DaveMoeDee wrote: »I hear a lot of complaints about zerg in PvP. I also hear complaints about organized stacked groups. People talk like these people are ruining PvP and how that will kill the game.
I am confused because if those people are filling Cyrodiil, it sounds like they represent a large percentage of PvP oriented players. Apart from lag, why should developers prioritize reducing zerg and ball groups if that is how a large percentage of people want to play and if people will almost always find a way to optimize any rebalance through a stacked group?
Some people invoke "skill" as a justification for changed they want, but why should individual "skill" trump any other consideration in large scale battles or in PvP in general if the majority aren't concerned with that?
I can't reconcile the idea that zerg are bad for PvP if they are the majority of players in PvP. I also don't buy that if a minority of PvPers are dissatisfied with a game mode that isn't even the primary focus of ESO's design, the game will be in trouble. I accept that lag is bad. I agree that, all things being equal, making everyone happy is better than making most people happy. But I remember people one month after launch giving up on PvP due to it becoming mostly zerg. I remember complaints that first month about factions turning the map all one color, killing the action in the entire campaign. If two years later it is still a zerg-fest, maybe that is what players like and that is what the game design is. Personally, I can't fault a faction for taking over an entire map, zerg or no zerg. That seems like the right thing to do in war.
fastolfv_ESO wrote: »Right now the mentality on the forums is any raid is a zerg aka bad for the game. They cant think outside the box to realize guilds like to run together, friends like to group, and factions like to go for objectives like emperor, scrolls, dethrones etc that require large numbers of people and sometimes yes large numbers in one place. The game was advertised this way and can be played any way people want, spamming the forums all day with 1vX or your playing wrong isnt going to change anything. Guilds will continue to form raids until the end of the game, be it from the next best thing coming out or ZoS killing pvp with more poorly tested and implemented changes
DaveMoeDee wrote: »I hear a lot of complaints about zerg in PvP. I also hear complaints about organized stacked groups. People talk like these people are ruining PvP and how that will kill the game.
I am confused because if those people are filling Cyrodiil, it sounds like they represent a large percentage of PvP oriented players. Apart from lag, why should developers prioritize reducing zerg and ball groups if that is how a large percentage of people want to play and if people will almost always find a way to optimize any rebalance through a stacked group?
Some people invoke "skill" as a justification for changed they want, but why should individual "skill" trump any other consideration in large scale battles or in PvP in general if the majority aren't concerned with that?
I can't reconcile the idea that zerg are bad for PvP if they are the majority of players in PvP. I also don't buy that if a minority of PvPers are dissatisfied with a game mode that isn't even the primary focus of ESO's design, the game will be in trouble. I accept that lag is bad. I agree that, all things being equal, making everyone happy is better than making most people happy. But I remember people one month after launch giving up on PvP due to it becoming mostly zerg. I remember complaints that first month about factions turning the map all one color, killing the action in the entire campaign. If two years later it is still a zerg-fest, maybe that is what players like and that is what the game design is. Personally, I can't fault a faction for taking over an entire map, zerg or no zerg. That seems like the right thing to do in war.
ZOS has said many times that ball zergs cause the lag that create unplayable conditions in this game... If you run this style of combat I do not blame you and your right ZOS promoted this game as large scale pvp.... However the game mechanics cause to much stress on the servers causing latency.... Personally I hate ball zergs I would like it if people spread out more but the mechanice still do not support that play honestly ...
RinaldoGandolphi wrote: »The lag isn't caused by zergs
its caused by the Devs inability to write software to scale that can handle what it advertises.
DaveMoeDee wrote: »I hear a lot of complaints about zerg in PvP. I also hear complaints about organized stacked groups. People talk like these people are ruining PvP and how that will kill the game.
I am confused because if those people are filling Cyrodiil, it sounds like they represent a large percentage of PvP oriented players. Apart from lag, why should developers prioritize reducing zerg and ball groups if that is how a large percentage of people want to play and if people will almost always find a way to optimize any rebalance through a stacked group?
Some people invoke "skill" as a justification for changed they want, but why should individual "skill" trump any other consideration in large scale battles or in PvP in general if the majority aren't concerned with that?
