@Fengrush - AOE cap
Watched the stream. All of it. Good discussion, but man....you continue to beat a dead horse with the AOE cap.
Let me break it down...
1) In some form there has to be an AOE cap. Maybe 6 is to little, but it has to be there.
2) The DK video Sypher showed to try to give and example of how the AOE cap is a negative. I'm sorry, that DK should die everytime in that situation. First he leaped from the tower onto a capture flag, that should be some fall damage. Second, the group capturing the flag has to be in close proximity to capture the flag, so the AOE cap works exactly as intended here. Perfect reason why the AOE cap should exist.
3) If you run with a group of 4 and encounter a group of 24 with half a brain, your group of 4 should die EVERYTIME. It's straight out numbers and dps. If I'm in the group of 24 and we're all mic'ed and your group of 4 gets the jump, first thing I do is shout 'spread out' as much as possible given the area. Then I identify the healer in your group of 4, if none then I take out the biggest threat first, 'focus 24 dps on Fengrush and burn him down'. If your attack somehow took out 10 of us to start, never happen on a org grp, but fine 'focus 14 dps on Fengrush'. Your out of the picture, on to the next one. Eventually your group will lose to any half way decent organized, large group.
What you get pissed about is that you run into large pugs and still get beat, or get unexpected results, and throw out AOE cap as the reason for your demise. Bottomline, the game would be designed wrong if you are able to take out 5x the amount of players with a substantially smaller group.
4) Moving on to the AOE cap. Let's throw out a real world example. Gernade fragmentation. You throw a grenade into a group of soldiers, the fragmentation is going to effect the immediate area of where the grenade landed. The outwards fragmentation of the grenade, the shrapnel, is going to spray out and effect other soldiers but to a lesser degree because the bodies around the gernades impact area took a majority of the damage. The soldiers on the outer perimeter of the grenade blast may not get hit at all depending on distance.
Now, maybe you say 'it's a video game, we're fukin magical, we can shoot lighting out of our hands....real world shouldn't apply'. Then let's look at a popular gaming engine and see how it works. This developer goes through a lot of tech speak and coding practices, so not to bore you(I don't know your line of work)...you can fast forward to 6:45 and listen how he explains the AOE impact that the grenade has based on the code methods and variables provided by the Unity engine. The Unity engine itself has methods(functions) that support AOE impact and how much it damages players not directly at the area of impact.http://youtu.be/PVfXDvfn8hs
Again, if it's boring bs, it is what it is, I've been coding for over 20 years and I get the reasoning behind what ZOS wants to do with AOE caps.
So you say, 'well ball groups are all at the point of impact, they should all take the damage from my aoe'. They should take MORE damage, but not all. If we go back to the real world example, bodies will shield other bodies therefore limiting the damage to other people in the area of effect. So a simplistic AOE cap simulates this, 6 get all the damage, the others get 50% less damage, etc. THIS is where the problem lies with how ZOS is approaching the AOE issue.
How to fix it?
Ball groups would NEVER exist if there was player collision detection, more specifically players should not be able to walk through each other. You implement that, you eliminate ball groups. Period, the end. If they still want to tightly pack...good luck moving. The players in the center of the mass would be trapped like their in a mosh pit. No ones going anywhere.
Of course the reason ZOS and other developers don't have collision implemented for players is griefing. Want to get into the bank? ...not happening cause some fools are afk parked in front of the bank door. Wanna visit the guild traders?...nope, a circle of afk players surround the traders. In PVP...Want storm a keep? Forget it cause now ball groups just turned into old fashion civil war tactics. Frontline, next line, next line, next line...100 players stacked in lines of 10. Better get the sieges out and prepare for a 3 hour war on a single keep.
ZOS can't add collision detection on players where they would be solid objects, so they need to have a AOE cap to spread damage out. Is 6 the right number? Not sure....is 6 the magic number for the long term planned arena? 6v6? Maybe that's why it's set at this number at this time.
Long read, but I'd be surprised if Eric said anything different...if he actually ever speaks on the topic.
-Uber
I kinda started skipping the second half of the post becuase youre saying people shouldnt win 1:5 just because.
Your solution is they should put in player collison - theres a reason it was never put in the game: 1) performance 2) they dont want players to block others and *troll*. I like collision, but its not happening.
Cool, thanks for glossing over it. *** it then. I pointed out a actual gaming engine that incorporates AOE cap for a reason. I pointed out why collision detection won't work. But you go ahead and keep whining about ball groups, makes for great podcasts.
