Rohamad_Ali wrote: »God_flakes wrote: »Rohamad_Ali wrote: »AD zone chat was very pleasant and happy as usual . Iskra led a fun group earlier I was in . Everyone was most helpful and positive . If someone went off to DC zone chat is was on thier own accord and no one is sending them . We got Our scroll back and had many fun battles . Not sure anyone in AD wears jimmies tbh . Probably valor or velvet satin underpants , loose , comfortable and no static clinging .
Yes I'm sure the additional 75 players you had were extremely jovial as they stacked their entire faction at every engagement with DC. Hahahahahahahha
The population locks are the same for all the factions . Don't be all sore because of equal forces on same servers . Maybe you don't know but we are fighting just as hard as everyone else . Pact Militia brings many to a fight but we don't care . Our apparel is spring fresh and salt resistant
Yeah. I don't know what the big fuss is about. Please don't think that one person speaks for all of DC. Most are having a good time, I think.
Serjustin19 wrote: »Try not to laugh. I finaly finished downloading the whole game for pc. The NA server. Was so happy to help since I do have AD level 10. So clicked on NA. Game started to load. Game finished loading. No characters.
I then reliezed my AD level 10 is on EU server. Instead of NA. (Gosh it been ages since I last played on PC.) Forgive me for I can't help right now. But I will make new character for AD for NA. Again sorry for the mixup.
RinaldoGandolphi wrote: »AD has had the numbers on TF, I have been on the recieving end of their huge zergs on quite a few occasions the past week or so.(all 3 factions Zerg at diff times no big deal) It just seems AD backs off a bit during primetime for whatever reason. Its not because they can't win or don't know what they are doing so I don't know.
As @Minno talked about, AD players seem to have their builds together and play extremely well in small scale fighting...EP just seems to have huge numbers of people. Not sure what that is all about.
Right now both DC and EP are very beatable on TF, and AD don't need help from the Haderus AD. What AD needs is the same thing Dc needed the last 2 cycles, get organized and play the map smartly.
AD seemed to have a very large defense at Ash last night, so they can muster numbers when they choose to.
RinaldoGandolphi wrote: »Right now both DC and EP are very beatable on TF, and AD don't need help from the Haderus AD. What AD needs is the same thing Dc needed the last 2 cycles, get organized and play the map smartly.
AD seemed to have a very large defense at Ash last night, so they can muster numbers when they choose to.
Crispen_Longbow wrote: »When all 3 factions on TF are locked it matters what guilds are locked in with their factions. If the EP/AD guilds replace the random solo players with guild players, the map actually becomes balanced. The key is that the guilds need to balance each other out. Guilds determine map control and sometimes need to move to different campaigns for balance.
heystreethawk wrote: »AD on TF doesn't need more raw numbers. Correct. Nobody needs more raw numbers, and nobody's going to get them. Like Crispen said, TF is poplocked in primetime, for everyone. AD needs organization, and they need the veteran guilds.
Yes, the more recently-formed guilds will learn and improve, pugs will become organized, people will start new guilds, older groups will return from hibernation; all of that will happen eventually, but not automatically. AD needs direct and indirect help, at the moment, from organized guilds. And AD is getting it.

heystreethawk wrote: »RinaldoGandolphi wrote: »Right now both DC and EP are very beatable on TF, and AD don't need help from the Haderus AD. What AD needs is the same thing Dc needed the last 2 cycles, get organized and play the map smartly.
AD seemed to have a very large defense at Ash last night, so they can muster numbers when they choose to.
I agree that AD needs organization instead of raw additional numbers, but you know it's not possible to add raw additional numbers during primetime. Everyone is locked. What is possible, what is happening, is that organized guilds begin lining up at queue position 8, instead of 16 separate and ungrouped entities. From my experience, it takes a long time for any group of players (with the exception of supergroups pooled together from old guilds) to transition to the status of what we'd call organized, and that just can't happen in a vacuum! There needs to be a little more structure in place, y'know? Lemme hearken back to Crispen's excellent point real quick:Crispen_Longbow wrote: »When all 3 factions on TF are locked it matters what guilds are locked in with their factions. If the EP/AD guilds replace the random solo players with guild players, the map actually becomes balanced. The key is that the guilds need to balance each other out. Guilds determine map control and sometimes need to move to different campaigns for balance.
Exactly this. Disorganized factions become organized through the presence of organized guilds, right down to the solo acts and the new recruits of the alliance. I don't mean that everyone should just follow guilds around or regard their zone calls as direct imperatives, but I think it's unlikely that a faction in disarray could organize from within, over a short span of time, without cooperation from seasoned guilds that have been playing for a while.
