, ball, broken skills for pvp, etc etc. The problem with this bias is that the classes can't be fixed or balanced for just pvp or pve, they are balanced for both. If abilities are nerfed, they get nerfed regardless of the enemy, player or mob. This has to be considered before ZOS acts and changes something.

    Remove AOE cap? How about just create battlegrounds that only have 12 players total? Objective based pvp. AOE cap doesn't impact pve, so it won't be removed. It will just be modified. The core problem is that these pvpers are trying to take out large groups in Cyrodiil solo or in groups of 4, they get zerged and get rolled. Their AOE only affects 6 people in the Zerg. Well, in the end....you really shouldn't expect 4 players to take out a group of 24.

    Stop Zergs? Well....Cyrodiil is designed for large group pvp, it is siege warfare, not a battleground. Numbers will always crush small groups. Zergs cause performance problems? Maybe you should try console, 50v50...no problem on console. The game can handle it, PC ESO just isn't optimized like console was. Console removed a lot of the flare and draw distance, console renders players only when they get closer...otherwise they are black silhouettes. Graphics aren't as sharp and detailed on console, but...hey...Gameplay over eye candy. It's a good balance on console.

    With all that said, if we DON'T have Twitch streamers like this going above and beyond making these Podcasts, this game won't be saved. MMOs require active communities with active players, not casuals. ZOS needs to listen and act quickly or they will lose their core commnutiy that was here from day one. MMOs need their core communities to survive and evolve, bringing new players to the game. How the hell would I know? I was a day one player in WoW, 2004. I played for 10 years straight through all the xpacs and witnessed the cycles of players that stayed, that left, that raged for changes. This is nothing new, the difference is that Blizzard listened and acted quickly, evolving to match their player's needs.

    ZOS devs and designers finally posting on the forum is encouraging. Hopefully we will see results.

    It was stressed a lot on there that we dont want to remove large groups from Cyro - that is how its designed, how its always been, and I actually enjoy fighting on a large battlefield. The difference between a lot of numbers and ball groups is what the meta has become though. You have to acknowledge and understand that difference to understand any of the points being made there.

    Theres nothing wrong with removing AOE caps. As far as PVE perspective goes (it does effect it, you mistated that) - I think we can shed plenty of light on it. The greatest impact youre talking about here is trials where AOE is used against trash mobs. Solution is to amp trash mobs defenses or increase mobs resistance against AOE abilities. Its not rocket science to tackle these issues.

    AOE caps, broken skills, ball groups - these issues effect everyone. To say were biased in a negative way would be misguided. As I said on the podcast, Id hope the game would be moved back towards equality in terms of balance. As it stands today, its actually imbalanced and favoring large groups. Large groups get more AP, passive defenses and ultimately the ball group style doesnt help with performance - it hurts it. Making the game equal and discouraging ball groups would 1) help performance and 2) make things fair. Personally, itd make PvP a lot more interesting too - but thats just a bonus on trying to make the game playable again.

    Hey man, I get it, and I'm with you on most points. But there is no denying the podcast is all pure pvpers. I enjoyed watching your stream the other week when you had the day off and grinded all day on Maelstrom Arena(another bow please), but you were heading right back to pvp once you got the weapons you wanted. You said it yourself, You focus on pvp, and the opinions of the podcast originate from a pvp perspective.

    PvP != PVE.

    Trash mobs aren't really considered an AOE burden, so if you're hitting 6 out of 20..you move 1 inch and you hit another 6. Again, the AOE cap is really a issue in pvp.

    I'm sure you have seen Deltia stream before, when he runs the training sessions on how to maximize dps on bosses, right rotations, boss phases, skill optimization for pve.....all PVE....it's a whole different perspective on what other parts of the game are working and what isn't.

    Again...as far as performance on PC, I can assure you ZOS has the answer, they did it for console, Cyrodiil is completely playable at all times no matter the number of people on console. ZOS knows what they need to do, but the end result would kill the visuals you have on PC. Texture maps, draw distance, models....all of it would need to go down several notches. Then they would reduce the particle effects and finally the chatter between the client and server for positional reference. In the end, not sure the PC player would like the downgrade.

    You are never going to stop how people want to group up in Cyrodiil. Zerg, ball group, our small groups. Players will continue to play the way they play, regardless of the changes ZOS makes. Players will adapt and still Zerg and ball.

    I'm tired of pushing the topic, but queued battlegrounds like any other true pvp game has, is the answer. It satisfies small scale, organized pvp, and it forces fixing skills to be more balanced and effective. WoW nailed it with MMO BGs, the model is out there, ZOS just has to make the rewards for Cyrodiil attractive enough so that if they do introduce BGs that Cyrodiil won't be a ghost town like IC already is.

    Again, I think you guys are doing a great job in presenting a hardcore players perspective on the state of the game. I'm just pointing out the perspective is slanted and coming from a PVP mentality. I know SypherPK has tried to include PVE players in the discussion, you had the one guy on mic only the one week....but he never came back.

    Anyways, you take the time to stream and podcast, it brings players to the game, ZOS knows this and in the end they should listen to what you have to say regardless.

    Ummm...How about no...WoW most certainly did not nail it with MMO Bgs

    In fact out of all the games released to date...WoW managed to do it the worst..

    There has only been two games to date that have managed to make BGs somewhat decent in comparison to mass scale pvp

    Warhammer Online and SWTOR (Huttball)

    So building a game around that because you think AOE caps shouldn't be removed for some odd reason blows my mind..Since you can look at the game this was trying to copy (DAOC) and see it works just fine and can support all modes of PVP just fine.

