Taleof2Cities wrote: »Some of these issues are already being addressed for the upcoming Summerset patch, @Knowledge. Keep your eyes on the patch notes Monday.
I think you are backwards on your cutting off a keep thinking. Cutting off supply lines during war is a viable strategy and cutting off a keep in game is a similar strategy. A small group can use cutting off a keep to their advantage. If you couldn't cut off a keep a large zerg could just have sentries posted at each keep and travel where the trouble is. Cutting off the keep you know you have a little time to get the doors down before the big group can arrive on mounts. Isolating a keep is exactly what lets smaller groups have a chance to influence the map.
With camps the attacking forces can also revive and return to battle negating the advantage a defending force would have in getting back to the battle.
generalmyrick wrote: »Why are people trying to nerf a zerg?
Yes yes... You're better than everybody at everything excdpt overwhelming odds...sorry the math doesn't work out for you all of the time.
Bgs has a pop cap go there.
generalmyrick wrote: »Can't wait to read the possible solutions! :-)
generalmyrick wrote: »Why are people trying to nerf a zerg?
Yes yes... You're better than everybody at everything excdpt overwhelming odds...sorry the math doesn't work out for you all of the time.
Bgs has a pop cap go there.
I'm not trying to nerf a zerg I am arguing for a balance in the game to give everyone a chance. This is a game after all and should be played for fun.
My argument is primarily focused on one main factor and that is that whoever has the larger and more organized force will always prevail. A side that has less organization (a lot of small scattered groups) is going to lose the campaign against a zerg force that has been organized and is using its sheer size to overcome any opposition in the form of skill or tactical finesse.
As a lower numbered group, even if organized, you can't even prevail tactically or strategically if your opponent exceeds a certain number of players. Your skill and ability count for nothing and you even lose the capability to quickly defend a keep by being instantly cut off giving further advantage to the massive group that is attacking.
At the present time, with the current system, Cyrodiil is less about PVP and more about zerg readiness and force readiness. The side with the larger amount of raids or coordinated zerg forces will usually prevail at the end of the campaign. The system provides for you to overwhelm your opponent at a given objective or outright avoid your opponent by either baiting them into attacking a "troll siege" and then using your main force to take the real objective or simply to exploit their undefended areas (back capping).
The design of this system will cater to large groups that run raids during specific times of the day or most of the day. These coordinated zergs can simply overwhelm an objective with a Forward Camp and usually take said objective while the opponent is crushed by sheer force size. This discourages real PVP and encourages a faction to avoid the enemy until their force size is larger than their adversary which results in a PVDoor game.
Do not get me wrong, there is decent PVP in Cyrodiil for those that don't care about winning the campaign or those that are less concerned with it. These players will usually seek out smaller engagements and good fights around smaller objectives deep in enemy territory. However, I do think the current system is broken in such a sense that it is fully designed to cater to the "bring more until you win" principle.
Since not all factions are equal, not all factions have coordinated zergs and/or their coordinated zerg may not be present at all times, I propose that certain changed be made to Cyrodiil to make things more realistic and fair. My first suggestion would be to remove the "cut off feature". By allowing a keep to be cut off the organized zerg is more likely to always succeed until they log off or do something else in the game. For the faction without organized raids running it would be more beneficial if they could continue to reinforce any keep they own via the transitus shrine until the keep falls. This would change the dynamics of the game in such a way that a coordinated zerg force would still be dealing with a similarly sized adversary. This would also encourage an enemy to strike multiple keeps at once in an effort to put a strain on the enemies force strength and therefore lower the population size at a given keep as there would be multiple defenses or offenses taking place more often.
I'd also like to stress that keeps can be taken too quickly and that should be addressed. I think the structure walls and doors should be stronger with the inner keep walls and door taking longer to go down.
Rohamad_Ali wrote: »Collision system would nerf zergs . Lol Spartan shield line that can't be breached without engaging .
