Nah, that's more of a group thing. My kill quest fills up just from being in range of group when they kill ppl.
Kill 20 __ players.
Teargrants wrote: »Nah, that's more of a group thing. My kill quest fills up just from being in range of group when they kill ppl.
Teargrants wrote: »Nah, that's more of a group thing. My kill quest fills up just from being in range of group when they kill ppl.
It's not PvP. Dat left click spec is great though.
Only it is PvP....
Unless the PvP no longer means Player Vs Player.
Poodle vs Poodle?
spenc_cathb16_ESO wrote: »
I could tell you what I do, I don't think it's appropriate for the public forums though...
It's not PvP in the sense of fighting players using abilities which themselves are dependent on the skill lvl of the player.
Only it is PvP....
Unless the PvP no longer means Player Vs Player.
Poodle vs Poodle?
Teargrants wrote: »It's not PvP in the sense of fighting players using abilities which themselves are dependent on the skill lvl of the player.
What it becomes is Siege v Siege where the only 'skill' is pressing left click fast when the siege reloads.
Call it whatever you want, we aren't here to debate semantics, we're debating core game design and balance changes.
Teargrants wrote: »It's not PvP in the sense of fighting players using abilities which themselves are dependent on the skill lvl of the player.
What it becomes is Siege v Siege where the only 'skill' is pressing left click fast when the siege reloads.
Call it whatever you want, we aren't here to debate semantics, we're debating core game design and balance changes.
No one is saying siege isn't pvp, you too are just picking a meaningless argument based in semantics. What people are debating is the siege meta, something akin to the first couple weeks after 1.6 hit before siege buffs were fixed. It was a meta where keep pushes boiled down to who could put more fire trebs on a breach, where whole factions sat on sej bridge for hours and hours unable to set foot on the bridge without being wiped by siege, where open field fights turned into every pug setting siege so you had lines and lines of siege stretching from brk back to sej, where gank groups tried to gank ppl from horseback with siege.Siege, when controlled by players, is still PVP. It's a bit arrogant to suggest otherwise. There is no one way the game or RVR "should" be. It's entirely subjective.
Teargrants wrote: »It's not PvP in the sense of fighting players using abilities which themselves are dependent on the skill lvl of the player.
What it becomes is Siege v Siege where the only 'skill' is pressing left click fast when the siege reloads.
Call it whatever you want, we aren't here to debate semantics, we're debating core game design and balance changes.
Teargrants wrote: »The discussion people are trying to have is over the merits of this type of meta vs ability based combat. Why this distinction seems hard for some people to get, I swear I do not know.
Teargrants wrote: »
It's not PvP in the sense of fighting players using abilities which themselves are dependent on the skill lvl of the player.
What it becomes is Siege v Siege where the only 'skill' is pressing left click fast when the siege reloads.
- Campaigns need a lower population cap
- We need dynamic ult regen, for obvious reasons
- Group size needs to be reduced to 16 or 20
- Seige damage should be roughly doubled from now, but the other new ideas are ridiculous and poorly thoughtout
- Delete one inactive campaign to condense populations on PC
- Remove AOE caps totally
- Increase AP gains for solo/small teamers, to encourage more groups (A change I now support, after thoroughly thinking about it and assessing campaign health through a solo player's eyes)
- Finish IC, make it so you can capture districts
- Make the PvP quest hubs so you can capture them
- Lock any faction out of IC who does not own all of their home keeps and make all campaigns lockable
- Add a cool down for cloak, reflect & Breathe of Life JUST like you did for streak (balance, since you want to derp one classes 'special' ability, all classes should have theirs on a cost cool down too)
- Add an execute to impulse or remove the execute from nado
- Remove proxy all together
I think [snip]OP[/snip] is a jabroni, but I can't argue with his logic. Maybe the devs should listen JUST ONCE to the people who actually play the game, more than casually.
This is incorrect; cyrodiil is designed to be AvAvA and this is how DAOC was designed as well the game this one is directly trying to copy. AvA or RvR if you prefer encompasses all levels of pvp from 1v1 to ZergvsZerg.. That's what separates it from arena or battleground based pvp. Saying cyrodiil is just designed around group vs group is willfully misinformed about where this system of pvp came from and its intent.
God_flakes wrote: »I was unsure what to make for dinner tonight but then came here and was reminded how delicious Bulb's salty tears are.
When DC was complaining about alllllll this a year ago we were told to suck it up. By people like Bulb. So my sympathy meter is at an all time low. Peace.
God_flakes wrote: »I was unsure what to make for dinner tonight but then came here and was reminded how delicious Bulb's salty tears are.
When DC was complaining about alllllll this a year ago we were told to suck it up. By people like Bulb. So my sympathy meter is at an all time low. Peace.
I can get behind these ideas.
PainfulFAFA wrote: »
Almost all of those ideas have been called out MONTHS ago and there not a single one that I disagree with.
Until then, Cyrodiil will continue to be a mess and large guilds will continue to have their raid nights despite knowing that any of their encounter there will be lag. What do these large groups expect when defenders see a full organized group rampaging around their keep? Then they justify it by saying that they're going to be fighting outnumbered...because logic GG.
Weekends will continue to be the laggiest and theres nothing anybody will do about it except make more threads like this where we discuss, vent, and ultimately end up back in the game filling up 24, running purge, steelnado, barriers. stacking, etc.
Such is the circle of life in cyrodiil.
30 more days of this. I doubt some incremental patch between then and now will be dedicated to Cyrodiil lag because of other broken abilities/mechanics that they need to sort out first. Then we'll see where the game is heading for the next 4-5 months. But i doubt Thieves update will be the magic touch. Theres only so much devs can do to abilities to reduce the lag, until they accept that things like AoE caps adds more to server stress.
And than our entire guild rerolled to help out. lol