Along with the increased probability of objective success, that cooperation might come in the form of explicit guidance, callouts, training, recruitment... or just the fact that the less organized population is able to look to that guild as an example, if they're hungry to play better and to get organized. Players can see what the guilds are doing, pay attention to their movements & timing, pick up on their strengths & weaknesses. I remember seeing groups like DiE, Alacrity, and Decibel in action; I saw what they were able to do, and I wanted to learn how to do it. You might learn just as much from fighting enemy groups of that caliber, but you need equivalents within your alliance, you need the other half of the circle.
Ash last night was a clusterwump, no doubt. It was chaotic, and epic in scope. It lasted a very long time. It remained a stalemate for a very long time-- It wasn't lopsided, there wasn't a definitive number advantage to serve as the tipping point, and either faction could have won. DC had two breaches down, and a group making efforts to open a third hole at the front. There were seasoned DC players in the courtyard, small groups and solo artists, they were fighting well on the walls and in the towers. There were a lot of disorganized AD defenders, and a lot of disorganized DC attackers. Rows of AD siege on the inside, rows of DC siege on the outside. A stalemate until the end! It was immensely difficult to break through the blue siege line, and our first attempts failed. The take-home lesson from that fight isn't that we have enough people, or you have enough people; the message is that organization makes the difference, and it won't spontaneously occur.
AD on TF doesn't need more raw numbers. Correct. Nobody needs more raw numbers, and nobody's going to get them. Like Crispen said, TF is poplocked in primetime, for everyone. AD needs organization, and they need the veteran guilds.
Yes, the more recently-formed guilds will learn and improve, pugs will become organized, people will start new guilds, older groups will return from hibernation; all of that will happen eventually, but not automatically. AD needs direct and indirect help, at the moment, from organized guilds. And AD is getting it.

heystreethawk wrote: »RinaldoGandolphi wrote: »Right now both DC and EP are very beatable on TF, and AD don't need help from the Haderus AD. What AD needs is the same thing Dc needed the last 2 cycles, get organized and play the map smartly.
AD seemed to have a very large defense at Ash last night, so they can muster numbers when they choose to.
I agree that AD needs organization instead of raw additional numbers, but you know it's not possible to add raw additional numbers during primetime. Everyone is locked. What is possible, what is happening, is that organized guilds begin lining up at queue position 8, instead of 16 separate and ungrouped entities. From my experience, it takes a long time for any group of players (with the exception of supergroups pooled together from old guilds) to transition to the status of what we'd call organized, and that just can't happen in a vacuum! There needs to be a little more structure in place, y'know? Lemme hearken back to Crispen's excellent point real quick:Crispen_Longbow wrote: »When all 3 factions on TF are locked it matters what guilds are locked in with their factions. If the EP/AD guilds replace the random solo players with guild players, the map actually becomes balanced. The key is that the guilds need to balance each other out. Guilds determine map control and sometimes need to move to different campaigns for balance.
Exactly this. Disorganized factions become organized through the presence of organized guilds, right down to the solo acts and the new recruits of the alliance. I don't mean that everyone should just follow guilds around or regard their zone calls as direct imperatives, but I think it's unlikely that a faction in disarray could organize from within, over a short span of time, without cooperation from seasoned guilds that have been playing for a while.
Along with the increased probability of objective success, that cooperation might come in the form of explicit guidance, callouts, training, recruitment... or just the fact that the less organized population is able to look to that guild as an example, if they're hungry to play better and to get organized. Players can see what the guilds are doing, pay attention to their movements & timing, pick up on their strengths & weaknesses. I remember seeing groups like DiE, Alacrity, and Decibel in action; I saw what they were able to do, and I wanted to learn how to do it. You might learn just as much from fighting enemy groups of that caliber, but you need equivalents within your alliance, you need the other half of the circle.
Ash last night was a clusterwump, no doubt. It was chaotic, and epic in scope. It lasted a very long time. It remained a stalemate for a very long time-- It wasn't lopsided, there wasn't a definitive number advantage to serve as the tipping point, and either faction could have won. DC had two breaches down, and a group making efforts to open a third hole at the front. There were seasoned DC players in the courtyard, small groups and solo artists, they were fighting well on the walls and in the towers. There were a lot of disorganized AD defenders, and a lot of disorganized DC attackers. Rows of AD siege on the inside, rows of DC siege on the outside. A stalemate until the end! It was immensely difficult to break through the blue siege line, and our first attempts failed. The take-home lesson from that fight isn't that we have enough people, or you have enough people; the message is that organization makes the difference, and it won't spontaneously occur.