I mostly run around solo, but let me play devil's advocate for the Cyro PvP guilds I sometimes group up with in-game and on Teamspeak. The raid leaders of these guilds do not share your narrow sense of what "real" PvP is. They are fully aware that they are leading a zerg of relative "potatoes". They consider small-scalers, who try to tie them up at a resource for example, as a nuisance, and will urge the group to move on. They are playing the strategic game to win a campaign, or crown an emperor, and they are giving a home to players of all proficiency levels, many of whom are not that good and possibly not able to compete in "real" PvP, as you put it.The design of this system will cater to large groups that run raids during specific times of the day or most of the day. These coordinated zergs can simply overwhelm an objective with a Forward Camp and usually take said objective while the opponent is crushed by sheer force size. This discourages real PVP...
I mostly run around solo, but let me play devil's advocate for the Cyro PvP guilds I sometimes group up with in-game and on Teamspeak. The raid leaders of these guilds do not share your narrow sense of what "real" PvP is. They are fully aware that they are leading a zerg of relative "potatoes". They consider small-scalers, who try to tie them up at a resource for example, as a nuisance, and will urge the group to move on. They are playing the strategic game to win a campaign, or crown an emperor, and they are giving a home to players of all proficiency levels, many of whom are not that good and possibly not able to compete in "real" PvP, as you put it.The design of this system will cater to large groups that run raids during specific times of the day or most of the day. These coordinated zergs can simply overwhelm an objective with a Forward Camp and usually take said objective while the opponent is crushed by sheer force size. This discourages real PVP...
At the present time, with the current system, Cyrodiil is less about PVP and more about zerg readiness and force readiness. The side with the larger amount of raids or coordinated zerg forces will usually prevail at the end of the campaign. The system provides for you to overwhelm your opponent at a given objective or outright avoid your opponent by either baiting them into attacking a "troll siege" and then using your main force to take the real objective or simply to exploit their undefended areas (back capping).
The design of this system will cater to large groups that run raids during specific times of the day or most of the day. These coordinated zergs can simply overwhelm an objective with a Forward Camp and usually take said objective while the opponent is crushed by sheer force size. This discourages real PVP and encourages a faction to avoid the enemy until their force size is larger than their adversary which results in a PVDoor game.
Do not get me wrong, there is decent PVP in Cyrodiil for those that don't care about winning the campaign or those that are less concerned with it. These players will usually seek out smaller engagements and good fights around smaller objectives deep in enemy territory. However, I do think the current system is broken in such a sense that it is fully designed to cater to the "bring more until you win" principle.
Since not all factions are equal, not all factions have coordinated zergs and/or their coordinated zerg may not be present at all times...
At the present time, with the current system, Cyrodiil is less about PVP and more about zerg readiness and force readiness. The side with the larger amount of raids or coordinated zerg forces will usually prevail at the end of the campaign. The system provides for you to overwhelm your opponent at a given objective or outright avoid your opponent by either baiting them into attacking a "troll siege" and then using your main force to take the real objective or simply to exploit their undefended areas (back capping).
The design of this system will cater to large groups that run raids during specific times of the day or most of the day. These coordinated zergs can simply overwhelm an objective with a Forward Camp and usually take said objective while the opponent is crushed by sheer force size. This discourages real PVP and encourages a faction to avoid the enemy until their force size is larger than their adversary which results in a PVDoor game.
Do not get me wrong, there is decent PVP in Cyrodiil for those that don't care about winning the campaign or those that are less concerned with it. These players will usually seek out smaller engagements and good fights around smaller objectives deep in enemy territory. However, I do think the current system is broken in such a sense that it is fully designed to cater to the "bring more until you win" principle.
Since not all factions are equal, not all factions have coordinated zergs and/or their coordinated zerg may not be present at all times...
to me, this kind of sounds a lot like how wars work. having a larger force of soldiers and resources, or better coordination, or special ops units, yeah that's gonna be an advantage in a war. isn't that what we're doing here? we're talking about the Alliance War in Cyrodiil, right? that sounds like war.
if you want a fair fight, or to play paintball, check out Dueling and Battlegrounds.
