NightbladeMechanics wrote: »Some people play this game to improve individual skill, master game mechanics, maximize individual capabilities, and otherwise get good on an individual level. These players minimize group size, try to fight outnumbered, and focus on the fights rather than objectives.
Zergers disregard individual skill in favor of taking objectives as a team and winning the campaign. These players focus on the map and campaign score and view accumulating numbers as a tactic with which to win challenging fights, much like line of sight is to soloers.
Neither side is necessarily right or wrong, but their play styles clash. Groups of people who have ideological disagreements have fought throughout history. Sometimes this escalates to tension. That's all.
I don´t hate zergs.
I just don´t enjoy that "bring more people" has no counterplay.
Not really, I can tell you exactly what happens when guilds like invictus/dreadlords go to IC to "farm" with 10-15 ppl: they get crap TV and leave within 20-30 min every single time. Those groups get really sloppy about district control and our small groups split up and take every single district other than the one they're in as they fight the boss. They practically never have ppl that break off to try and contest things with us because they are scared to death of us farming them - it's why they don't go into IC without 10+ ppl to begin with.
HoloYoitsu wrote: »Not really, I can tell you exactly what happens when guilds like invictus/dreadlords go to IC to "farm" with 10-15 ppl: they get crap TV and leave within 20-30 min every single time. Those groups get really sloppy about district control and our small groups split up and take every single district other than the one they're in as they fight the boss. They practically never have ppl that break off to try and contest things with us because they are scared to death of us farming them - it's why they don't go into IC without 10+ ppl to begin with.
These are the ppl that will stand on their flag with 10 ppl and refuse to come off it to fight 3 of us. I've learned to not bother trying to get a couple more ppl in grp to go head to head with them, because invariably by the time we're ready those groups have already given up on their farm and left.
So no they don't really impact overland much with their absence.
I don´t hate zergs.
I just don´t enjoy that "bring more people" has no counterplay.
But it does in the context of map play. Too many players in one place should mean not enough in another. First and foremost, I think Cyrodiil AvA is about winning the Alliance War.
Unfortunately, map play has a lot of issues that have never been addressed. The worst is for those who play during the most popular intervals. They can play for 8 hours in an evenly matched campaign, fighting vigorously for every point gained, only to lose all progress x100 when the map gets rolled uncontested during a low pop interval. It can be hard to truly care about the map over 30 days when that happens every day.
Another factor here is IC. When one of those 500 player "gaming organization" guilds has an IC sewer night, it puts their entire faction in a bad position.
I´m sorry but turning npc resources and keeps for a pointless campaign win isn´t the driving factor in pvp for me.
I go to cyrodiil to fight actual other players in a huge open world battlefield (with keeps and resources being of the same relevance as a football field essentially - it´s vital to play the game but the game is still played with another team not the field itself).
The deciding factor for what makes pvp (player versus player - not npc resources or whatever) in this game is numbers.
I´m sorry but turning npc resources and keeps for a pointless campaign win isn´t the driving factor in pvp for me.
I go to cyrodiil to fight actual other players in a huge open world battlefield (with keeps and resources being of the same relevance as a football field essentially - it´s vital to play the game but the game is still played with another team not the field itself).
The deciding factor for what makes pvp (player versus player - not npc resources or whatever) in this game is numbers.
That is not what I am saying at all.
If everyone in Cyrodiil was engaged in map play and playing strategically, zerging nikel with 70 players probably wouldn't happen because it would leave the faction vulnerable elsewhere -- which would matter because in this hypothetical, everyone cares about being vulnerable elsewhere.
For me, fights without context are extremely boring. That is why I play an objective based game.
A coordinated, disciplined large group is not going to chase squirrels unless you poke them, or have a history of doing so. These guys are focused on the map or other big groups. I don't think most small scalers have a problem with these groups.
It's the "zerglings," the guys who rip like tissue paper if you catch them alone but will happily zerg you down with 10x the numbers and then teabag/rage whisper their superiority that give "zergs" a bad name.
Overall zerging requires less skill than small scale these days but that is mostly due to a lack of competitive 24 man raids.
If you had large raids fighting large raids the raid with best tactics, startegy and execution will win the day not numbers. It takes skill practice and teamwork to accomplish victory. If large scale PvP is actually competive.
It takes a lot of work to balance a raid of 24 players. With correct gear, ult rotation, player skill and ability, mastering raid roles etc. grueling trial and error. Not to mention movements and calls the raid lead makes to outsmart the opponent. I think it is just as challenging as being in a good 4 man group. For diffrent reasons. There has to be competive zergs to fight in order to make it challenging however
There some guilds out there who run large raids and provide a challenge but not as many there used to be. Meaning less large competitive play and more large casual raids being uncontested on the field.