AD on TF doesn't need more raw numbers. Correct. Nobody needs more raw numbers, and nobody's going to get them. Like Crispen said, TF is poplocked in primetime, for everyone. AD needs organization, and they need the veteran guilds.
Yes, the more recently-formed guilds will learn and improve, pugs will become organized, people will start new guilds, older groups will return from hibernation; all of that will happen eventually, but not automatically. AD needs direct and indirect help, at the moment, from organized guilds. And AD is getting it.
Celas_Dranacea wrote: »
@Telel has taught COH some important werewolf values that I think help increase our small contribution to the faction, and are good things to live by for those players who like to play for the campaign.
COH always makes it a point to communicate and work with the rest of AD. We don't hesitate to play the support role for other groups by watching their back line when they are sieging, or if another leader requests a group to go focus on a specific objective, etc. This is not an e-*** measuring contest.
In fact, we sometimes throw ourselves at distant or hopeless objectives for the good of the map. Suicide missions are necessary when other groups need a distraction.
We are not elitist - we invite pugs to join us when we can. We recruit and run with many players that are low CP. telel and others in the guild invest considerable amounts in getting these people geared up. We are generally patient in training new people, but we demand that they improve as players and teammates.
Most of all, disrespect to enemy players by anyone in the guild is not tolerated.
If the balance of Cyrodil is good and all is well in the universe, then we turn to finding the best fights or indulging in the occasional AP farm - all the while having fun and rampaging as werewolves from time to time.
We try to foster this pack mentality in our members and those we come across.
fastolfv_ESO wrote: »funny thing about people saying AD has low numbers, they still pop lock b4 dc so what does that mean? you just have bad players who make poor decisions. i mean hell look at dc, we have 3 guilds during primetime i see almost every night BoD IL and DP. We have a pug raid leader who actively takes as many pugs as he can get and leads them to keeps and locations so pointless it can only hurt dc and still outperforming AD. There shouldnt be any crying about numbers people just need to make more grps in ad and actively try to do something other than zerg 1 place and die. Another issue AD has is just trying to zerg to be successful, at the start of the campaign a certain AD guild who actively trys to run 50 got flattened over and over due to not having other guilds to swarm with, They up and vanished in about a week when zerging ash didnt work. Spreading out and communicating with other raid leaders are key to defending and attacking, it would help out AD alot to not get run over by EP when they decide to rush south and flip alessia fare and bloodmayne
God_flakes wrote: »
Can't believe he actually thinks no side can ever outnumber the other. @NACtron come on you can't actually believe that.
fastolfv_ESO wrote: »funny thing about people saying AD has low numbers, they still pop lock b4 dc so what does that mean? you just have bad players who make poor decisions. i mean hell look at dc, we have 3 guilds during primetime i see almost every night BoD IL and DP. We have a pug raid leader who actively takes as many pugs as he can get and leads them to keeps and locations so pointless it can only hurt dc and still outperforming AD. There shouldnt be any crying about numbers people just need to make more grps in ad and actively try to do something other than zerg 1 place and die. Another issue AD has is just trying to zerg to be successful, at the start of the campaign a certain AD guild who actively trys to run 50 got flattened over and over due to not having other guilds to swarm with, They up and vanished in about a week when zerging ash didnt work. Spreading out and communicating with other raid leaders are key to defending and attacking, it would help out AD alot to not get run over by EP when they decide to rush south and flip alessia fare and bloodmayne
I think we all agree it is not a pure numbers game. When I made the original post I was thinking of the guild groups that came back from Haderus were only Blue and Red. That left AD with no Fantasia and no CoH and VE and Arcane were both recently retired. On the other hand we were having to compete against Haxus, Invictus (when they were running), PM, K-hole,BoD, Daggerfall Pride.
You know how tough it is to start a guild, it seems silly to expect AD to just group and git gud. I'm am so lucky that I have an amazing team of AD that for whatever reason decide to join me almost every night. But to get to my 8-16 regular team members it took months of sitting on an empty TS on many nights.
Thanks for your advice Saramis, I respect you as a leader but I think you are over simplifying.