At the present time, with the current system, Cyrodiil is less about PVP and more about zerg readiness and force readiness. The side with the larger amount of raids or coordinated zerg forces will usually prevail at the end of the campaign. The system provides for you to overwhelm your opponent at a given objective or outright avoid your opponent by either baiting them into attacking a "troll siege" and then using your main force to take the real objective or simply to exploit their undefended areas (back capping).
The design of this system will cater to large groups that run raids during specific times of the day or most of the day. These coordinated zergs can simply overwhelm an objective with a Forward Camp and usually take said objective while the opponent is crushed by sheer force size. This discourages real PVP and encourages a faction to avoid the enemy until their force size is larger than their adversary which results in a PVDoor game.
Do not get me wrong, there is decent PVP in Cyrodiil for those that don't care about winning the campaign or those that are less concerned with it. These players will usually seek out smaller engagements and good fights around smaller objectives deep in enemy territory. However, I do think the current system is broken in such a sense that it is fully designed to cater to the "bring more until you win" principle.
Since not all factions are equal, not all factions have coordinated zergs and/or their coordinated zerg may not be present at all times...
to me, this kind of sounds a lot like how wars work. having a larger force of soldiers and resources, or better coordination, or special ops units, yeah that's gonna be an advantage in a war. isn't that what we're doing here? we're talking about the Alliance War in Cyrodiil, right? that sounds like war.
if you want a fair fight, or to play paintball, check out Dueling and Battlegrounds.
Not all wars have been won in pitched battles. Not all outnumbered opponents have lost.
An example would be the Battle of Pharsalus where Julius Caesar was outnumbered by Pompey. 22,000 vs 40,000.
Pompey committed his cavalry to attempt an encirclement of Caesar's forces in an effort to sandwich them between the cavalry and infantry. Knowing this, Caesar sent a group of heavy infantry to hide behind his own lines and await the cavalry to which he had them engage Pompey's cavalry. Being surprised and suffering heavy casualties the cavalry had to retreat. Seeing this retreat caused the whole of Pompey's army to route.
Real life is not like a game.

At the present time, with the current system, Cyrodiil is less about PVP and more about zerg readiness and force readiness. The side with the larger amount of raids or coordinated zerg forces will usually prevail at the end of the campaign. The system provides for you to overwhelm your opponent at a given objective or outright avoid your opponent by either baiting them into attacking a "troll siege" and then using your main force to take the real objective or simply to exploit their undefended areas (back capping).
The design of this system will cater to large groups that run raids during specific times of the day or most of the day. These coordinated zergs can simply overwhelm an objective with a Forward Camp and usually take said objective while the opponent is crushed by sheer force size. This discourages real PVP and encourages a faction to avoid the enemy until their force size is larger than their adversary which results in a PVDoor game.
Do not get me wrong, there is decent PVP in Cyrodiil for those that don't care about winning the campaign or those that are less concerned with it. These players will usually seek out smaller engagements and good fights around smaller objectives deep in enemy territory. However, I do think the current system is broken in such a sense that it is fully designed to cater to the "bring more until you win" principle.
Since not all factions are equal, not all factions have coordinated zergs and/or their coordinated zerg may not be present at all times...
to me, this kind of sounds a lot like how wars work. having a larger force of soldiers and resources, or better coordination, or special ops units, yeah that's gonna be an advantage in a war. isn't that what we're doing here? we're talking about the Alliance War in Cyrodiil, right? that sounds like war.
if you want a fair fight, or to play paintball, check out Dueling and Battlegrounds.
Not all wars have been won in pitched battles. Not all outnumbered opponents have lost.
An example would be the Battle of Pharsalus where Julius Caesar was outnumbered by Pompey. 22,000 vs 40,000.