I can't reconcile the idea that zerg are bad for PvP if they are the majority of players in PvP. I also don't buy that if a minority of PvPers are dissatisfied with a game mode that isn't even the primary focus of ESO's design, the game will be in trouble. I accept that lag is bad. I agree that, all things being equal, making everyone happy is better than making most people happy. But I remember people one month after launch giving up on PvP due to it becoming mostly zerg. I remember complaints that first month about factions turning the map all one color, killing the action in the entire campaign. If two years later it is still a zerg-fest, maybe that is what players like and that is what the game design is. Personally, I can't fault a faction for taking over an entire map, zerg or no zerg. That seems like the right thing to do in war.
ZOS has said many times that ball zergs cause the lag that create unplayable conditions in this game... If you run this style of combat I do not blame you and your right ZOS promoted this game as large scale pvp.... However the game mechanics cause to much stress on the servers causing latency.... Personally I hate ball zergs I would like it if people spread out more but the mechanice still do not support that play honestly ...
ZOS also said toppling charge was fixed at least 7 times over the past 2.5 years. If they actually knew what was causing the lag and creating unplayable conditions and it was something so simple as players within a set radius, competent coders would have been able to address it 2+ years later. While only anecdotal, the game performance has always been almost identical for me whether there are 2 balls fighting or 25 players are fighting 25 players spread in a keep courtyard.
In fact it's both-side responsibility: devs when allowed to stack people in such huge numbers that software cannot calculate it in near-realtime, players when exploit this vulnerability to get unintended advantage.RinaldoGandolphi wrote: »The lag isn't caused by zergs
its caused by the Devs inability to write software to scale that can handle what it advertises.
DaveMoeDee wrote: »if lag was resolved, than there would need to be a different justification for designing against that strategy.
Blaming the lag on zergs is misguided.
You should blame the developers for creating the lag, not the players.
There is a difference between Zergs and Ball groups. I can fight AD on Alessia Bridge, 25+ EP 40+ AD and the ping remains stable and relatively low with little lag. however, i fight one DC ball group and am hit with 500+ ping and abilities no longer work.
at any rate. Ball groups are boring. they are boring to play in and even more boring to fight. people play in ball groups because it's effective and nothing more.
Sugaroverdose wrote: »In fact it's both-side responsibility: devs when allowed to stack people in such huge numbers that software cannot calculate it in near-realtime, players when exploit this vulnerability to get unintended advantage.RinaldoGandolphi wrote: »The lag isn't caused by zergs
its caused by the Devs inability to write software to scale that can handle what it advertises.
Some computing problems are intractable. There comes a point where the additional processing can increase exponentially. Sometimes you have to overhaul your approach to a problem.I do believe though that if the devs had it in them to fix it, it would already have been done. I'm just not sure if it's because they are incompetent, or that it's just way over anyone's head with today's technology. I just wish that if it was the latter, they would tell us so and bring more gameplay changes to encourage people to spread out (not just destacking, but spreading out on the map)
Master_Kas wrote: »Still see 999+ ping and 5 fps when these zergs appear and fight eachother.
This is with no ballgroups around.
Still laggy as ***
Here's the biggest problems with large groups....
1- There are groups out there that specifically try to lag the server. What they do, is they ball up in a corner in a keep and spam AOE spells for 30 seconds and then train rush out at the enemy. Casting things over and over sends tons of data to the server. These groups EXPLOIT LAG so that it plays in their favor.
2- There are other groups that group, buff up and then rush the enemy which are different and nothing wrong with them. these are single cast skills that don't tax the server.
It's not every zerg that creates a problem for the players, only specific kinds.
The last problem is that @ZOS can't deliver on the large group battles that they advertised the game with. Why is it that other games can have hundred of people on screen at the same time with no lag issues at all, what is different about their game code when compared to ESO's? Maybe it isn't even the game code, maybe it's the server hardware that's bottle necking. Maybe it's their Data Exchange that's causing the problem. There was game lag in PVP long before Champion points and will be until @ZOS can figure out and fix the problem.
They are working on it so I'll give them that. They need to make it a main focus NOW though because it's spilling been over into PVE more and more with each DLC released.
RinaldoGandolphi wrote: »The lag isn't caused by zergs
its caused by the Devs inability to write software to scale that can handle what it advertises.
Do you not realise how utterly ret arded that sounds?
Company A sells me a slingshot and an automatic rifle to hunt deer.