God_flakes wrote: »
Can't believe he actually thinks no side can ever outnumber the other. @NACtron come on you can't actually believe that.
fastolfv_ESO wrote: »funny thing about people saying AD has low numbers, they still pop lock b4 dc so what does that mean? you just have bad players who make poor decisions. i mean hell look at dc, we have 3 guilds during primetime i see almost every night BoD IL and DP. We have a pug raid leader who actively takes as many pugs as he can get and leads them to keeps and locations so pointless it can only hurt dc and still outperforming AD. There shouldnt be any crying about numbers people just need to make more grps in ad and actively try to do something other than zerg 1 place and die. Another issue AD has is just trying to zerg to be successful, at the start of the campaign a certain AD guild who actively trys to run 50 got flattened over and over due to not having other guilds to swarm with, They up and vanished in about a week when zerging ash didnt work. Spreading out and communicating with other raid leaders are key to defending and attacking, it would help out AD alot to not get run over by EP when they decide to rush south and flip alessia fare and bloodmayne
I think we all agree it is not a pure numbers game. When I made the original post I was thinking of the guild groups that came back from Haderus were only Blue and Red. That left AD with no Fantasia and no CoH and VE and Arcane were both recently retired. On the other hand we were having to compete against Haxus, Invictus (when they were running), PM, K-hole,BoD, Daggerfall Pride.
You know how tough it is to start a guild, it seems silly to expect AD to just group and git gud. I'm am so lucky that I have an amazing team of AD that for whatever reason decide to join me almost every night. But to get to my 8-16 regular team members it took months of sitting on an empty TS on many nights.
Thanks for your advice Saramis, I respect you as a leader but I think you are over simplifying.
He is not over simplifying it enough. At the end of the night, the faction that coordinates together, wins together.
fastolfv_ESO wrote: »funny thing about people saying AD has low numbers, they still pop lock b4 dc so what does that mean? you just have bad players who make poor decisions. i mean hell look at dc, we have 3 guilds during primetime i see almost every night BoD IL and DP. We have a pug raid leader who actively takes as many pugs as he can get and leads them to keeps and locations so pointless it can only hurt dc and still outperforming AD. There shouldnt be any crying about numbers people just need to make more grps in ad and actively try to do something other than zerg 1 place and die. Another issue AD has is just trying to zerg to be successful, at the start of the campaign a certain AD guild who actively trys to run 50 got flattened over and over due to not having other guilds to swarm with, They up and vanished in about a week when zerging ash didnt work. Spreading out and communicating with other raid leaders are key to defending and attacking, it would help out AD alot to not get run over by EP when they decide to rush south and flip alessia fare and bloodmayne
I think we all agree it is not a pure numbers game. When I made the original post I was thinking of the guild groups that came back from Haderus were only Blue and Red. That left AD with no Fantasia and no CoH and VE and Arcane were both recently retired. On the other hand we were having to compete against Haxus, Invictus (when they were running), PM, K-hole,BoD, Daggerfall Pride.
You know how tough it is to start a guild, it seems silly to expect AD to just group and git gud. I'm am so lucky that I have an amazing team of AD that for whatever reason decide to join me almost every night. But to get to my 8-16 regular team members it took months of sitting on an empty TS on many nights.
Thanks for your advice Saramis, I respect you as a leader but I think you are over simplifying.
He is not over simplifying it enough. At the end of the night, the faction that coordinates together, wins together.
So he is right when he says we are bad players that make bad decisions? Or did you not read his post...
fastolfv_ESO wrote: »funny thing about people saying AD has low numbers, they still pop lock b4 dc so what does that mean? you just have bad players who make poor decisions. i mean hell look at dc, we have 3 guilds during primetime i see almost every night BoD IL and DP. We have a pug raid leader who actively takes as many pugs as he can get and leads them to keeps and locations so pointless it can only hurt dc and still outperforming AD. There shouldnt be any crying about numbers people just need to make more grps in ad and actively try to do something other than zerg 1 place and die. Another issue AD has is just trying to zerg to be successful, at the start of the campaign a certain AD guild who actively trys to run 50 got flattened over and over due to not having other guilds to swarm with, They up and vanished in about a week when zerging ash didnt work. Spreading out and communicating with other raid leaders are key to defending and attacking, it would help out AD alot to not get run over by EP when they decide to rush south and flip alessia fare and bloodmayne
I think we all agree it is not a pure numbers game. When I made the original post I was thinking of the guild groups that came back from Haderus were only Blue and Red. That left AD with no Fantasia and no CoH and VE and Arcane were both recently retired. On the other hand we were having to compete against Haxus, Invictus (when they were running), PM, K-hole,BoD, Daggerfall Pride.
