NightbladeMechanics wrote: »Organized large groups provide a check on massive, groupless faction stacks.
NightbladeMechanics wrote: »
Organized large groups provide a check on massive, groupless faction stacks.
Those massive, groupless faction stacks already crowd at one or two fights on the emp ring as is.
NightbladeMechanics wrote: »
Organized large groups provide a check on massive, groupless faction stacks.
Those massive, groupless faction stacks already crowd at one or two fights on the emp ring as is.
You keep those in check by tying healing mechanics to the now smaller groups.
One way would be to reduce out of group heals by 50%.
Another would be to not allow aoe heals to affect non group members.
Vilestride wrote: »NightbladeMechanics wrote: »Agrippa_Invisus wrote: »I think downsizing makes a lot of sense in the current state of the game. While there are faction stacks, 16-24 player groups haven't been nearly as common as they were, so I think 8-12 player groups can be highly effective in many scenarios. No, they won't take on 60 like a well-oiled uberblob can, but I think they can be difference makers and win a lot of fights.
The best argument I can make to not run 24 is the per-faction population cap. I believe it is generally estimated to be approximately 150 which makes a 24 player group approximately 16% of a faction's population. That's pretty significant and goes a long way towards concentrating fights in only a few locations -- especially when it might take 40 randoms to wipe an elite group.
IMO, the group size should never, ever have been allowed to be greater than what the PVE content allows - 12.
Universal group sizes also allows for easier transition between the two activities. A 20 man PVP raid can't convert easily into two 12 man raids for PVE content, but a 12 man can just step out without re-organization and switch between the two with ease.
I'm all for consistency, but I stick by my worry stated when discussing reducing group sizes earlier (I think it was in this thread):
Organized large groups provide a check on massive, groupless faction stacks.
Those massive, groupless faction stacks already crowd at one or two fights on the emp ring as is.
Therefore, reducing the max group size without introducing significant objectives or rewards for spreading out will simply incentivize faction stacking even further, as nothing will be able to stop the tides of bodies except larger tides of bodies.
This means a net decrease in variety of PvP experiences for everyone, which could lead to even more bleeding of the population than we are already seeing.
Imo it all goes back to positive incentives to make people want to move to other places on the map, the goal being to increase variety of experiences, which leads to excitement. People love the VASTNESS of Cyrodiil and the diversity of its landscapes. People WANT to fight all over the map, but there usually aren't fights anywhere out of the emp lanes. Getting people out there could mean a rework of emperorship to reduce the allure of emp keeps, a rework of transit or respawning to reduce travel times to outer keeps, some fun new shinies to chase in the outskirts of the map, a rework of AP ticks or campaign scoring, etc etc. I do not, however, believe simply saying, "ok, no more big groups" would miraculously spread people out and make more people want to play PvP.
would it be too drastic to reconsider the positioning the current keeps so that the lanes of transit were not so direct? So for example if BRK was positioned more to the east so the transit lines were more equal. So now it would be as quick a ride from BRK to drake or BRK to Farragut as it is from BRK to arrius. This would break own the conventionally popular travel routes and encourage fights on the roads between all 3 keeps rather than just 1.
This is just one example and I'm not saying its necessarily a good one, but just pointing out how even the intelligent re-positioning of even just the current keeps could result in more, and different fights than we see day to day as it is.
Honestly even today there hasn't been any new "elite guild" formed on EP, sure there has been refining with organization such as going from Haxus to Drac and there has been some training up to replace the people we have lost over time but I would say you could still trace ~50% of the cores of Drac and IVS back to Havoc, IR and GoS. However, I would say that over time BoD has also really come into their own, sure they aren't Drac level but it's way better than the days when 3 of us would go up to Bruma and wipe them. I would say right before Morrowind is when they were the strongest, similar to when PM was hitting their prime, largely due to the same reasons of destro, negate, and rememberance.
So today when we leave it feels about the same as when we came. There are no new elite DC squads. Many of the same groups are still running, some have improved some have regressed. But we didn't leave anyone behind capable of walking up to Drac/Inv/etc and engaging them without greatly outnumbering them.
During the last few months of playing the guilds I regularly saw play on a weekly basis was BoD, Shadowgrabber and Pug Guild. BoD rarely gets full raids and the other two are pick up groups....
But this is mostly "State of the Game". I look back to before VE rerolled. EP with Havoc, IR/Nexus, VE, GoS and a bunch of pick up groups/casual raids. I don't think we'll ever get back to that. And for that to even happen the board was so tilted in favor of EP it was nearly game killing.
So that's what I meant. There's always some pug raids or raid guilds but from a competitive standpoint you need a decent spread of high end guilds to fight other high end guilds. I'd hoped that having a top-tier raid guild would inspire others to get there just as Bulbasir was inspired to form the raiding arm of VE by playing with DIE. But for whatever reason, this did not happen. The last guild that managed to go from free AP to threat was PM, who found a niche during the Destro/rememberence age (very similar to CN finding their groove with Steel Tornado and Barrier). But it was on EP which already had a wealth of top end guilds and shortly thereafter seems to have lost many of its leads and much of its core.