    I can give a *** if they remove AOE caps or not. That's not the root of the problem.

    And if you're gonna argue against the most successful MMO of all time, I'm not gonna fight that battle. Warhammer came and went during WOW and SWTOR is now a free to play sandbox. Yet WoW can still justify a monthly sub to play and pull in over 5 million subscribers in this era of free to play MMOs with micro transactions.

    And somehow Arenas in WoW (which orignated from the pvp balancing and fine tuning of WoW BGs) is a eSport for the past 5 years.

    Yea....WoW got it wrong.
    ▬ஜ Seeds of War, Piles of Skulls ஜ▬
    ▬▬▬ஜ twitch.tv/uberkull ஜ▬▬▬
  • Ishammael
    Ishammael
    ✭✭✭✭✭
    ✭✭
    uberkull wrote: »
    FENGRUSH wrote: »
    uberkull wrote: »
    As I enjoy the podcasts, these are all very talented, small scale PvPers, Sypher and Fengrush builds are nice....for pvp. But they hardly represent the entire community across PC and console. If you really want to get a PVE presence, bring Deltia into the mix. He can bring a lot to the table and actually discuss vet dungeon PVE and class skills for PVE.

    As it stands, these guys have biased opinions based on their ability or inability to perform in PvP. AOE cap, Zerg, ball, broken skills for pvp, etc etc. The problem with this bias is that the classes can't be fixed or balanced for just pvp or pve, they are balanced for both. If abilities are nerfed, they get nerfed regardless of the enemy, player or mob. This has to be considered before ZOS acts and changes something.

    Remove AOE cap? How about just create battlegrounds that only have 12 players total? Objective based pvp. AOE cap doesn't impact pve, so it won't be removed. It will just be modified. The core problem is that these pvpers are trying to take out large groups in Cyrodiil solo or in groups of 4, they get zerged and get rolled. Their AOE only affects 6 people in the Zerg. Well, in the end....you really shouldn't expect 4 players to take out a group of 24.

    Stop Zergs? Well....Cyrodiil is designed for large group pvp, it is siege warfare, not a battleground. Numbers will always crush small groups. Zergs cause performance problems? Maybe you should try console, 50v50...no problem on console. The game can handle it, PC ESO just isn't optimized like console was. Console removed a lot of the flare and draw distance, console renders players only when they get closer...otherwise they are black silhouettes. Graphics aren't as sharp and detailed on console, but...hey...Gameplay over eye candy. It's a good balance on console.

    With all that said, if we DON'T have Twitch streamers like this going above and beyond making these Podcasts, this game won't be saved. MMOs require active communities with active players, not casuals. ZOS needs to listen and act quickly or they will lose their core commnutiy that was here from day one. MMOs need their core communities to survive and evolve, bringing new players to the game. How the hell would I know? I was a day one player in WoW, 2004. I played for 10 years straight through all the xpacs and witnessed the cycles of players that stayed, that left, that raged for changes. This is nothing new, the difference is that Blizzard listened and acted quickly, evolving to match their player's needs.

    ZOS devs and designers finally posting on the forum is encouraging. Hopefully we will see results.

    It was stressed a lot on there that we dont want to remove large groups from Cyro - that is how its designed, how its always been, and I actually enjoy fighting on a large battlefield. The difference between a lot of numbers and ball groups is what the meta has become though. You have to acknowledge and understand that difference to understand any of the points being made there.

    Theres nothing wrong with removing AOE caps. As far as PVE perspective goes (it does effect it, you mistated that) - I think we can shed plenty of light on it. The greatest impact youre talking about here is trials where AOE is used against trash mobs. Solution is to amp trash mobs defenses or increase mobs resistance against AOE abilities. Its not rocket science to tackle these issues.

    AOE caps, broken skills, ball groups - these issues effect everyone. To say were biased in a negative way would be misguided. As I said on the podcast, Id hope the game would be moved back towards equality in terms of balance. As it stands today, its actually imbalanced and favoring large groups. Large groups get more AP, passive defenses and ultimately the ball group style doesnt help with performance - it hurts it. Making the game equal and discouraging ball groups would 1) help performance and 2) make things fair. Personally, itd make PvP a lot more interesting too - but thats just a bonus on trying to make the game playable again.

    Hey man, I get it, and I'm with you on most points. But there is no denying the podcast is all pure pvpers. I enjoyed watching your stream the other week when you had the day off and grinded all day on Maelstrom Arena(another bow please), but you were heading right back to pvp once you got the weapons you wanted. You said it yourself, You focus on pvp, and the opinions of the podcast originate from a pvp perspective.

    PvP != PVE.

    Trash mobs aren't really considered an AOE burden, so if you're hitting 6 out of 20..you move 1 inch and you hit another 6. Again, the AOE cap is really a issue in pvp.

    I'm sure you have seen Deltia stream before, when he runs the training sessions on how to maximize dps on bosses, right rotations, boss phases, skill optimization for pve.....all PVE....it's a whole different perspective on what other parts of the game are working and what isn't.

    Again...as far as performance on PC, I can assure you ZOS has the answer, they did it for console, Cyrodiil is completely playable at all times no matter the number of people on console. ZOS knows what they need to do, but the end result would kill the visuals you have on PC. Texture maps, draw distance, models....all of it would need to go down several notches. Then they would reduce the particle effects and finally the chatter between the client and server for positional reference. In the end, not sure the PC player would like the downgrade.