You know how tough it is to start a guild, it seems silly to expect AD to just group and git gud. I'm am so lucky that I have an amazing team of AD that for whatever reason decide to join me almost every night. But to get to my 8-16 regular team members it took months of sitting on an empty TS on many nights.
Thanks for your advice Saramis, I respect you as a leader but I think you are over simplifying.
He is not over simplifying it enough. At the end of the night, the faction that coordinates together, wins together.
So he is right when he says we are bad players that make bad decisions? Or did you not read his post...
Yes. Sending 40 men to one enemy keep while leaving home keeps open for resource caps at score evail isn't exactly a "D-day" winning strategy.
fastolfv_ESO wrote: »funny thing about people saying AD has low numbers, they still pop lock b4 dc so what does that mean? you just have bad players who make poor decisions. i mean hell look at dc, we have 3 guilds during primetime i see almost every night BoD IL and DP. We have a pug raid leader who actively takes as many pugs as he can get and leads them to keeps and locations so pointless it can only hurt dc and still outperforming AD. There shouldnt be any crying about numbers people just need to make more grps in ad and actively try to do something other than zerg 1 place and die. Another issue AD has is just trying to zerg to be successful, at the start of the campaign a certain AD guild who actively trys to run 50 got flattened over and over due to not having other guilds to swarm with, They up and vanished in about a week when zerging ash didnt work. Spreading out and communicating with other raid leaders are key to defending and attacking, it would help out AD alot to not get run over by EP when they decide to rush south and flip alessia fare and bloodmayne
I think we all agree it is not a pure numbers game. When I made the original post I was thinking of the guild groups that came back from Haderus were only Blue and Red. That left AD with no Fantasia and no CoH and VE and Arcane were both recently retired. On the other hand we were having to compete against Haxus, Invictus (when they were running), PM, K-hole,BoD, Daggerfall Pride.
You know how tough it is to start a guild, it seems silly to expect AD to just group and git gud. I'm am so lucky that I have an amazing team of AD that for whatever reason decide to join me almost every night. But to get to my 8-16 regular team members it took months of sitting on an empty TS on many nights.
Thanks for your advice Saramis, I respect you as a leader but I think you are over simplifying.
He is not over simplifying it enough. At the end of the night, the faction that coordinates together, wins together.
So he is right when he says we are bad players that make bad decisions? Or did you not read his post...
Yes. Sending 40 men to one enemy keep while leaving home keeps open for resource caps at score evail isn't exactly a "D-day" winning strategy.
fastolfv_ESO wrote: »funny thing about people saying AD has low numbers, they still pop lock b4 dc so what does that mean? you just have bad players who make poor decisions. i mean hell look at dc, we have 3 guilds during primetime i see almost every night BoD IL and DP. We have a pug raid leader who actively takes as many pugs as he can get and leads them to keeps and locations so pointless it can only hurt dc and still outperforming AD. There shouldnt be any crying about numbers people just need to make more grps in ad and actively try to do something other than zerg 1 place and die. Another issue AD has is just trying to zerg to be successful, at the start of the campaign a certain AD guild who actively trys to run 50 got flattened over and over due to not having other guilds to swarm with, They up and vanished in about a week when zerging ash didnt work. Spreading out and communicating with other raid leaders are key to defending and attacking, it would help out AD alot to not get run over by EP when they decide to rush south and flip alessia fare and bloodmayne
I think we all agree it is not a pure numbers game. When I made the original post I was thinking of the guild groups that came back from Haderus were only Blue and Red. That left AD with no Fantasia and no CoH and VE and Arcane were both recently retired. On the other hand we were having to compete against Haxus, Invictus (when they were running), PM, K-hole,BoD, Daggerfall Pride.
You know how tough it is to start a guild, it seems silly to expect AD to just group and git gud. I'm am so lucky that I have an amazing team of AD that for whatever reason decide to join me almost every night. But to get to my 8-16 regular team members it took months of sitting on an empty TS on many nights.
Thanks for your advice Saramis, I respect you as a leader but I think you are over simplifying.
He is not over simplifying it enough. At the end of the night, the faction that coordinates together, wins together.
So he is right when he says we are bad players that make bad decisions? Or did you not read his post...
Yes. Sending 40 men to one enemy keep while leaving home keeps open for resource caps at score evail isn't exactly a "D-day" winning strategy.
