Where Are We Headed?

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  • Minno
    Minno
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    Ghostbane wrote: »

    Scout Report? :trollface:

    Kill 20 __ players.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Teargrants
    Teargrants
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    Minno wrote: »

    Kill 20 __ players.
    Nah, that's more of a group thing. My kill quest fills up just from being in range of group when they kill ppl.
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  • Manoekin
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    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.

    Leech!
  • Minno
    Minno
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    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.

    56542.jpg
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • RinaldoGandolphi
    RinaldoGandolphi
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    [snip]

    Moderator edit - image removed for violent and graphic content
    Edited by ZOS_MollyH on January 20, 2016 4:16PM
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Xsorus
    Xsorus
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    Manoekin wrote: »

    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?

  • Satiar
    Satiar
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    Xsorus wrote: »

    Only it is PvP....

    Unless the PvP no longer means Player Vs Player.

    Poodle vs Poodle?

    Rephrase: It's dumb PvP. Say what you will for dumb AOE meta but at least you're in the thick of things popping shields, ducking and dodging. If I don't need both hands to PvP wtf am I even doing?
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • _Chaos
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    Satiar wrote: »
    If I don't need both hands to PvP wtf am I even doing?

    I could tell you what I do, I don't think it's appropriate for the public forums though... ;)

    'Chaos
  • Satiar
    Satiar
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    I could tell you what I do, I don't think it's appropriate for the public forums though... ;)

    Ah, so that solved the "Why Xsorus loves siege" mystery.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Teargrants
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    Xsorus wrote: »

    Only it is PvP....

    Unless the PvP no longer means Player Vs Player.

    Poodle vs Poodle?
    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.
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    ~Teargrants YouTube~
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  • Minno
    Minno
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    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.

    Then it brings up the following:

    - if players want organized pvp, wouldn't direct support for arenas make more sense? Trying to compete in open world pvp that requires seige at all seems extra work on the players part.

    - is the seige change an intention or a reaction to the current gameplay? If reaction, should large scale pvp accept the developers might not want their gameplay? If intention, should pvp not adapt to the seige changes?

    - its ludicrous to think a player that drops the right seige at the right time should be demoted on the pvp totem pole. This could be wheelers way of letting us know he has a system in place to handle pvp inflammation. Runing into choke points should be scary and create areas you shouldn't run your team into.

    - additional objectives are still required for both small team and large team formats.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • zyk
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    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.
    Edited by zyk on January 19, 2016 8:56PM
  • Poxheart
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    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.

    But but but, that footage showed people playing the objectives "the way the game was meant to be played." How are people supposed to play the objectives of Cyrodiil without using siege??? You damn zerballers don't make any sense o:)
    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
  • Teargrants
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    zyk wrote: »
    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.
    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.

    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.
    Edited by Teargrants on January 19, 2016 9:17PM
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  • FENGRUSH
    FENGRUSH
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    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.

    1v1?
    Y1Ly6.png
  • FMonk
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    FENGRUSH wrote: »

    1v1?
    Y1Ly6.png

    Reminds me of the time Crystallized set up a ground oil against me in a 1v1.
  • CN_Daniel
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    - 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.

    Moderator edit - post edited for trolling
    Edited by ZOS_MollyH on January 20, 2016 4:19PM
  • PosternHouse
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    Did you seriously just call the OP a "jabroni"? Send my regards to your brother-uncle and/or the driver of your short bus.
  • Fruitdog
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    can you smell what the chuck is cooking?
  • zyk
    zyk
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    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.

    Probably because people write things such as:
    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.

    "now that I've made my semantic statement, everyone stop arguing semantics."

    Like any function in the game, siege can be used thoughtlessly or thoughtfully -- just like builds and abilities.

    The video posted is not really relevant either. That was immediately after the change before players adapted to the increased damage of siege.

    Personally, I quite enjoyed the buffed siege. Not because I directly benefited from it, but because I felt it improved gameplay. It is much more stale without it.
    Edited by zyk on January 19, 2016 10:37PM
  • RinaldoGandolphi
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    The siege changes are necessary just to make them viable...right now Purge and heals render them useless...i don't think thats good for the game. Siege has so many draw backs:

    1. Sitting duck while using it
    2. very slow load and reload times
    3. can't use your skills while using the siege must get off it first
    4. takes up an inventory slot
    5. degrades and breaks
    6. must pack and unpack it
    7. Costs AP or Gold to buy

    For all those disadvantages, the advantages of using it right now is just meh...

    As for everything else, until they fix that lag, it probably won't matter much.
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Minno
    Minno
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    CN_Daniel wrote: »
    - 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.

    I can get behind these ideas.

    Moderator edit - post edited to match edited referenced edited material
    Edited by ZOS_MollyH on January 20, 2016 4:21PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • booksmcread
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    Xsorus wrote: »

    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.

    This is not DAOC, it is ESO.

    At the core of this game's design is the campaign. The campaign is designed around pushing objectives. Groups push larger objectives. People (often in groups) come to defend objectives. This creates a flashpoint. Flashpoints create action for other players: small groups, gankers, soloers, casuals, etc. It's like its own little ecology. But at the core of this design is the group pushing large objectives.

    I didn't say 1v1 couldn't exist, I was speaking about the core of the current game design and mechanics.
  • God_flakes
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    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.
  • Satiar
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    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.

    And than our entire guild rerolled to help out. lol
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • PosternHouse
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    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.

    So you're upset about people who told you to suck it up who were like OP but who weren't actually the same person as OP. Yeah, sounds totally reasonable. Your NaCl consumption is approaching dangerous quantities.
  • KenaPKK
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    Well this thread is degrading rapidly.. Hmm..
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • PainfulFAFA
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    Minno wrote: »

    I can get behind these ideas.

    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.
    Edited by PainfulFAFA on January 19, 2016 10:59PM
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • Minno
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    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.

    Just giving credit to the post. It's not a bad sounding list from a consistency standpoint.

    If it was mentioned months ago, and its mentioned now, I don't mind reiterating it in other threads. We should all do the same.

    If everyone else agrees, lets try to push it forward.

    As for going back to the same gameplay: we do have a chance to make it a fun game or at least bearable till the fixes drop.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • God_flakes
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    Satiar wrote: »

    And than our entire guild rerolled to help out. lol

    Irrelevant. Appreciated but irrelevant. Ya'll enjoyed over pop status for a looooooong time and got yo killz on for a looooooooong time before deciding to try to balance the scales. Let DC have their moment in the sun. I like that so much I'm gonna make it my signature.

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