    You are never going to stop how people want to group up in Cyrodiil. Zerg, ball group, our small groups. Players will continue to play the way they play, regardless of the changes ZOS makes. Players will adapt and still Zerg and ball.

    I'm tired of pushing the topic, but queued battlegrounds like any other true pvp game has, is the answer. It satisfies small scale, organized pvp, and it forces fixing skills to be more balanced and effective. WoW nailed it with MMO BGs, the model is out there, ZOS just has to make the rewards for Cyrodiil attractive enough so that if they do introduce BGs that Cyrodiil won't be a ghost town like IC already is.

    Again, I think you guys are doing a great job in presenting a hardcore players perspective on the state of the game. I'm just pointing out the perspective is slanted and coming from a PVP mentality. I know SypherPK has tried to include PVE players in the discussion, you had the one guy on mic only the one week....but he never came back.

    Anyways, you take the time to stream and podcast, it brings players to the game, ZOS knows this and in the end they should listen to what you have to say regardless.

    You're right, pve is a totally different mindset and perspective. In fact, fengrush, sypher, and king Richard all said they enjoy vMA very much -- to the extent that they neglected pvp.

    The bug point (I think lefty made it) is that pve won't sustain the game long term. Period. They would have to release an entire zone per month to even get close. Not gonna happen. Pvp is where emegent play happens, where fan bases are.made and solidified. Look at all the top games on twitch. The original reviews of ESO all praised the pvp portion, even though pve was awful at release. Imagine if ESO devs had focused on pvp rather than pve. Would be in a totally different place.
  • Uberkull
    Uberkull
    ✭✭✭✭✭
    Ishammael wrote: »
    uberkull wrote: »
    FENGRUSH wrote: »
    uberkull wrote: »
    As I enjoy the podcasts, these are all very talented, small scale PvPers, Sypher and Fengrush builds are nice....for pvp. But they hardly represent the entire community across PC and console. If you really want to get a PVE presence, bring Deltia into the mix. He can bring a lot to the table and actually discuss vet dungeon PVE and class skills for PVE.

    As it stands, these guys have biased opinions based on their ability or inability to perform in PvP. AOE cap, Zerg, ball, broken skills for pvp, etc etc. The problem with this bias is that the classes can't be fixed or balanced for just pvp or pve, they are balanced for both. If abilities are nerfed, they get nerfed regardless of the enemy, player or mob. This has to be considered before ZOS acts and changes something.

    Remove AOE cap? How about just create battlegrounds that only have 12 players total? Objective based pvp. AOE cap doesn't impact pve, so it won't be removed. It will just be modified. The core problem is that these pvpers are trying to take out large groups in Cyrodiil solo or in groups of 4, they get zerged and get rolled. Their AOE only affects 6 people in the Zerg. Well, in the end....you really shouldn't expect 4 players to take out a group of 24.

    Stop Zergs? Well....Cyrodiil is designed for large group pvp, it is siege warfare, not a battleground. Numbers will always crush small groups. Zergs cause performance problems? Maybe you should try console, 50v50...no problem on console. The game can handle it, PC ESO just isn't optimized like console was. Console removed a lot of the flare and draw distance, console renders players only when they get closer...otherwise they are black silhouettes. Graphics aren't as sharp and detailed on console, but...hey...Gameplay over eye candy. It's a good balance on console.

    With all that said, if we DON'T have Twitch streamers like this going above and beyond making these Podcasts, this game won't be saved. MMOs require active communities with active players, not casuals. ZOS needs to listen and act quickly or they will lose their core commnutiy that was here from day one. MMOs need their core communities to survive and evolve, bringing new players to the game. How the hell would I know? I was a day one player in WoW, 2004. I played for 10 years straight through all the xpacs and witnessed the cycles of players that stayed, that left, that raged for changes. This is nothing new, the difference is that Blizzard listened and acted quickly, evolving to match their player's needs.

    ZOS devs and designers finally posting on the forum is encouraging. Hopefully we will see results.

    It was stressed a lot on there that we dont want to remove large groups from Cyro - that is how its designed, how its always been, and I actually enjoy fighting on a large battlefield. The difference between a lot of numbers and ball groups is what the meta has become though. You have to acknowledge and understand that difference to understand any of the points being made there.

    Theres nothing wrong with removing AOE caps. As far as PVE perspective goes (it does effect it, you mistated that) - I think we can shed plenty of light on it. The greatest impact youre talking about here is trials where AOE is used against trash mobs. Solution is to amp trash mobs defenses or increase mobs resistance against AOE abilities. Its not rocket science to tackle these issues.

    AOE caps, broken skills, ball groups - these issues effect everyone. To say were biased in a negative way would be misguided. As I said on the podcast, Id hope the game would be moved back towards equality in terms of balance. As it stands today, its actually imbalanced and favoring large groups. Large groups get more AP, passive defenses and ultimately the ball group style doesnt help with performance - it hurts it. Making the game equal and discouraging ball groups would 1) help performance and 2) make things fair. Personally, itd make PvP a lot more interesting too - but thats just a bonus on trying to make the game playable again.

    Hey man, I get it, and I'm with you on most points. But there is no denying the podcast is all pure pvpers. I enjoyed watching your stream the other week when you had the day off and grinded all day on Maelstrom Arena(another bow please), but you were heading right back to pvp once you got the weapons you wanted. You said it yourself, You focus on pvp, and the opinions of the podcast originate from a pvp perspective.

    PvP != PVE.