Pompey committed his cavalry to attempt an encirclement of Caesar's forces in an effort to sandwich them between the cavalry and infantry. Knowing this, Caesar sent a group of heavy infantry to hide behind his own lines and await the cavalry to which he had them engage Pompey's cavalry. Being surprised and suffering heavy casualties the cavalry had to retreat. Seeing this retreat caused the whole of Pompey's army to route.
Real life is not like a game.
At the present time, with the current system, Cyrodiil is less about PVP and more about zerg readiness and force readiness. The side with the larger amount of raids or coordinated zerg forces will usually prevail at the end of the campaign. The system provides for you to overwhelm your opponent at a given objective or outright avoid your opponent by either baiting them into attacking a "troll siege" and then using your main force to take the real objective or simply to exploit their undefended areas (back capping).
The design of this system will cater to large groups that run raids during specific times of the day or most of the day. These coordinated zergs can simply overwhelm an objective with a Forward Camp and usually take said objective while the opponent is crushed by sheer force size. This discourages real PVP and encourages a faction to avoid the enemy until their force size is larger than their adversary which results in a PVDoor game.
Do not get me wrong, there is decent PVP in Cyrodiil for those that don't care about winning the campaign or those that are less concerned with it. These players will usually seek out smaller engagements and good fights around smaller objectives deep in enemy territory. However, I do think the current system is broken in such a sense that it is fully designed to cater to the "bring more until you win" principle.
Since not all factions are equal, not all factions have coordinated zergs and/or their coordinated zerg may not be present at all times...
to me, this kind of sounds a lot like how wars work. having a larger force of soldiers and resources, or better coordination, or special ops units, yeah that's gonna be an advantage in a war. isn't that what we're doing here? we're talking about the Alliance War in Cyrodiil, right? that sounds like war.
if you want a fair fight, or to play paintball, check out Dueling and Battlegrounds.
Not all wars have been won in pitched battles. Not all outnumbered opponents have lost.
An example would be the Battle of Pharsalus where Julius Caesar was outnumbered by Pompey. 22,000 vs 40,000.
Pompey committed his cavalry to attempt an encirclement of Caesar's forces in an effort to sandwich them between the cavalry and infantry. Knowing this, Caesar sent a group of heavy infantry to hide behind his own lines and await the cavalry to which he had them engage Pompey's cavalry. Being surprised and suffering heavy casualties the cavalry had to retreat. Seeing this retreat caused the whole of Pompey's army to route.
Real life is not like a game.
What about the 300 Spartans who held off thousands?
At the present time, with the current system, Cyrodiil is less about PVP and more about zerg readiness and force readiness. The side with the larger amount of raids or coordinated zerg forces will usually prevail at the end of the campaign. The system provides for you to overwhelm your opponent at a given objective or outright avoid your opponent by either baiting them into attacking a "troll siege" and then using your main force to take the real objective or simply to exploit their undefended areas (back capping).
The design of this system will cater to large groups that run raids during specific times of the day or most of the day. These coordinated zergs can simply overwhelm an objective with a Forward Camp and usually take said objective while the opponent is crushed by sheer force size. This discourages real PVP and encourages a faction to avoid the enemy until their force size is larger than their adversary which results in a PVDoor game.
Do not get me wrong, there is decent PVP in Cyrodiil for those that don't care about winning the campaign or those that are less concerned with it. These players will usually seek out smaller engagements and good fights around smaller objectives deep in enemy territory. However, I do think the current system is broken in such a sense that it is fully designed to cater to the "bring more until you win" principle.
Since not all factions are equal, not all factions have coordinated zergs and/or their coordinated zerg may not be present at all times...
to me, this kind of sounds a lot like how wars work. having a larger force of soldiers and resources, or better coordination, or special ops units, yeah that's gonna be an advantage in a war. isn't that what we're doing here? we're talking about the Alliance War in Cyrodiil, right? that sounds like war.
if you want a fair fight, or to play paintball, check out Dueling and Battlegrounds.