Absolutely right, there shouldn't be a game design in where evenly skilled people could win a battle 1v5. Those 5 skilled pvp players should be able to, within the design of the game, be able to roll the 1vx. No god damn AOE should be a nuke, leveling an entire group. That's just a one-button win mechanic. Pointless.
You wanna continue to run sewers and gank noobs, go for it, but the AOE cap is there and you'll have to figure out how to work around it. I'll be interested to see what the new complaint is once arena rolls around in 2017.
Thats not the issue - its AOE caps protecting people who would otherwise win.
@uberkull Who's talking about 1vX'ing evenly skilled players? You're missing the point
AOE cap is there with the intention to mitigate the damage a AOE spell does over an area, regardless of the pvp players skill. Because the noob player is bunching up because of it, doesn't mean 'just remove it' because that leads to one-button nukes and supports gankers, which most of the 1vX *** is anyways.
If 'pvpers' want to stream running after a huge Zerg, trying to pull out a random to gank him and the entire group turns around and rolls you, don't whine like a little ***. You rolled up in there and got face stomped. Don't blame the game.
This post illustrates your complete lack of understanding of the issue.
Rust_in_Peace wrote: »Just want to point out that there are MMOs out there with player collision where if you push against the other player they will move so you can't actually block anyone from doing anything. It's actually more dangerous to go AFK near a ledge and get pushed off and fall to your death.
@uberkull Who's talking about 1vX'ing evenly skilled players? You're missing the point
AOE cap is there with the intention to mitigate the damage a AOE spell does over an area, regardless of the pvp players skill. Because the noob player is bunching up because of it, doesn't mean 'just remove it' because that leads to one-button nukes and supports gankers, which most of the 1vX *** is anyways.
If 'pvpers' want to stream running after a huge Zerg, trying to pull out a random to gank him and the entire group turns around and rolls you, don't whine like a little ***. You rolled up in there and got face stomped. Don't blame the game.
This post illustrates your complete lack of understanding of the issue.
Cool...explain it then. Because if you watch the podcast, that's exactly why the PVP PLAYERS on a PVP PODCAST want it removed. So that the ball group noobs can't survive the mighty attack of the ganker.
Dance around it, in the end....thats what all the whining is about from a pvp perspective. The gankers want their AOE attacks to hit everything within the radius of the spell, at full damage. Period. The end.
We are not talking about PVE trash mobs on this thread. So don't bring it up.
@uberkull Who's talking about 1vX'ing evenly skilled players? You're missing the point
AOE cap is there with the intention to mitigate the damage a AOE spell does over an area, regardless of the pvp players skill. Because the noob player is bunching up because of it, doesn't mean 'just remove it' because that leads to one-button nukes and supports gankers, which most of the 1vX *** is anyways.
If 'pvpers' want to stream running after a huge Zerg, trying to pull out a random to gank him and the entire group turns around and rolls you, don't whine like a little ***. You rolled up in there and got face stomped. Don't blame the game.
This post illustrates your complete lack of understanding of the issue.
Cool...explain it then. Because if you watch the podcast, that's exactly why the PVP PLAYERS on a PVP PODCAST want it removed. So that the ball group noobs can't survive the mighty attack of the ganker.
Dance around it, in the end....thats what all the whining is about from a pvp perspective. The gankers want their AOE attacks to hit everything within the radius of the spell, at full damage. Period. The end.
We are not talking about PVE trash mobs on this thread. So don't bring it up.
Half the players on the Podcast last night were not "gankers", and I don't consider the others that either. I play in groups size 12+ and am a healer, so AOE cap removal would impact me in the worst possible way. Yet I still want it to be removed. How long was the discussion last night in any case? If you want more detailed discussion, go to the AOE cap thread: http://forums.elderscrollsonline.com/en/discussion/232730/aoe-caps-discussion/p1 . Most all people I've talked to that run in these "ball groups", myself included, want this change. We don't think it's fair.
Maybe next time you can do some research on the subject. I pity anyone that hires you as a consultant.
@uberkull Who's talking about 1vX'ing evenly skilled players? You're missing the point
AOE cap is there with the intention to mitigate the damage a AOE spell does over an area, regardless of the pvp players skill. Because the noob player is bunching up because of it, doesn't mean 'just remove it' because that leads to one-button nukes and supports gankers, which most of the 1vX *** is anyways.