First day : I chose to use the automatic rifle because it is more effective than the slingshot, but there's a technical failure and it also shoots me in the face when I pull the trigger.
It's the company's fault, they sold me a faulty product.
Day 2 : The automatic rifle shoots me in the face again, what a shocker. It's my fault for being a total idiot because I knew what was gonna happen if I shot that rifle. The company is still responsible for fixing that rifle or giving me a new one, but my sore face will tell me it's as much my fault for being a complete moron and deliberately shooting myself in the face.
You see where I'm going with this?DaveMoeDee wrote: »I hear a lot of complaints about zerg in PvP. I also hear complaints about organized stacked groups. People talk like these people are ruining PvP and how that will kill the game.
I am confused because if those people are filling Cyrodiil, it sounds like they represent a large percentage of PvP oriented players. Apart from lag, why should developers prioritize reducing zerg and ball groups if that is how a large percentage of people want to play and if people will almost always find a way to optimize any rebalance through a stacked group?
Some people invoke "skill" as a justification for changed they want, but why should individual "skill" trump any other consideration in large scale battles or in PvP in general if the majority aren't concerned with that?
I can't reconcile the idea that zerg are bad for PvP if they are the majority of players in PvP. I also don't buy that if a minority of PvPers are dissatisfied with a game mode that isn't even the primary focus of ESO's design, the game will be in trouble. I accept that lag is bad. I agree that, all things being equal, making everyone happy is better than making most people happy. But I remember people one month after launch giving up on PvP due to it becoming mostly zerg. I remember complaints that first month about factions turning the map all one color, killing the action in the entire campaign. If two years later it is still a zerg-fest, maybe that is what players like and that is what the game design is. Personally, I can't fault a faction for taking over an entire map, zerg or no zerg. That seems like the right thing to do in war.
ZOS has said many times that ball zergs cause the lag that create unplayable conditions in this game... If you run this style of combat I do not blame you and your right ZOS promoted this game as large scale pvp.... However the game mechanics cause to much stress on the servers causing latency.... Personally I hate ball zergs I would like it if people spread out more but the mechanice still do not support that play honestly ...
ZOS also said toppling charge was fixed at least 7 times over the past 2.5 years. If they actually knew what was causing the lag and creating unplayable conditions and it was something so simple as players within a set radius, competent coders would have been able to address it 2+ years later. While only anecdotal, the game performance has always been almost identical for me whether there are 2 balls fighting or 25 players are fighting 25 players spread in a keep courtyard.
I'm pretty sure the devs can tell where the server stress is coming from, that doesn't mean that they can easily find a solution to it. I mean the obvious solution would be to remove all passives and skills that have aoe components, but that would completely alter our game, and no one wants that.
I do believe though that if the devs had it in them to fix it, it would already have been done. I'm just not sure if it's because they are incompetent, or that it's just way over anyone's head with today's technology. I just wish that if it was the latter, they would tell us so and bring more gameplay changes to encourage people to spread out (not just destacking, but spreading out on the map)
RinaldoGandolphi wrote: »The lag isn't caused by zergs
its caused by the Devs inability to write software to scale that can handle what it advertises.
Do you not realise how utterly ret arded that sounds?
Company A sells me a slingshot and an automatic rifle to hunt deer.
First day : I chose to use the automatic rifle because it is more effective than the slingshot, but there's a technical failure and it also shoots me in the face when I pull the trigger.
It's the company's fault, they sold me a faulty product.
Day 2 : The automatic rifle shoots me in the face again, what a shocker. It's my fault for being a total idiot because I knew what was gonna happen if I shot that rifle. The company is still responsible for fixing that rifle or giving me a new one, but my sore face will tell me it's as much my fault for being a complete moron and deliberately shooting myself in the face.
You see where I'm going with this?DaveMoeDee wrote: »I hear a lot of complaints about zerg in PvP. I also hear complaints about organized stacked groups. People talk like these people are ruining PvP and how that will kill the game.
I am confused because if those people are filling Cyrodiil, it sounds like they represent a large percentage of PvP oriented players. Apart from lag, why should developers prioritize reducing zerg and ball groups if that is how a large percentage of people want to play and if people will almost always find a way to optimize any rebalance through a stacked group?
Some people invoke "skill" as a justification for changed they want, but why should individual "skill" trump any other consideration in large scale battles or in PvP in general if the majority aren't concerned with that?