Not all wars have been won in pitched battles. Not all outnumbered opponents have lost.
An example would be the Battle of Pharsalus where Julius Caesar was outnumbered by Pompey. 22,000 vs 40,000.
Pompey committed his cavalry to attempt an encirclement of Caesar's forces in an effort to sandwich them between the cavalry and infantry. Knowing this, Caesar sent a group of heavy infantry to hide behind his own lines and await the cavalry to which he had them engage Pompey's cavalry. Being surprised and suffering heavy casualties the cavalry had to retreat. Seeing this retreat caused the whole of Pompey's army to route.
that reads like one example of an outnumbered force winning a battle (not a war). it seems to ignore the overwhelming majority of instances where that isn't what happens.
it also underscores the importance of good leadership with strong organization and tactics, defeating your own point about those qualities being unfair or whatever.Real life is not like a game.
exactly. the game in Cyrodiil simulates war. if you want the game to simulate more "fair" things, like paintball or single combat, you have Battlegrounds and Dueling you can check out.
edited for formatting, but i'll add: it's not like the zerg always wins in Cyrodiil, either. a few weeks ago my group of 6 was rushed by a group of more than 30 immediately after completing our repairs from taking an outpost. we had decided to go somewhere far away that we weren't linked to, so seeing the zerg was a bit of a relief from the idea of horse-riding all the way north, so we decided to stand and fight for the fun of it. well, of course we fought like we had nothing to lose, and to our amazement we eventually beat them all down with only one temporary death. riding horses isn't so tedious after a victory like that.
At the present time, with the current system, Cyrodiil is less about PVP and more about zerg readiness and force readiness. The side with the larger amount of raids or coordinated zerg forces will usually prevail at the end of the campaign. The system provides for you to overwhelm your opponent at a given objective or outright avoid your opponent by either baiting them into attacking a "troll siege" and then using your main force to take the real objective or simply to exploit their undefended areas (back capping).
The design of this system will cater to large groups that run raids during specific times of the day or most of the day. These coordinated zergs can simply overwhelm an objective with a Forward Camp and usually take said objective while the opponent is crushed by sheer force size. This discourages real PVP and encourages a faction to avoid the enemy until their force size is larger than their adversary which results in a PVDoor game.
Do not get me wrong, there is decent PVP in Cyrodiil for those that don't care about winning the campaign or those that are less concerned with it. These players will usually seek out smaller engagements and good fights around smaller objectives deep in enemy territory. However, I do think the current system is broken in such a sense that it is fully designed to cater to the "bring more until you win" principle.
Since not all factions are equal, not all factions have coordinated zergs and/or their coordinated zerg may not be present at all times...
to me, this kind of sounds a lot like how wars work. having a larger force of soldiers and resources, or better coordination, or special ops units, yeah that's gonna be an advantage in a war. isn't that what we're doing here? we're talking about the Alliance War in Cyrodiil, right? that sounds like war.
if you want a fair fight, or to play paintball, check out Dueling and Battlegrounds.
Not all wars have been won in pitched battles. Not all outnumbered opponents have lost.
An example would be the Battle of Pharsalus where Julius Caesar was outnumbered by Pompey. 22,000 vs 40,000.
Pompey committed his cavalry to attempt an encirclement of Caesar's forces in an effort to sandwich them between the cavalry and infantry. Knowing this, Caesar sent a group of heavy infantry to hide behind his own lines and await the cavalry to which he had them engage Pompey's cavalry. Being surprised and suffering heavy casualties the cavalry had to retreat. Seeing this retreat caused the whole of Pompey's army to route.
Real life is not like a game.
What about the 300 Spartans who held off thousands?
they all died, and lost the battle.
(not the best example if you meant to bolster Knowledge's argument that the zerg doesn't always win in real life.)