If 'pvpers' want to stream running after a huge Zerg, trying to pull out a random to gank him and the entire group turns around and rolls you, don't whine like a little ***. You rolled up in there and got face stomped. Don't blame the game.
This post illustrates your complete lack of understanding of the issue.
Cool...explain it then. Because if you watch the podcast, that's exactly why the PVP PLAYERS on a PVP PODCAST want it removed. So that the ball group noobs can't survive the mighty attack of the ganker.
Dance around it, in the end....thats what all the whining is about from a pvp perspective. The gankers want their AOE attacks to hit everything within the radius of the spell, at full damage. Period. The end.
We are not talking about PVE trash mobs on this thread. So don't bring it up.
Half the players on the Podcast last night were not "gankers", and I don't consider the others that either. I play in groups size 12+ and am a healer, so AOE cap removal would impact me in the worst possible way. Yet I still want it to be removed. How long was the discussion last night in any case? If you want more detailed discussion, go to the AOE cap thread: http://forums.elderscrollsonline.com/en/discussion/232730/aoe-caps-discussion/p1 . Most all people I've talked to that run in these "ball groups", myself included, want this change. We don't think it's fair.
Maybe next time you can do some research on the subject. I pity anyone that hires you as a consultant.
You still completely failed to explain your version of what a AOE cap is and why it's bad. I gave you the facts and they are spot on. I read the thread AOE Caps thread, and Eric isn't budging. Maybe stop assuming what I read or think.
So seriously, how about you come here with some facts and instead of admitting you play like a noob in a baller group? You basically are the problem if you play in a baller group. Why the hell would you even play in such a scrub style?
Oh, 'we don't think it's fair', but sure as ***, you log on and look forward to rolling with your baller group.
That makes complete sense.
@uberkull Who's talking about 1vX'ing evenly skilled players? You're missing the point
AOE cap is there with the intention to mitigate the damage a AOE spell does over an area, regardless of the pvp players skill. Because the noob player is bunching up because of it, doesn't mean 'just remove it' because that leads to one-button nukes and supports gankers, which most of the 1vX *** is anyways.
If 'pvpers' want to stream running after a huge Zerg, trying to pull out a random to gank him and the entire group turns around and rolls you, don't whine like a little ***. You rolled up in there and got face stomped. Don't blame the game.
This post illustrates your complete lack of understanding of the issue.
Cool...explain it then. Because if you watch the podcast, that's exactly why the PVP PLAYERS on a PVP PODCAST want it removed. So that the ball group noobs can't survive the mighty attack of the ganker.
Dance around it, in the end....thats what all the whining is about from a pvp perspective. The gankers want their AOE attacks to hit everything within the radius of the spell, at full damage. Period. The end.
We are not talking about PVE trash mobs on this thread. So don't bring it up.
Half the players on the Podcast last night were not "gankers", and I don't consider the others that either. I play in groups size 12+ and am a healer, so AOE cap removal would impact me in the worst possible way. Yet I still want it to be removed. How long was the discussion last night in any case? If you want more detailed discussion, go to the AOE cap thread: http://forums.elderscrollsonline.com/en/discussion/232730/aoe-caps-discussion/p1 . Most all people I've talked to that run in these "ball groups", myself included, want this change. We don't think it's fair.
Maybe next time you can do some research on the subject. I pity anyone that hires you as a consultant.
You still completely failed to explain your version of what a AOE cap is and why it's bad. I gave you the facts and they are spot on. I read the thread AOE Caps thread, and Eric isn't budging. Maybe stop assuming what I read or think.
So seriously, how about you come here with some facts and instead of admitting you play like a noob in a baller group? You basically are the problem if you play in a baller group. Why the hell would you even play in such a scrub style?
Oh, 'we don't think it's fair', but sure as ***, you log on and look forward to rolling with your baller group.
That makes complete sense.
Haha....don't feel sorry for those who hire me as a consultant. There are many clients who need experienced pros that solve technology problems. Looks like I solved another by identifying your problem, you play in a baller group. That ones free, next ones $250 an hour.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
@uberkull Who's talking about 1vX'ing evenly skilled players? You're missing the point
AOE cap is there with the intention to mitigate the damage a AOE spell does over an area, regardless of the pvp players skill. Because the noob player is bunching up because of it, doesn't mean 'just remove it' because that leads to one-button nukes and supports gankers, which most of the 1vX *** is anyways.