Sandman929 wrote: »Overall zerging requires less skill than small scale these days but that is mostly due to a lack of competitive 24 man raids.
If you had large raids fighting large raids the raid with best tactics, startegy and execution will win the day not numbers. It takes skill practice and teamwork to accomplish victory. If large scale PvP is actually competive.
It takes a lot of work to balance a raid of 24 players. With correct gear, ult rotation, player skill and ability, mastering raid roles etc. grueling trial and error. Not to mention movements and calls the raid lead makes to outsmart the opponent. I think it is just as challenging as being in a good 4 man group. For diffrent reasons. There has to be competive zergs to fight in order to make it challenging however
There some guilds out there who run large raids and provide a challenge but not as many there used to be. Meaning less large competitive play and more large casual raids being uncontested on the field.
It would be great if there were more players trying to optimize group builds rather than constantly chasing the Ultimate 1vX'er fantasy. When you come up against a large, coordinated group it's very impressive. It's tricky to put together though because there are so many egos in Cyrodiil that keeping a coordinated group together (bickering, posturing, bragging, etc) is a whole different challenge. Everyone thinks they're a leader and no one knows how to follow.
Sandman929 wrote: »Overall zerging requires less skill than small scale these days but that is mostly due to a lack of competitive 24 man raids.
If you had large raids fighting large raids the raid with best tactics, startegy and execution will win the day not numbers. It takes skill practice and teamwork to accomplish victory. If large scale PvP is actually competive.
It takes a lot of work to balance a raid of 24 players. With correct gear, ult rotation, player skill and ability, mastering raid roles etc. grueling trial and error. Not to mention movements and calls the raid lead makes to outsmart the opponent. I think it is just as challenging as being in a good 4 man group. For diffrent reasons. There has to be competive zergs to fight in order to make it challenging however
There some guilds out there who run large raids and provide a challenge but not as many there used to be. Meaning less large competitive play and more large casual raids being uncontested on the field.
It would be great if there were more players trying to optimize group builds rather than constantly chasing the Ultimate 1vX'er fantasy. When you come up against a large, coordinated group it's very impressive. It's tricky to put together though because there are so many egos in Cyrodiil that keeping a coordinated group together (bickering, posturing, bragging, etc) is a whole different challenge. Everyone thinks they're a leader and no one knows how to follow.
It's not that everyone think they are a leader, it's that after work/school/family time you only have so many hours to play. Why waste it trying to commit to a leet group when in 2 hours you'll need to go to bed?
It's why so many people watch streams for build advice, why the bridge/chal have fights all the time, and why we have zergs.
Battlegrounds will definitely be interesting knowing that you can commit to a quick few matches of pvp, see your ranking, and give these players a way to progress that open world cyro fails to do.
LOS takes Way more skill than running with 30-40 people spamming light attacks,or running over small groups and solo players.
LOS takes Way more skill than running with 30-40 people spamming light attacks,or running over small groups and solo players.
Sandman929 wrote: »Overall zerging requires less skill than small scale these days but that is mostly due to a lack of competitive 24 man raids.
If you had large raids fighting large raids the raid with best tactics, startegy and execution will win the day not numbers. It takes skill practice and teamwork to accomplish victory. If large scale PvP is actually competive.
It takes a lot of work to balance a raid of 24 players. With correct gear, ult rotation, player skill and ability, mastering raid roles etc. grueling trial and error. Not to mention movements and calls the raid lead makes to outsmart the opponent. I think it is just as challenging as being in a good 4 man group. For diffrent reasons. There has to be competive zergs to fight in order to make it challenging however
There some guilds out there who run large raids and provide a challenge but not as many there used to be. Meaning less large competitive play and more large casual raids being uncontested on the field.
It would be great if there were more players trying to optimize group builds rather than constantly chasing the Ultimate 1vX'er fantasy. When you come up against a large, coordinated group it's very impressive. It's tricky to put together though because there are so many egos in Cyrodiil that keeping a coordinated group together (bickering, posturing, bragging, etc) is a whole different challenge. Everyone thinks they're a leader and no one knows how to follow.
I love small group pvp 2-4 people sometimes 6 is what I usually pvp with most fun I have in this game and why I still play it itbut if I'm the only one on or no one wants to pvp,I run solo and better than when I ran in large Coordinated group.I ran in a 20-24 man for a long time I have respect for those groups with coordinated leaderships and define roles and work together well.My issue is with the mindless zergs who lag out the server or chase me and my small group of friends from aleswell farm back to our gate.LOS takes Way more skill than running with 30-40 people spamming light attacks,or running over small groups and solo players.
But also requires potatoes to follow you to that tree one by one so you can PvP.
2-3 mobile groups = the best PvP without having to hide behind a tree watching rocks turn all day.