    Trash mobs aren't really considered an AOE burden, so if you're hitting 6 out of 20..you move 1 inch and you hit another 6. Again, the AOE cap is really a issue in pvp.

    I'm sure you have seen Deltia stream before, when he runs the training sessions on how to maximize dps on bosses, right rotations, boss phases, skill optimization for pve.....all PVE....it's a whole different perspective on what other parts of the game are working and what isn't.

    Again...as far as performance on PC, I can assure you ZOS has the answer, they did it for console, Cyrodiil is completely playable at all times no matter the number of people on console. ZOS knows what they need to do, but the end result would kill the visuals you have on PC. Texture maps, draw distance, models....all of it would need to go down several notches. Then they would reduce the particle effects and finally the chatter between the client and server for positional reference. In the end, not sure the PC player would like the downgrade.

    You are never going to stop how people want to group up in Cyrodiil. Zerg, ball group, our small groups. Players will continue to play the way they play, regardless of the changes ZOS makes. Players will adapt and still Zerg and ball.

    I'm tired of pushing the topic, but queued battlegrounds like any other true pvp game has, is the answer. It satisfies small scale, organized pvp, and it forces fixing skills to be more balanced and effective. WoW nailed it with MMO BGs, the model is out there, ZOS just has to make the rewards for Cyrodiil attractive enough so that if they do introduce BGs that Cyrodiil won't be a ghost town like IC already is.

    Again, I think you guys are doing a great job in presenting a hardcore players perspective on the state of the game. I'm just pointing out the perspective is slanted and coming from a PVP mentality. I know SypherPK has tried to include PVE players in the discussion, you had the one guy on mic only the one week....but he never came back.

    Anyways, you take the time to stream and podcast, it brings players to the game, ZOS knows this and in the end they should listen to what you have to say regardless.

    You're right, pve is a totally different mindset and perspective. In fact, fengrush, sypher, and king Richard all said they enjoy vMA very much -- to the extent that they neglected pvp.

    The bug point (I think lefty made it) is that pve won't sustain the game long term. Period. They would have to release an entire zone per month to even get close. Not gonna happen. Pvp is where emegent play happens, where fan bases are.made and solidified. Look at all the top games on twitch. The original reviews of ESO all praised the pvp portion, even though pve was awful at release. Imagine if ESO devs had focused on pvp rather than pve. Would be in a totally different place.

    I can agree with that. You gear in PVE to PVP unless the developer separates the two where pvp gear can be earned though pvp. We sorta had that with AP gear and IC, but both could were BOE so you didn't have to touch PVP. I just don't know if ZOS is going to give more pvp DLCs with what is coming. What is it, Thief's Guild DLC Q2 next year? And I highly doubt any normal patch is going to bring pvp content for FREE. We got IC and that's it for some time.

    ZOS can prove me wrong....that would be awesome.
    ▬ஜ Seeds of War, Piles of Skulls ஜ▬
    ▬▬▬ஜ twitch.tv/uberkull ஜ▬▬▬
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    uberkull wrote: »
    Xsorus wrote: »
    uberkull wrote: »
    FENGRUSH wrote: »
    uberkull wrote: »
    As I enjoy the podcasts, these are all very talented, small scale PvPers, Sypher and Fengrush builds are nice....for pvp. But they hardly represent the entire community across PC and console. If you really want to get a PVE presence, bring Deltia into the mix. He can bring a lot to the table and actually discuss vet dungeon PVE and class skills for PVE.

    As it stands, these guys have biased opinions based on their ability or inability to perform in PvP. AOE cap, Zerg, ball, broken skills for pvp, etc etc. The problem with this bias is that the classes can't be fixed or balanced for just pvp or pve, they are balanced for both. If abilities are nerfed, they get nerfed regardless of the enemy, player or mob. This has to be considered before ZOS acts and changes something.

    Remove AOE cap? How about just create battlegrounds that only have 12 players total? Objective based pvp. AOE cap doesn't impact pve, so it won't be removed. It will just be modified. The core problem is that these pvpers are trying to take out large groups in Cyrodiil solo or in groups of 4, they get zerged and get rolled. Their AOE only affects 6 people in the Zerg. Well, in the end....you really shouldn't expect 4 players to take out a group of 24.

    Stop Zergs? Well....Cyrodiil is designed for large group pvp, it is siege warfare, not a battleground. Numbers will always crush small groups. Zergs cause performance problems? Maybe you should try console, 50v50...no problem on console. The game can handle it, PC ESO just isn't optimized like console was. Console removed a lot of the flare and draw distance, console renders players only when they get closer...otherwise they are black silhouettes. Graphics aren't as sharp and detailed on console, but...hey...Gameplay over eye candy. It's a good balance on console.

    With all that said, if we DON'T have Twitch streamers like this going above and beyond making these Podcasts, this game won't be saved. MMOs require active communities with active players, not casuals. ZOS needs to listen and act quickly or they will lose their core commnutiy that was here from day one. MMOs need their core communities to survive and evolve, bringing new players to the game. How the hell would I know? I was a day one player in WoW, 2004. I played for 10 years straight through all the xpacs and witnessed the cycles of players that stayed, that left, that raged for changes. This is nothing new, the difference is that Blizzard listened and acted quickly, evolving to match their player's needs.

    ZOS devs and designers finally posting on the forum is encouraging. Hopefully we will see results.