If 'pvpers' want to stream running after a huge Zerg, trying to pull out a random to gank him and the entire group turns around and rolls you, don't whine like a little ***. You rolled up in there and got face stomped. Don't blame the game.
This post illustrates your complete lack of understanding of the issue.
Cool...explain it then. Because if you watch the podcast, that's exactly why the PVP PLAYERS on a PVP PODCAST want it removed. So that the ball group noobs can't survive the mighty attack of the ganker.
Dance around it, in the end....thats what all the whining is about from a pvp perspective. The gankers want their AOE attacks to hit everything within the radius of the spell, at full damage. Period. The end.
We are not talking about PVE trash mobs on this thread. So don't bring it up.
Half the players on the Podcast last night were not "gankers", and I don't consider the others that either. I play in groups size 12+ and am a healer, so AOE cap removal would impact me in the worst possible way. Yet I still want it to be removed. How long was the discussion last night in any case? If you want more detailed discussion, go to the AOE cap thread: http://forums.elderscrollsonline.com/en/discussion/232730/aoe-caps-discussion/p1 . Most all people I've talked to that run in these "ball groups", myself included, want this change. We don't think it's fair.
Maybe next time you can do some research on the subject. I pity anyone that hires you as a consultant.
You still completely failed to explain your version of what a AOE cap is and why it's bad. I gave you the facts and they are spot on. I read the thread AOE Caps thread, and Eric isn't budging. Maybe stop assuming what I read or think.
So seriously, how about you come here with some facts and instead of admitting you play like a noob in a baller group? You basically are the problem if you play in a baller group. Why the hell would you even play in such a scrub style?
Oh, 'we don't think it's fair', but sure as ***, you log on and look forward to rolling with your baller group.
That makes complete sense.
I explained my thoughts on this issue in numerous posts in that very thread, if you had bothered to read it like you claim you did. I'm not assuming anything. You're just not paying attention or didn't read it. Own up to one of them at least. Also, Eric is simply avoiding the issue, nothing else.
As for the bolded part... you're just a complete moron.
I log on and look forward to playing with my friends. That's all. Whether we have 4 people in group or 20 it's whatever. I play in any size group. Again, just not knowing what you are talking about. Like I said, go do some research before you want to come rushing into a topic you know nothing about.
Lol. You run in a baller group, you said it, you are part of the problem. You add to the lag, you benefit from the AOE cap, and yet you 'say' you want to get rid of the AOE cap.Most all people I've talked to that run in these "ball groups", myself included, want this change. We don't think it's fair.
@uberkull Who's talking about 1vX'ing evenly skilled players? You're missing the point
AOE cap is there with the intention to mitigate the damage a AOE spell does over an area, regardless of the pvp players skill. Because the noob player is bunching up because of it, doesn't mean 'just remove it' because that leads to one-button nukes and supports gankers, which most of the 1vX *** is anyways.
If 'pvpers' want to stream running after a huge Zerg, trying to pull out a random to gank him and the entire group turns around and rolls you, don't whine like a little ***. You rolled up in there and got face stomped. Don't blame the game.
This post illustrates your complete lack of understanding of the issue.
Cool...explain it then. Because if you watch the podcast, that's exactly why the PVP PLAYERS on a PVP PODCAST want it removed. So that the ball group noobs can't survive the mighty attack of the ganker.
Dance around it, in the end....thats what all the whining is about from a pvp perspective. The gankers want their AOE attacks to hit everything within the radius of the spell, at full damage. Period. The end.
We are not talking about PVE trash mobs on this thread. So don't bring it up.
Half the players on the Podcast last night were not "gankers", and I don't consider the others that either. I play in groups size 12+ and am a healer, so AOE cap removal would impact me in the worst possible way. Yet I still want it to be removed. How long was the discussion last night in any case? If you want more detailed discussion, go to the AOE cap thread: http://forums.elderscrollsonline.com/en/discussion/232730/aoe-caps-discussion/p1 . Most all people I've talked to that run in these "ball groups", myself included, want this change. We don't think it's fair.
Maybe next time you can do some research on the subject. I pity anyone that hires you as a consultant.
You still completely failed to explain your version of what a AOE cap is and why it's bad. I gave you the facts and they are spot on. I read the thread AOE Caps thread, and Eric isn't budging. Maybe stop assuming what I read or think.