I love small group pvp 2-4 people sometimes 6 is what I usually pvp with most fun I have in this game and why I still play it itbut if I'm the only one on or no one wants to pvp,I run solo and better than when I ran in large Coordinated group.I ran in a 20-24 man for a long time I have respect for those groups with coordinated leaderships and define roles and work together well.My issue is with the mindless zergs who lag out the server or chase me and my small group of friends from aleswell farm back to our gate.LOS takes Way more skill than running with 30-40 people spamming light attacks,or running over small groups and solo players.
But also requires potatoes to follow you to that tree one by one so you can PvP.
2-3 mobile groups = the best PvP without having to hide behind a tree watching rocks turn all day.
A coordinated, disciplined large group is not going to chase squirrels unless you poke them, or have a history of doing so. These guys are focused on the map or other big groups. I don't think most small scalers have a problem with these groups.
It's the "zerglings," the guys who rip like tissue paper if you catch them alone but will happily zerg you down with 10x the numbers and then teabag/rage whisper their superiority that give "zergs" a bad name.
This.
Ghost-Shot wrote: »A coordinated, disciplined large group is not going to chase squirrels unless you poke them, or have a history of doing so. These guys are focused on the map or other big groups. I don't think most small scalers have a problem with these groups.
It's the "zerglings," the guys who rip like tissue paper if you catch them alone but will happily zerg you down with 10x the numbers and then teabag/rage whisper their superiority that give "zergs" a bad name.
This.
Exactly, I'm reminded of a situation we had with Aenlir and I believe Mojican sometime last year. We were running a full 24 and were dealing with about 2 and a half raids of pact militia at the Ales mine, someone in group saw Aenlir and started to chase them. Steve said its only 2, leave them be. A couple minutes later we had PM bunched up and were moving in for our bomb, next thing you know Aenlir and whoever he was with had cold fire siege set up on us, it didn't kill us and we wiped PM anyway but it created a very serious annoyance and the 2 of them were hunted down. After that we had sort of an unofficial agreement, we won't zerg you down if you don't make yourself a problem.
Then you get people like "the top 10 NB NA" who I will actively hunt down with 20 people all day long for being a trash can of a human being.
HoloYoitsu wrote: »Not really, I can tell you exactly what happens when guilds like invictus/dreadlords go to IC to "farm" with 10-15 ppl: they get crap TV and leave within 20-30 min every single time. Those groups get really sloppy about district control and our small groups split up and take every single district other than the one they're in as they fight the boss. They practically never have ppl that break off to try and contest things with us because they are scared to death of us farming them - it's why they don't go into IC without 10+ ppl to begin with.
These are the ppl that will stand on their flag with 10 ppl and refuse to come off it to fight 3 of us. I've learned to not bother trying to get a couple more ppl in grp to go head to head with them, because invariably by the time we're ready those groups have already given up on their farm and left.
So no they don't really impact overland much with their absence.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
HoloYoitsu wrote: »Not really, I can tell you exactly what happens when guilds like invictus/dreadlords go to IC to "farm" with 10-15 ppl: they get crap TV and leave within 20-30 min every single time. Those groups get really sloppy about district control and our small groups split up and take every single district other than the one they're in as they fight the boss. They practically never have ppl that break off to try and contest things with us because they are scared to death of us farming them - it's why they don't go into IC without 10+ ppl to begin with.
These are the ppl that will stand on their flag with 10 ppl and refuse to come off it to fight 3 of us. I've learned to not bother trying to get a couple more ppl in grp to go head to head with them, because invariably by the time we're ready those groups have already given up on their farm and left.
So no they don't really impact overland much with their absence.
Would love to see these mythical 10+ Invictus IC groups.
DisgracefulMind wrote: »HoloYoitsu wrote: »Not really, I can tell you exactly what happens when guilds like invictus/dreadlords go to IC to "farm" with 10-15 ppl: they get crap TV and leave within 20-30 min every single time. Those groups get really sloppy about district control and our small groups split up and take every single district other than the one they're in as they fight the boss. They practically never have ppl that break off to try and contest things with us because they are scared to death of us farming them - it's why they don't go into IC without 10+ ppl to begin with.
These are the ppl that will stand on their flag with 10 ppl and refuse to come off it to fight 3 of us. I've learned to not bother trying to get a couple more ppl in grp to go head to head with them, because invariably by the time we're ready those groups have already given up on their farm and left.
So no they don't really impact overland much with their absence.
Would love to see these mythical 10+ Invictus IC groups.
Like really tho, when the hell are we in IC? lmao
Last time I went in there, there was like 5 people with us xD And that was last week, before that I think barely any of us have gone in since Christmas.
And, believe me, no one is scared to death of fighting any of you all.