    It was stressed a lot on there that we dont want to remove large groups from Cyro - that is how its designed, how its always been, and I actually enjoy fighting on a large battlefield. The difference between a lot of numbers and ball groups is what the meta has become though. You have to acknowledge and understand that difference to understand any of the points being made there.

    Theres nothing wrong with removing AOE caps. As far as PVE perspective goes (it does effect it, you mistated that) - I think we can shed plenty of light on it. The greatest impact youre talking about here is trials where AOE is used against trash mobs. Solution is to amp trash mobs defenses or increase mobs resistance against AOE abilities. Its not rocket science to tackle these issues.

    AOE caps, broken skills, ball groups - these issues effect everyone. To say were biased in a negative way would be misguided. As I said on the podcast, Id hope the game would be moved back towards equality in terms of balance. As it stands today, its actually imbalanced and favoring large groups. Large groups get more AP, passive defenses and ultimately the ball group style doesnt help with performance - it hurts it. Making the game equal and discouraging ball groups would 1) help performance and 2) make things fair. Personally, itd make PvP a lot more interesting too - but thats just a bonus on trying to make the game playable again.

    Hey man, I get it, and I'm with you on most points. But there is no denying the podcast is all pure pvpers. I enjoyed watching your stream the other week when you had the day off and grinded all day on Maelstrom Arena(another bow please), but you were heading right back to pvp once you got the weapons you wanted. You said it yourself, You focus on pvp, and the opinions of the podcast originate from a pvp perspective.

    PvP != PVE.

    Trash mobs aren't really considered an AOE burden, so if you're hitting 6 out of 20..you move 1 inch and you hit another 6. Again, the AOE cap is really a issue in pvp.

    I'm sure you have seen Deltia stream before, when he runs the training sessions on how to maximize dps on bosses, right rotations, boss phases, skill optimization for pve.....all PVE....it's a whole different perspective on what other parts of the game are working and what isn't.

    Again...as far as performance on PC, I can assure you ZOS has the answer, they did it for console, Cyrodiil is completely playable at all times no matter the number of people on console. ZOS knows what they need to do, but the end result would kill the visuals you have on PC. Texture maps, draw distance, models....all of it would need to go down several notches. Then they would reduce the particle effects and finally the chatter between the client and server for positional reference. In the end, not sure the PC player would like the downgrade.

    You are never going to stop how people want to group up in Cyrodiil. Zerg, ball group, our small groups. Players will continue to play the way they play, regardless of the changes ZOS makes. Players will adapt and still Zerg and ball.

    I'm tired of pushing the topic, but queued battlegrounds like any other true pvp game has, is the answer. It satisfies small scale, organized pvp, and it forces fixing skills to be more balanced and effective. WoW nailed it with MMO BGs, the model is out there, ZOS just has to make the rewards for Cyrodiil attractive enough so that if they do introduce BGs that Cyrodiil won't be a ghost town like IC already is.

    Again, I think you guys are doing a great job in presenting a hardcore players perspective on the state of the game. I'm just pointing out the perspective is slanted and coming from a PVP mentality. I know SypherPK has tried to include PVE players in the discussion, you had the one guy on mic only the one week....but he never came back.

    Anyways, you take the time to stream and podcast, it brings players to the game, ZOS knows this and in the end they should listen to what you have to say regardless.

    Ummm...How about no...WoW most certainly did not nail it with MMO Bgs

    In fact out of all the games released to date...WoW managed to do it the worst..

    There has only been two games to date that have managed to make BGs somewhat decent in comparison to mass scale pvp

    Warhammer Online and SWTOR (Huttball)

    So building a game around that because you think AOE caps shouldn't be removed for some odd reason blows my mind..Since you can look at the game this was trying to copy (DAOC) and see it works just fine and can support all modes of PVP just fine.

    I can give a *** if they remove AOE caps or not. That's not the root of the problem.

    And if you're gonna argue against the most successful MMO of all time, I'm not gonna fight that battle. Warhammer came and went during WOW and SWTOR is now a free to play sandbox. Yet WoW can still justify a monthly sub to play and pull in over 5 million subscribers in this era of free to play MMOs with micro transactions.

    And somehow Arenas in WoW (which orignated from the pvp balancing and fine tuning of WoW BGs) is a eSport for the past 5 years.

    Yea....WoW got it wrong.

    Nobody denies wow was successful. Still that is mainly due to pve and not the pvp part of the game. They certainly did not nail it with arenas/battlegrounds.
    It´s solely an "esport" because wow has the playerbase to draw from in the first place (right time of release being the factor before all other here) and the money to keep people attracted / coming back over several years.

    You can´t measure the quality of pvp by a games overall success (because mainly due to wow pvp became niche gameplay in mmos). If EA would not have been to greedy to continue paying the warhammer license i´d play warhammer bgs over wow any day of the week.

    In terms of BGs Huttball in swtor was easily the best designed map to date in any game i´ve played (pretty much all western mmos since the release of daoc in 2002).

    Also calling swtor a sandbox - do you know what that word means?
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Sypher
    Sypher
    ✭✭✭✭✭
    ✭✭✭
    DC Dragonknight 'Sypher - AD Nightblade Sypher Ali - AD Sorcerer Sypher Sensei - EP Sorcerer Sypharian - DC Templar Ali Sypher

    Youtube: www.youtube.com/SypherPK
    Twitch: www.twitch.tv/SypherPK
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    I want whatever @FENGRUSH wants.

    Lord Fengrush wants you to stop zerging.

    Only if Lord @FENGRUSH directly PMs me. Then once I been braced by his awesomeness may it happen.