So seriously, how about you come here with some facts and instead of admitting you play like a noob in a baller group? You basically are the problem if you play in a baller group. Why the hell would you even play in such a scrub style?
Oh, 'we don't think it's fair', but sure as ***, you log on and look forward to rolling with your baller group.
That makes complete sense.
I explained my thoughts on this issue in numerous posts in that very thread, if you had bothered to read it like you claim you did. I'm not assuming anything. You're just not paying attention or didn't read it. Own up to one of them at least. Also, Eric is simply avoiding the issue, nothing else.
As for the bolded part... you're just a complete moron.
I log on and look forward to playing with my friends. That's all. Whether we have 4 people in group or 20 it's whatever. I play in any size group. Again, just not knowing what you are talking about. Like I said, go do some research before you want to come rushing into a topic you know nothing about.Lol. You run in a baller group, you said it, you are part of the problem. You add to the lag, you benefit from the AOE cap, and yet you 'say' you want to get rid of the AOE cap.Most all people I've talked to that run in these "ball groups", myself included, want this change. We don't think it's fair.
So why not help fix the core issue now? Try saying, 'Hey guys, spread out and let's flank or break up into groups of 4". Nope...you just roll with it and pile on top of each other and continue to be the root cause. Brilliant.
I wouldn't bother @Manoekin
Rust_in_Peace wrote: »Just want to point out that there are MMOs out there with player collision where if you push against the other player they will move so you can't actually block anyone from doing anything. It's actually more dangerous to go AFK near a ledge and get pushed off and fall to your death.
@Fengrush - AOE cap
Watched the stream. All of it. Good discussion, but man....you continue to beat a dead horse with the AOE cap.
Let me break it down...
1) In some form there has to be an AOE cap. Maybe 6 is to little, but it has to be there.
2) The DK video Sypher showed to try to give and example of how the AOE cap is a negative. I'm sorry, that DK should die everytime in that situation. First he leaped from the tower onto a capture flag, that should be some fall damage. Second, the group capturing the flag has to be in close proximity to capture the flag, so the AOE cap works exactly as intended here. Perfect reason why the AOE cap should exist.
3) If you run with a group of 4 and encounter a group of 24 with half a brain, your group of 4 should die EVERYTIME. It's straight out numbers and dps. If I'm in the group of 24 and we're all mic'ed and your group of 4 gets the jump, first thing I do is shout 'spread out' as much as possible given the area. Then I identify the healer in your group of 4, if none then I take out the biggest threat first, 'focus 24 dps on Fengrush and burn him down'. If your attack somehow took out 10 of us to start, never happen on a org grp, but fine 'focus 14 dps on Fengrush'. Your out of the picture, on to the next one. Eventually your group will lose to any half way decent organized, large group.
What you get pissed about is that you run into large pugs and still get beat, or get unexpected results, and throw out AOE cap as the reason for your demise. Bottomline, the game would be designed wrong if you are able to take out 5x the amount of players with a substantially smaller group.
4) Moving on to the AOE cap. Let's throw out a real world example. Gernade fragmentation. You throw a grenade into a group of soldiers, the fragmentation is going to effect the immediate area of where the grenade landed. The outwards fragmentation of the grenade, the shrapnel, is going to spray out and effect other soldiers but to a lesser degree because the bodies around the gernades impact area took a majority of the damage. The soldiers on the outer perimeter of the grenade blast may not get hit at all depending on distance.
Now, maybe you say 'it's a video game, we're fukin magical, we can shoot lighting out of our hands....real world shouldn't apply'. Then let's look at a popular gaming engine and see how it works. This developer goes through a lot of tech speak and coding practices, so not to bore you(I don't know your line of work)...you can fast forward to 6:45 and listen how he explains the AOE impact that the grenade has based on the code methods and variables provided by the Unity engine. The Unity engine itself has methods(functions) that support AOE impact and how much it damages players not directly at the area of impact.http://youtu.be/PVfXDvfn8hs
Again, if it's boring bs, it is what it is, I've been coding for over 20 years and I get the reasoning behind what ZOS wants to do with AOE caps.
So you say, 'well ball groups are all at the point of impact, they should all take the damage from my aoe'. They should take MORE damage, but not all. If we go back to the real world example, bodies will shield other bodies therefore limiting the damage to other people in the area of effect. So a simplistic AOE cap simulates this, 6 get all the damage, the others get 50% less damage, etc. THIS is where the problem lies with how ZOS is approaching the AOE issue.