While I agree that sending 40 players to one keep is not always the best stratagem I think that it is up to the smaller guilds and solo players to protect home resources before eval. Of course if they ever find a large raid at one of these resources they can call for help in zone.
fastolfv_ESO wrote: »funny thing about people saying AD has low numbers, they still pop lock b4 dc so what does that mean? you just have bad players who make poor decisions. i mean hell look at dc, we have 3 guilds during primetime i see almost every night BoD IL and DP. We have a pug raid leader who actively takes as many pugs as he can get and leads them to keeps and locations so pointless it can only hurt dc and still outperforming AD. There shouldnt be any crying about numbers people just need to make more grps in ad and actively try to do something other than zerg 1 place and die. Another issue AD has is just trying to zerg to be successful, at the start of the campaign a certain AD guild who actively trys to run 50 got flattened over and over due to not having other guilds to swarm with, They up and vanished in about a week when zerging ash didnt work. Spreading out and communicating with other raid leaders are key to defending and attacking, it would help out AD alot to not get run over by EP when they decide to rush south and flip alessia fare and bloodmayne
I think we all agree it is not a pure numbers game. When I made the original post I was thinking of the guild groups that came back from Haderus were only Blue and Red. That left AD with no Fantasia and no CoH and VE and Arcane were both recently retired. On the other hand we were having to compete against Haxus, Invictus (when they were running), PM, K-hole,BoD, Daggerfall Pride.
You know how tough it is to start a guild, it seems silly to expect AD to just group and git gud. I'm am so lucky that I have an amazing team of AD that for whatever reason decide to join me almost every night. But to get to my 8-16 regular team members it took months of sitting on an empty TS on many nights.
Thanks for your advice Saramis, I respect you as a leader but I think you are over simplifying.
He is not over simplifying it enough. At the end of the night, the faction that coordinates together, wins together.
So he is right when he says we are bad players that make bad decisions? Or did you not read his post...
Yes. Sending 40 men to one enemy keep while leaving home keeps open for resource caps at score evail isn't exactly a "D-day" winning strategy.
While I agree that sending 40 players to one keep is not always the best stratagem I think that it is up to the smaller guilds and solo players to protect home resources before eval. Of course if they ever find a large raid at one of these resources they can call for help in zone.
Hence the coordination mantra. If you don't call it, request it, and confirm it; not going to happen.
fastolfv_ESO wrote: »funny thing about people saying AD has low numbers, they still pop lock b4 dc so what does that mean? you just have bad players who make poor decisions. i mean hell look at dc, we have 3 guilds during primetime i see almost every night BoD IL and DP. We have a pug raid leader who actively takes as many pugs as he can get and leads them to keeps and locations so pointless it can only hurt dc and still outperforming AD. There shouldnt be any crying about numbers people just need to make more grps in ad and actively try to do something other than zerg 1 place and die. Another issue AD has is just trying to zerg to be successful, at the start of the campaign a certain AD guild who actively trys to run 50 got flattened over and over due to not having other guilds to swarm with, They up and vanished in about a week when zerging ash didnt work. Spreading out and communicating with other raid leaders are key to defending and attacking, it would help out AD alot to not get run over by EP when they decide to rush south and flip alessia fare and bloodmayne
I think we all agree it is not a pure numbers game. When I made the original post I was thinking of the guild groups that came back from Haderus were only Blue and Red. That left AD with no Fantasia and no CoH and VE and Arcane were both recently retired. On the other hand we were having to compete against Haxus, Invictus (when they were running), PM, K-hole,BoD, Daggerfall Pride.
You know how tough it is to start a guild, it seems silly to expect AD to just group and git gud. I'm am so lucky that I have an amazing team of AD that for whatever reason decide to join me almost every night. But to get to my 8-16 regular team members it took months of sitting on an empty TS on many nights.
Thanks for your advice Saramis, I respect you as a leader but I think you are over simplifying.
He is not over simplifying it enough. At the end of the night, the faction that coordinates together, wins together.
So he is right when he says we are bad players that make bad decisions? Or did you not read his post...
Yes. Sending 40 men to one enemy keep while leaving home keeps open for resource caps at score evail isn't exactly a "D-day" winning strategy.
While I agree that sending 40 players to one keep is not always the best stratagem I think that it is up to the smaller guilds and solo players to protect home resources before eval. Of course if they ever find a large raid at one of these resources they can call for help in zone.
Hence the coordination mantra. If you don't call it, request it, and confirm it; not going to happen.
Agreed. If players learn to just ask and coordinate it does wonders for their faction