I can't reconcile the idea that zerg are bad for PvP if they are the majority of players in PvP. I also don't buy that if a minority of PvPers are dissatisfied with a game mode that isn't even the primary focus of ESO's design, the game will be in trouble. I accept that lag is bad. I agree that, all things being equal, making everyone happy is better than making most people happy. But I remember people one month after launch giving up on PvP due to it becoming mostly zerg. I remember complaints that first month about factions turning the map all one color, killing the action in the entire campaign. If two years later it is still a zerg-fest, maybe that is what players like and that is what the game design is. Personally, I can't fault a faction for taking over an entire map, zerg or no zerg. That seems like the right thing to do in war.
ZOS has said many times that ball zergs cause the lag that create unplayable conditions in this game... If you run this style of combat I do not blame you and your right ZOS promoted this game as large scale pvp.... However the game mechanics cause to much stress on the servers causing latency.... Personally I hate ball zergs I would like it if people spread out more but the mechanice still do not support that play honestly ...
ZOS also said toppling charge was fixed at least 7 times over the past 2.5 years. If they actually knew what was causing the lag and creating unplayable conditions and it was something so simple as players within a set radius, competent coders would have been able to address it 2+ years later. While only anecdotal, the game performance has always been almost identical for me whether there are 2 balls fighting or 25 players are fighting 25 players spread in a keep courtyard.
I'm pretty sure the devs can tell where the server stress is coming from, that doesn't mean that they can easily find a solution to it. I mean the obvious solution would be to remove all passives and skills that have aoe components, but that would completely alter our game, and no one wants that.
I do believe though that if the devs had it in them to fix it, it would already have been done. I'm just not sure if it's because they are incompetent, or that it's just way over anyone's head with today's technology. I just wish that if it was the latter, they would tell us so and bring more gameplay changes to encourage people to spread out (not just destacking, but spreading out on the map)
I don't know, man, I kinda want to see what that looks like. First thing I thought about when I got into this thread.
I'm pretty sure the devs can tell where the server stress is coming from, that doesn't mean that they can easily find a solution to it. I mean the obvious solution would be to remove all passives and skills that have aoe components, but that would completely alter our game, and no one wants that.
I do believe though that if the devs had it in them to fix it, it would already have been done. I'm just not sure if it's because they are incompetent, or that it's just way over anyone's head with today's technology. I just wish that if it was the latter, they would tell us so and bring more gameplay changes to encourage people to spread out (not just destacking, but spreading out on the map)
lol. removing aoe caps + vicious death + deto+ sap essense+ whatever else nb got aoe. game name shall be renamed nightblade. All those favoring aoe cap off are people who do stealth bombing and think its pvp and fun for everyone else when they got no chance. you dont even bother try to attack keeps when there is folks sneak afking waiting for folks to come siege. no point even playing keep capturing.
lol. removing aoe caps + vicious death + deto+ sap essense+ whatever else nb got aoe. game name shall be renamed nightblade. All those favoring aoe cap off are people who do stealth bombing and think its pvp and fun for everyone else when they got no chance. you dont even bother try to attack keeps when there is folks sneak afking waiting for folks to come siege. no point even playing keep capturing.
The developers for designing skills and other systems which have encouraged gameplay (stacking and spamming AoEs) that the system can't handle ANYMORE.
The developers for designing skills and other systems which have encouraged gameplay (stacking and spamming AoEs) that the system can't handle ANYMORE.
Fixed it for you!
Because there was a time when that was *not* a problem at all. I remember 3 faction battles with at least 200 players all in one spot and back then you could still see other players effects and (gasp) we still had deer in Cyrodiil!
And solid 30fps through all of it ...
Which is why i stand by my statement, the lag problem is 100% on ZOS and 0% on players.
DaveMoeDee wrote: »RinaldoGandolphi wrote: »The lag isn't caused by zergs
its caused by the Devs inability to write software to scale that can handle what it advertises.
Do you not realise how utterly ret arded that sounds?
Company A sells me a slingshot and an automatic rifle to hunt deer.
First day : I chose to use the automatic rifle because it is more effective than the slingshot, but there's a technical failure and it also shoots me in the face when I pull the trigger.
It's the company's fault, they sold me a faulty product.