    Part of the terms is me running with Lord @Fengrush so I don't need a zerg as I have him to protect me, I shall purge him all he wants and spam it.

    What you're going for: Funny
    How it translates: Sad
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  • Uberkull
    Uberkull
    ✭✭✭✭✭
    Derra wrote: »
    uberkull wrote: »
    Xsorus wrote: »
    uberkull wrote: »
    FENGRUSH wrote: »
    uberkull wrote: »
    As I enjoy the podcasts, these are all very talented, small scale PvPers, Sypher and Fengrush builds are nice....for pvp. But they hardly represent the entire community across PC and console. If you really want to get a PVE presence, bring Deltia into the mix. He can bring a lot to the table and actually discuss vet dungeon PVE and class skills for PVE.

    As it stands, these guys have biased opinions based on their ability or inability to perform in PvP. AOE cap, Zerg, ball, broken skills for pvp, etc etc. The problem with this bias is that the classes can't be fixed or balanced for just pvp or pve, they are balanced for both. If abilities are nerfed, they get nerfed regardless of the enemy, player or mob. This has to be considered before ZOS acts and changes something.

    Remove AOE cap? How about just create battlegrounds that only have 12 players total? Objective based pvp. AOE cap doesn't impact pve, so it won't be removed. It will just be modified. The core problem is that these pvpers are trying to take out large groups in Cyrodiil solo or in groups of 4, they get zerged and get rolled. Their AOE only affects 6 people in the Zerg. Well, in the end....you really shouldn't expect 4 players to take out a group of 24.

    Stop Zergs? Well....Cyrodiil is designed for large group pvp, it is siege warfare, not a battleground. Numbers will always crush small groups. Zergs cause performance problems? Maybe you should try console, 50v50...no problem on console. The game can handle it, PC ESO just isn't optimized like console was. Console removed a lot of the flare and draw distance, console renders players only when they get closer...otherwise they are black silhouettes. Graphics aren't as sharp and detailed on console, but...hey...Gameplay over eye candy. It's a good balance on console.

    With all that said, if we DON'T have Twitch streamers like this going above and beyond making these Podcasts, this game won't be saved. MMOs require active communities with active players, not casuals. ZOS needs to listen and act quickly or they will lose their core commnutiy that was here from day one. MMOs need their core communities to survive and evolve, bringing new players to the game. How the hell would I know? I was a day one player in WoW, 2004. I played for 10 years straight through all the xpacs and witnessed the cycles of players that stayed, that left, that raged for changes. This is nothing new, the difference is that Blizzard listened and acted quickly, evolving to match their player's needs.

    ZOS devs and designers finally posting on the forum is encouraging. Hopefully we will see results.

    It was stressed a lot on there that we dont want to remove large groups from Cyro - that is how its designed, how its always been, and I actually enjoy fighting on a large battlefield. The difference between a lot of numbers and ball groups is what the meta has become though. You have to acknowledge and understand that difference to understand any of the points being made there.

    Theres nothing wrong with removing AOE caps. As far as PVE perspective goes (it does effect it, you mistated that) - I think we can shed plenty of light on it. The greatest impact youre talking about here is trials where AOE is used against trash mobs. Solution is to amp trash mobs defenses or increase mobs resistance against AOE abilities. Its not rocket science to tackle these issues.

    AOE caps, broken skills, ball groups - these issues effect everyone. To say were biased in a negative way would be misguided. As I said on the podcast, Id hope the game would be moved back towards equality in terms of balance. As it stands today, its actually imbalanced and favoring large groups. Large groups get more AP, passive defenses and ultimately the ball group style doesnt help with performance - it hurts it. Making the game equal and discouraging ball groups would 1) help performance and 2) make things fair. Personally, itd make PvP a lot more interesting too - but thats just a bonus on trying to make the game playable again.

    Hey man, I get it, and I'm with you on most points. But there is no denying the podcast is all pure pvpers. I enjoyed watching your stream the other week when you had the day off and grinded all day on Maelstrom Arena(another bow please), but you were heading right back to pvp once you got the weapons you wanted. You said it yourself, You focus on pvp, and the opinions of the podcast originate from a pvp perspective.

    PvP != PVE.

    Trash mobs aren't really considered an AOE burden, so if you're hitting 6 out of 20..you move 1 inch and you hit another 6. Again, the AOE cap is really a issue in pvp.

    I'm sure you have seen Deltia stream before, when he runs the training sessions on how to maximize dps on bosses, right rotations, boss phases, skill optimization for pve.....all PVE....it's a whole different perspective on what other parts of the game are working and what isn't.

    Again...as far as performance on PC, I can assure you ZOS has the answer, they did it for console, Cyrodiil is completely playable at all times no matter the number of people on console. ZOS knows what they need to do, but the end result would kill the visuals you have on PC. Texture maps, draw distance, models....all of it would need to go down several notches. Then they would reduce the particle effects and finally the chatter between the client and server for positional reference. In the end, not sure the PC player would like the downgrade.

    You are never going to stop how people want to group up in Cyrodiil. Zerg, ball group, our small groups. Players will continue to play the way they play, regardless of the changes ZOS makes. Players will adapt and still Zerg and ball.

    I'm tired of pushing the topic, but queued battlegrounds like any other true pvp game has, is the answer. It satisfies small scale, organized pvp, and it forces fixing skills to be more balanced and effective. WoW nailed it with MMO BGs, the model is out there, ZOS just has to make the rewards for Cyrodiil attractive enough so that if they do introduce BGs that Cyrodiil won't be a ghost town like IC already is.