How to fix it?
Ball groups would NEVER exist if there was player collision detection, more specifically players should not be able to walk through each other. You implement that, you eliminate ball groups. Period, the end. If they still want to tightly pack...good luck moving. The players in the center of the mass would be trapped like their in a mosh pit. No ones going anywhere.
Of course the reason ZOS and other developers don't have collision implemented for players is griefing. Want to get into the bank? ...not happening cause some fools are afk parked in front of the bank door. Wanna visit the guild traders?...nope, a circle of afk players surround the traders. In PVP...Want storm a keep? Forget it cause now ball groups just turned into old fashion civil war tactics. Frontline, next line, next line, next line...100 players stacked in lines of 10. Better get the sieges out and prepare for a 3 hour war on a single keep.
ZOS can't add collision detection on players where they would be solid objects, so they need to have a AOE cap to spread damage out. Is 6 the right number? Not sure....is 6 the magic number for the long term planned arena? 6v6? Maybe that's why it's set at this number at this time.
Long read, but I'd be surprised if Eric said anything different...if he actually ever speaks on the topic.
-Uber
@uberkull Who's talking about 1vX'ing evenly skilled players? You're missing the point
AOE cap is there with the intention to mitigate the damage a AOE spell does over an area, regardless of the pvp players skill. Because the noob player is bunching up because of it, doesn't mean 'just remove it' because that leads to one-button nukes and supports gankers, which most of the 1vX *** is anyways.
If 'pvpers' want to stream running after a huge Zerg, trying to pull out a random to gank him and the entire group turns around and rolls you, don't whine like a little ***. You rolled up in there and got face stomped. Don't blame the game.
This post illustrates your complete lack of understanding of the issue.
Cool...explain it then. Because if you watch the podcast, that's exactly why the PVP PLAYERS on a PVP PODCAST want it removed. So that the ball group noobs can't survive the mighty attack of the ganker.
Dance around it, in the end....thats what all the whining is about from a pvp perspective. The gankers want their AOE attacks to hit everything within the radius of the spell, at full damage. Period. The end.
We are not talking about PVE trash mobs on this thread. So don't bring it up.
Half the players on the Podcast last night were not "gankers", and I don't consider the others that either. I play in groups size 12+ and am a healer, so AOE cap removal would impact me in the worst possible way. Yet I still want it to be removed. How long was the discussion last night in any case? If you want more detailed discussion, go to the AOE cap thread: http://forums.elderscrollsonline.com/en/discussion/232730/aoe-caps-discussion/p1 . Most all people I've talked to that run in these "ball groups", myself included, want this change. We don't think it's fair.
Maybe next time you can do some research on the subject. I pity anyone that hires you as a consultant.
You still completely failed to explain your version of what a AOE cap is and why it's bad. I gave you the facts and they are spot on. I read the thread AOE Caps thread, and Eric isn't budging. Maybe stop assuming what I read or think.
So seriously, how about you come here with some facts and instead of admitting you play like a noob in a baller group? You basically are the problem if you play in a baller group. Why the hell would you even play in such a scrub style?
Oh, 'we don't think it's fair', but sure as ***, you log on and look forward to rolling with your baller group.
That makes complete sense.
I explained my thoughts on this issue in numerous posts in that very thread, if you had bothered to read it like you claim you did. I'm not assuming anything. You're just not paying attention or didn't read it. Own up to one of them at least. Also, Eric is simply avoiding the issue, nothing else.
As for the bolded part... you're just a complete moron.
I log on and look forward to playing with my friends. That's all. Whether we have 4 people in group or 20 it's whatever. I play in any size group. Again, just not knowing what you are talking about. Like I said, go do some research before you want to come rushing into a topic you know nothing about.Lol. You run in a baller group, you said it, you are part of the problem. You add to the lag, you benefit from the AOE cap, and yet you 'say' you want to get rid of the AOE cap.Most all people I've talked to that run in these "ball groups", myself included, want this change. We don't think it's fair.
So why not help fix the core issue now? Try saying, 'Hey guys, spread out and let's flank or break up into groups of 4". Nope...you just roll with it and pile on top of each other and continue to be the root cause. Brilliant.
Your suggestion only works if all parties agree to it. That's not happening.