Day 2 : The automatic rifle shoots me in the face again, what a shocker. It's my fault for being a total idiot because I knew what was gonna happen if I shot that rifle. The company is still responsible for fixing that rifle or giving me a new one, but my sore face will tell me it's as much my fault for being a complete moron and deliberately shooting myself in the face.
You see where I'm going with this?DaveMoeDee wrote: »I hear a lot of complaints about zerg in PvP. I also hear complaints about organized stacked groups. People talk like these people are ruining PvP and how that will kill the game.
I am confused because if those people are filling Cyrodiil, it sounds like they represent a large percentage of PvP oriented players. Apart from lag, why should developers prioritize reducing zerg and ball groups if that is how a large percentage of people want to play and if people will almost always find a way to optimize any rebalance through a stacked group?
Some people invoke "skill" as a justification for changed they want, but why should individual "skill" trump any other consideration in large scale battles or in PvP in general if the majority aren't concerned with that?
I can't reconcile the idea that zerg are bad for PvP if they are the majority of players in PvP. I also don't buy that if a minority of PvPers are dissatisfied with a game mode that isn't even the primary focus of ESO's design, the game will be in trouble. I accept that lag is bad. I agree that, all things being equal, making everyone happy is better than making most people happy. But I remember people one month after launch giving up on PvP due to it becoming mostly zerg. I remember complaints that first month about factions turning the map all one color, killing the action in the entire campaign. If two years later it is still a zerg-fest, maybe that is what players like and that is what the game design is. Personally, I can't fault a faction for taking over an entire map, zerg or no zerg. That seems like the right thing to do in war.
ZOS has said many times that ball zergs cause the lag that create unplayable conditions in this game... If you run this style of combat I do not blame you and your right ZOS promoted this game as large scale pvp.... However the game mechanics cause to much stress on the servers causing latency.... Personally I hate ball zergs I would like it if people spread out more but the mechanice still do not support that play honestly ...
ZOS also said toppling charge was fixed at least 7 times over the past 2.5 years. If they actually knew what was causing the lag and creating unplayable conditions and it was something so simple as players within a set radius, competent coders would have been able to address it 2+ years later. While only anecdotal, the game performance has always been almost identical for me whether there are 2 balls fighting or 25 players are fighting 25 players spread in a keep courtyard.
I'm pretty sure the devs can tell where the server stress is coming from, that doesn't mean that they can easily find a solution to it. I mean the obvious solution would be to remove all passives and skills that have aoe components, but that would completely alter our game, and no one wants that.
I do believe though that if the devs had it in them to fix it, it would already have been done. I'm just not sure if it's because they are incompetent, or that it's just way over anyone's head with today's technology. I just wish that if it was the latter, they would tell us so and bring more gameplay changes to encourage people to spread out (not just destacking, but spreading out on the map)
I don't know, man, I kinda want to see what that looks like. First thing I thought about when I got into this thread.
Having separate PvP and PvE skills and builds would be a major change. At that point, might as well just have separate PvP avatars that you can pick from with canned skill sets.
How many class skills would remain if AoE skills had to be replaced? Would you also remove 2 and 3 target skills, or just skills with an AoE radius?
Removing all AoE could mean even more stacking too. Sure, lag might be gone, but if everything is single target, stacking with a few healers would still be the way to go. I suppose siege would still be AoE and that would have to be relied upon.
lol. removing aoe caps + vicious death + deto+ sap essense+ whatever else nb got aoe. game name shall be renamed nightblade. All those favoring aoe cap off are people who do stealth bombing and think its pvp and fun for everyone else when they got no chance. you dont even bother try to attack keeps when there is folks sneak afking waiting for folks to come siege. no point even playing keep capturing.
Explain to me why AoE caps are reasonable please. Why does a group get additional damage mitigation, sometimes more than you can get form any armor you are wearing, just because they have numbers and they are stacked up as close as possibe? I guess I am too stupid and can't see the bigger picture.
Master_Kas wrote: »Still see 999+ ping and 5 fps when these zergs appear and fight eachother.
This is with no ballgroups around.
Still laggy as ***
Just because you don't see them does not mean they are somewhere else on the server... plus the server latency could take literally minutes to correct itself...sometimes in another spot it prolongs it... ZOS has stated the issue. ..but has yet found a solution...