    Again, I think you guys are doing a great job in presenting a hardcore players perspective on the state of the game. I'm just pointing out the perspective is slanted and coming from a PVP mentality. I know SypherPK has tried to include PVE players in the discussion, you had the one guy on mic only the one week....but he never came back.

    Anyways, you take the time to stream and podcast, it brings players to the game, ZOS knows this and in the end they should listen to what you have to say regardless.

    Ummm...How about no...WoW most certainly did not nail it with MMO Bgs

    In fact out of all the games released to date...WoW managed to do it the worst..

    There has only been two games to date that have managed to make BGs somewhat decent in comparison to mass scale pvp

    Warhammer Online and SWTOR (Huttball)

    So building a game around that because you think AOE caps shouldn't be removed for some odd reason blows my mind..Since you can look at the game this was trying to copy (DAOC) and see it works just fine and can support all modes of PVP just fine.

    I can give a *** if they remove AOE caps or not. That's not the root of the problem.

    And if you're gonna argue against the most successful MMO of all time, I'm not gonna fight that battle. Warhammer came and went during WOW and SWTOR is now a free to play sandbox. Yet WoW can still justify a monthly sub to play and pull in over 5 million subscribers in this era of free to play MMOs with micro transactions.

    And somehow Arenas in WoW (which orignated from the pvp balancing and fine tuning of WoW BGs) is a eSport for the past 5 years.

    Yea....WoW got it wrong.

    Nobody denies wow was successful. Still that is mainly due to pve and not the pvp part of the game. They certainly did not nail it with arenas/battlegrounds.
    It´s solely an "esport" because wow has the playerbase to draw from in the first place (right time of release being the factor before all other here) and the money to keep people attracted / coming back over several years.

    You can´t measure the quality of pvp by a games overall success (because mainly due to wow pvp became niche gameplay in mmos). If EA would not have been to greedy to continue paying the warhammer license i´d play warhammer bgs over wow any day of the week.

    In terms of BGs Huttball in swtor was easily the best designed map to date in any game i´ve played (pretty much all western mmos since the release of daoc in 2002).

    Also calling swtor a sandbox - do you know what that word means?

    So because WoW has held a player base for 11 years, it's only because of its PVE....yea, ok.

    SWTOR is becoming so unstructured and open, that I believe is where the sandbox term applies. Yea, sure there is still progression, but I can bypass a lot of it now. They are just trying to hold players. And you think EA is going to keep this MMO alive for much longer? I bet that license isn't cheap either.

    I've made my point and don't want to derail the thread.

    I will continue to say that what Sypher and the team is doing is very beneficial to the community and appreciated. It just needs a solid PVE perspective each week.
    ▬ஜ Seeds of War, Piles of Skulls ஜ▬
    ▬▬▬ஜ twitch.tv/uberkull ஜ▬▬▬
  • _Chaos
    _Chaos
    ✭✭✭✭✭
    uberkull wrote: »
    Derra wrote: »
    uberkull wrote: »
    Xsorus wrote: »
    uberkull wrote: »
    FENGRUSH wrote: »
    uberkull wrote: »
    As I enjoy the podcasts, these are all very talented, small scale PvPers, Sypher and Fengrush builds are nice....for pvp. But they hardly represent the entire community across PC and console. If you really want to get a PVE presence, bring Deltia into the mix. He can bring a lot to the table and actually discuss vet dungeon PVE and class skills for PVE.

    As it stands, these guys have biased opinions based on their ability or inability to perform in PvP. AOE cap, Zerg, ball, broken skills for pvp, etc etc. The problem with this bias is that the classes can't be fixed or balanced for just pvp or pve, they are balanced for both. If abilities are nerfed, they get nerfed regardless of the enemy, player or mob. This has to be considered before ZOS acts and changes something.

    Remove AOE cap? How about just create battlegrounds that only have 12 players total? Objective based pvp. AOE cap doesn't impact pve, so it won't be removed. It will just be modified. The core problem is that these pvpers are trying to take out large groups in Cyrodiil solo or in groups of 4, they get zerged and get rolled. Their AOE only affects 6 people in the Zerg. Well, in the end....you really shouldn't expect 4 players to take out a group of 24.

    Stop Zergs? Well....Cyrodiil is designed for large group pvp, it is siege warfare, not a battleground. Numbers will always crush small groups. Zergs cause performance problems? Maybe you should try console, 50v50...no problem on console. The game can handle it, PC ESO just isn't optimized like console was. Console removed a lot of the flare and draw distance, console renders players only when they get closer...otherwise they are black silhouettes. Graphics aren't as sharp and detailed on console, but...hey...Gameplay over eye candy. It's a good balance on console.

    With all that said, if we DON'T have Twitch streamers like this going above and beyond making these Podcasts, this game won't be saved. MMOs require active communities with active players, not casuals. ZOS needs to listen and act quickly or they will lose their core commnutiy that was here from day one. MMOs need their core communities to survive and evolve, bringing new players to the game. How the hell would I know? I was a day one player in WoW, 2004. I played for 10 years straight through all the xpacs and witnessed the cycles of players that stayed, that left, that raged for changes. This is nothing new, the difference is that Blizzard listened and acted quickly, evolving to match their player's needs.

    ZOS devs and designers finally posting on the forum is encouraging. Hopefully we will see results.