Are we adding to the lag? I guess by being on the server naturally we do. Why do the blues in that outpost not split into 4 different groups our size and 3 of them go elsewhere? Why did the lag not subside when we split into two 6-7 player groups to defend both stairs up top? Isn't that the magical AOE cap range, so lag shouldn't happen?I wouldn't bother @Manoekin
Yeah
...
I still think a AOE cap has to be there,...
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
AoE caps add to the calculations done, all of these people are still getting hit with abilities whether or not there is a cap in place.
Removing AoE caps removes those unnecessary calculations.
@FENGRUSH
This all boils down to what can ZOS give us now. What can they fix now. Because waiting for Arena to get organized, small scale pvp isn't going to hold players in ESO.
It's great and all to hear the Arena announcement, but I can pretty much assure you that you and I both will be playing a different game by the time Arena comes out. It's not even in the design phase, its on some whiteboard in the break room next to the Potluck sign up list.
There are going to be major class changes and balances to accommodate Arena, but then they need to not break PVE while doing it. They might have no idea what theyre getting into.
In all honesty, I'd rather they throw some half-baked arena into the game Q1 2016 and leave it on PTS. Get feedback from you, podcast pvpers, me....players....and design the Arena system that way. Design it while players are playing and testing it. Hear instant feedback and see what works and what doesn't. Don't go in some vacuum for a year and come out the other end with some complete garbage. They have the basics there, even if it was held together by staples or whatever they said in the last ESO live.
But hey, not my gig. My consulting fee is too high.
@uberkull Who's talking about 1vX'ing evenly skilled players? You're missing the point
AOE cap is there with the intention to mitigate the damage a AOE spell does over an area, regardless of the pvp players skill. Because the noob player is bunching up because of it, doesn't mean 'just remove it' because that leads to one-button nukes and supports gankers, which most of the 1vX *** is anyways.
If 'pvpers' want to stream running after a huge Zerg, trying to pull out a random to gank him and the entire group turns around and rolls you, don't whine like a little ***. You rolled up in there and got face stomped. Don't blame the game.
This post illustrates your complete lack of understanding of the issue.
Cool...explain it then. Because if you watch the podcast, that's exactly why the PVP PLAYERS on a PVP PODCAST want it removed. So that the ball group noobs can't survive the mighty attack of the ganker.
Dance around it, in the end....thats what all the whining is about from a pvp perspective. The gankers want their AOE attacks to hit everything within the radius of the spell, at full damage. Period. The end.
We are not talking about PVE trash mobs on this thread. So don't bring it up.
Half the players on the Podcast last night were not "gankers", and I don't consider the others that either. I play in groups size 12+ and am a healer, so AOE cap removal would impact me in the worst possible way. Yet I still want it to be removed. How long was the discussion last night in any case? If you want more detailed discussion, go to the AOE cap thread: http://forums.elderscrollsonline.com/en/discussion/232730/aoe-caps-discussion/p1 . Most all people I've talked to that run in these "ball groups", myself included, want this change. We don't think it's fair.
Maybe next time you can do some research on the subject. I pity anyone that hires you as a consultant.
You still completely failed to explain your version of what a AOE cap is and why it's bad. I gave you the facts and they are spot on. I read the thread AOE Caps thread, and Eric isn't budging. Maybe stop assuming what I read or think.
So seriously, how about you come here with some facts and instead of admitting you play like a noob in a baller group? You basically are the problem if you play in a baller group. Why the hell would you even play in such a scrub style?
Oh, 'we don't think it's fair', but sure as ***, you log on and look forward to rolling with your baller group.
That makes complete sense.
Haha....don't feel sorry for those who hire me as a consultant. There are many clients who need experienced pros that solve technology problems. Looks like I solved another by identifying your problem, you play in a baller group. That ones free, next ones $250 an hour.
Just finished watching the podcast. Great discussions and I'm looking forward into seeing Brian Wheeler at the next official ESO Live. So again, thanks for your time investments as streamers into this guys.
Only one point I disagree and no offense @sypher but I don't like Animation cancelling at all. Not because I cannot do it but because I don't think it is right. For me it's just a broken mechanic and if the game gets someday to the point where Animation cancelling is a must in any build to be competitive in PvP, I'll just stop playing it.
Animation cancelling adds another layer of skill to the game. ZoS has already removed so many of these layers *cough cough* heavy attack bashing
Further lowering the skill requirement by removing an aspect of the game that requires practice would just reinforce the fact that Zeni keeps catering to casuals.