    It was stressed a lot on there that we dont want to remove large groups from Cyro - that is how its designed, how its always been, and I actually enjoy fighting on a large battlefield. The difference between a lot of numbers and ball groups is what the meta has become though. You have to acknowledge and understand that difference to understand any of the points being made there.

    Theres nothing wrong with removing AOE caps. As far as PVE perspective goes (it does effect it, you mistated that) - I think we can shed plenty of light on it. The greatest impact youre talking about here is trials where AOE is used against trash mobs. Solution is to amp trash mobs defenses or increase mobs resistance against AOE abilities. Its not rocket science to tackle these issues.

    AOE caps, broken skills, ball groups - these issues effect everyone. To say were biased in a negative way would be misguided. As I said on the podcast, Id hope the game would be moved back towards equality in terms of balance. As it stands today, its actually imbalanced and favoring large groups. Large groups get more AP, passive defenses and ultimately the ball group style doesnt help with performance - it hurts it. Making the game equal and discouraging ball groups would 1) help performance and 2) make things fair. Personally, itd make PvP a lot more interesting too - but thats just a bonus on trying to make the game playable again.

    Hey man, I get it, and I'm with you on most points. But there is no denying the podcast is all pure pvpers. I enjoyed watching your stream the other week when you had the day off and grinded all day on Maelstrom Arena(another bow please), but you were heading right back to pvp once you got the weapons you wanted. You said it yourself, You focus on pvp, and the opinions of the podcast originate from a pvp perspective.

    PvP != PVE.

    Trash mobs aren't really considered an AOE burden, so if you're hitting 6 out of 20..you move 1 inch and you hit another 6. Again, the AOE cap is really a issue in pvp.

    I'm sure you have seen Deltia stream before, when he runs the training sessions on how to maximize dps on bosses, right rotations, boss phases, skill optimization for pve.....all PVE....it's a whole different perspective on what other parts of the game are working and what isn't.

    Again...as far as performance on PC, I can assure you ZOS has the answer, they did it for console, Cyrodiil is completely playable at all times no matter the number of people on console. ZOS knows what they need to do, but the end result would kill the visuals you have on PC. Texture maps, draw distance, models....all of it would need to go down several notches. Then they would reduce the particle effects and finally the chatter between the client and server for positional reference. In the end, not sure the PC player would like the downgrade.

    You are never going to stop how people want to group up in Cyrodiil. Zerg, ball group, our small groups. Players will continue to play the way they play, regardless of the changes ZOS makes. Players will adapt and still Zerg and ball.

    I'm tired of pushing the topic, but queued battlegrounds like any other true pvp game has, is the answer. It satisfies small scale, organized pvp, and it forces fixing skills to be more balanced and effective. WoW nailed it with MMO BGs, the model is out there, ZOS just has to make the rewards for Cyrodiil attractive enough so that if they do introduce BGs that Cyrodiil won't be a ghost town like IC already is.

    Again, I think you guys are doing a great job in presenting a hardcore players perspective on the state of the game. I'm just pointing out the perspective is slanted and coming from a PVP mentality. I know SypherPK has tried to include PVE players in the discussion, you had the one guy on mic only the one week....but he never came back.

    Anyways, you take the time to stream and podcast, it brings players to the game, ZOS knows this and in the end they should listen to what you have to say regardless.

    Ummm...How about no...WoW most certainly did not nail it with MMO Bgs

    In fact out of all the games released to date...WoW managed to do it the worst..

    There has only been two games to date that have managed to make BGs somewhat decent in comparison to mass scale pvp

    Warhammer Online and SWTOR (Huttball)

    So building a game around that because you think AOE caps shouldn't be removed for some odd reason blows my mind..Since you can look at the game this was trying to copy (DAOC) and see it works just fine and can support all modes of PVP just fine.

    I can give a *** if they remove AOE caps or not. That's not the root of the problem.

    And if you're gonna argue against the most successful MMO of all time, I'm not gonna fight that battle. Warhammer came and went during WOW and SWTOR is now a free to play sandbox. Yet WoW can still justify a monthly sub to play and pull in over 5 million subscribers in this era of free to play MMOs with micro transactions.

    And somehow Arenas in WoW (which orignated from the pvp balancing and fine tuning of WoW BGs) is a eSport for the past 5 years.

    Yea....WoW got it wrong.

    Nobody denies wow was successful. Still that is mainly due to pve and not the pvp part of the game. They certainly did not nail it with arenas/battlegrounds.
    It´s solely an "esport" because wow has the playerbase to draw from in the first place (right time of release being the factor before all other here) and the money to keep people attracted / coming back over several years.

    You can´t measure the quality of pvp by a games overall success (because mainly due to wow pvp became niche gameplay in mmos). If EA would not have been to greedy to continue paying the warhammer license i´d play warhammer bgs over wow any day of the week.

    In terms of BGs Huttball in swtor was easily the best designed map to date in any game i´ve played (pretty much all western mmos since the release of daoc in 2002).

    Also calling swtor a sandbox - do you know what that word means?

    So because WoW has held a player base for 11 years, it's only because of its PVE....yea, ok.

    SWTOR is becoming so unstructured and open, that I believe is where the sandbox term applies. Yea, sure there is still progression, but I can bypass a lot of it now. They are just trying to hold players. And you think EA is going to keep this MMO alive for much longer? I bet that license isn't cheap either.

    I've made my point and don't want to derail the thread.

    I will continue to say that what Sypher and the team is doing is very beneficial to the community and appreciated. It just needs a solid PVE perspective each week.

    Da *** does a PVP podcast need a PVE perspective for?
    'Chaos
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