I use siege all the time, I even mail it to my Mag DK friends so they can stop being dead weight, but AP gains from playing normally for a night still far outweighs siege cost for me. Or are you suggesting that we should be using siege in every open field fight too? I remember that first week after the original siege buff where all the yellows were just setting fire ballistas everywhere in the fields between Sej & BRK, never engaging us. They'd just run away, and put down another siege line over and over - and I'm talking about fairly even number fights here and fights where we were outnumbered. It was pretty stupid. The strength of siege back then coupled w/ ppl not reacting properly created a siege meta that didn't push pugs to try and learn and hone their skills, it just drove them to drop as much siege as they possibly could and start left clicking.If you have alot of APs banked up, you're doing it wrong. You don't use sieges enough.
What? I don't know if you worded that wrong, but how is a 'larger' group unable to set up siege as they push inside. The larger group can do exactly that because it has people to spare. That's the whole point that people have been trying to make about what keep fights may turn into depending on how siege is changed; if siege becomes too much of a force multiplier, it'll devolve into who brings the biggest zerg to storm/defend multiple breaches. And I don't know about you, but to me the thought of trying to defend the inner against a couple stacked guilds who would have the luxury of stacking multiple siege along the outer walls, firing onto the back flag, stairs, 2nd floor basically denying my group access to anything except the front flag room seems pretty stupid. People can use that tactic currently and be quite effective, but it's nowhere near as crippling as it would be w/ unpurgable oil cats, for instance.#3: It was great to hear all the guests (who are part of 24men groups) talking against siege utility buffs. They all agreed to mention that larger groups have more people at their disposal to deploy sieges (reffering to openfield battles), but none of them talked about keep battles where the larger group has to push a breach and meanwhile, won't be able to setup a siege as they push inside the breach.
Uh no, as I just listed above, there's valid concerns about how this plays out in siege heavy fights like keep inners. Unless you're going to add some kind of innate siege-shield-like buff to defenders in keep inners? <---(That's a concrete suggestion offered by some ball group zergger right there, btw.)Sieges favor smaller people and the only reason why all large group people whine about it is because they don't wanna be force to spread out. They wanna stack in a ball and benefit from massive aoes, purges and smart healing without any penality.
Plz tell me how. It's not viable in practice, especially not w/ unpurgable oil cats, and just leads my back to my earlier point about contested sieges devolving into a multi breach numbers contest.Won't happen anymore, get ready to spread out as you go inside a breach and I swear and would bet 1million gold to you right now, if you go inside that breach when i'm setup inside with proper sieges instead of taking down another wall, you can bring as many players as you want in your ball, you will die.
Teargrants wrote: »I use siege all the time, I even mail it to my Mag DK friends so they can stop being dead weight, but AP gains from playing normally for a night still far outweighs siege cost for me. Or are you suggesting that we should be using siege in every open field fight too? I remember that first week after the original siege buff where all the yellows were just setting fire ballistas everywhere in the fields between Sej & BRK, never engaging us. They'd just run away, and put down another siege line over and over - and I'm talking about fairly even number fights here and fights where we were outnumbered. It was pretty stupid. The strength of siege back then coupled w/ ppl not reacting properly created a siege meta that didn't push pugs to try and learn and hone their skills, it just drove them to drop as much siege as they possibly could and start left clicking.If you have alot of APs banked up, you're doing it wrong. You don't use sieges enough.
What? I don't know if you worded that wrong, but how is a 'larger' group unable to set up siege as they push inside. The larger group can do exactly that because it has people to spare. That's the whole point that people have been trying to make about what keep fights may turn into depending on how siege is changed; if siege becomes too much of a force multiplier, it'll devolve into who brings the biggest zerg to storm/defend multiple breaches. And I don't know about you, but to me the thought of trying to defend the inner against a couple stacked guilds who would have the luxury of stacking multiple siege along the outer walls, firing onto the back flag, stairs, 2nd floor basically denying my group access to anything except the front flag room seems pretty stupid. People can use that tactic currently and be quite effective, but it's nowhere near as crippling as it would be w/ unpurgable oil cats, for instance.#3: It was great to hear all the guests (who are part of 24men groups) talking against siege utility buffs. They all agreed to mention that larger groups have more people at their disposal to deploy sieges (reffering to openfield battles), but none of them talked about keep battles where the larger group has to push a breach and meanwhile, won't be able to setup a siege as they push inside the breach.