Sandman929 wrote: »The only way to beat cooperation and coordination in this game is to punish those things. Removing a skill or making little nerfs here and there won't change anything. As always, I remain confused by people who see effective groups and get upset rather than impressed.
To be honest, I don't think people are mad at their efficiency.
I'd even dare say that their group format is not the most efficient in a lot of occasions. But then, efficiency scales on what you're aiming to do.
What pisses me off about ball groups is when they act irresponsibly.
Like 2 days ago, their was a tri faction fight at roebeck on vivec EU to try and dethrone AD during prime time. That single fight made the entire server lag, our group knew it was going to be painful so we went to faregyl to try and trigger some ADs so that the roe siege might be over faster.
That roebeck fight lasted over an hour because one red group was farming pugs inside the keep, and was unable to finish the fight and capture. I say unable, but it's most likely unwilling as they were probably having fun farming and they had the perfect situation, last emp keep so yellows would commit 100% to the defense, and the dc zerg was too stupid to capture the rest of the undefended map. So essentially that red group made the whole server unplayable for an hour. Our group logged off because we don't have dedicated healing spring spammers so it's actually game breaking when you need to break free 4 times before you can heal yourself.
Now some will say that's its the DC zerg's fault for stacking up when they could have left the EP capture, to which I respond that the organized groups are the ones with the brains, they should be the ones to act accordingly, and not the light attack spamming cp 140 who has no clue what's going on.
They could have either gone for a fast dethrone and leave to farm AD at their remaining keeps, or let DC capture and farm them afterwards, but no, they had to farm the keep for 1 hour because the AP/hour ratio was more important than having a playable server. And that's when and why ball groups trigger me the most.
Honestly, where do these ball groups even find the gall to act irresponsibility in a video game. If they are going to participate in an activity, designed to be an escape from the responsibilities of real life, they should at least have the bloody decency to play responsibly as a ball group and do what other people want them to bloody do.
VaranisArano wrote: »Sandman929 wrote: »The only way to beat cooperation and coordination in this game is to punish those things. Removing a skill or making little nerfs here and there won't change anything. As always, I remain confused by people who see effective groups and get upset rather than impressed.
To be honest, I don't think people are mad at their efficiency.
I'd even dare say that their group format is not the most efficient in a lot of occasions. But then, efficiency scales on what you're aiming to do.
What pisses me off about ball groups is when they act irresponsibly.
Like 2 days ago, their was a tri faction fight at roebeck on vivec EU to try and dethrone AD during prime time. That single fight made the entire server lag, our group knew it was going to be painful so we went to faregyl to try and trigger some ADs so that the roe siege might be over faster.
That roebeck fight lasted over an hour because one red group was farming pugs inside the keep, and was unable to finish the fight and capture. I say unable, but it's most likely unwilling as they were probably having fun farming and they had the perfect situation, last emp keep so yellows would commit 100% to the defense, and the dc zerg was too stupid to capture the rest of the undefended map. So essentially that red group made the whole server unplayable for an hour. Our group logged off because we don't have dedicated healing spring spammers so it's actually game breaking when you need to break free 4 times before you can heal yourself.
Now some will say that's its the DC zerg's fault for stacking up when they could have left the EP capture, to which I respond that the organized groups are the ones with the brains, they should be the ones to act accordingly, and not the light attack spamming cp 140 who has no clue what's going on.
They could have either gone for a fast dethrone and leave to farm AD at their remaining keeps, or let DC capture and farm them afterwards, but no, they had to farm the keep for 1 hour because the AP/hour ratio was more important than having a playable server. And that's when and why ball groups trigger me the most.
Honestly, where do these ball groups even find the gall to act irresponsibility in a video game. If they are going to participate in an activity, designed to be an escape from the responsibilities of real life, they should at least have the bloody decency to play responsibly as a ball group and do what other people want them to bloody do.
Right? Like, they should obey the chain of command and listen to those 5-star Zone Generals, right? And they should definitely play on the enemies' terms, not their own. That's how this works, right?
Sandman929 wrote: »The only way to beat cooperation and coordination in this game is to punish those things. Removing a skill or making little nerfs here and there won't change anything. As always, I remain confused by people who see effective groups and get upset rather than impressed.
To be honest, I don't think people are mad at their efficiency.
I'd even dare say that their group format is not the most efficient in a lot of occasions. But then, efficiency scales on what you're aiming to do.
What pisses me off about ball groups is when they act irresponsibly.
Like 2 days ago, their was a tri faction fight at roebeck on vivec EU to try and dethrone AD during prime time. That single fight made the entire server lag, our group knew it was going to be painful so we went to faregyl to try and trigger some ADs so that the roe siege might be over faster.
That roebeck fight lasted over an hour because one red group was farming pugs inside the keep, and was unable to finish the fight and capture. I say unable, but it's most likely unwilling as they were probably having fun farming and they had the perfect situation, last emp keep so yellows would commit 100% to the defense, and the dc zerg was too stupid to capture the rest of the undefended map. So essentially that red group made the whole server unplayable for an hour. Our group logged off because we don't have dedicated healing spring spammers so it's actually game breaking when you need to break free 4 times before you can heal yourself.
Now some will say that's its the DC zerg's fault for stacking up when they could have left the EP capture, to which I respond that the organized groups are the ones with the brains, they should be the ones to act accordingly, and not the light attack spamming cp 140 who has no clue what's going on.
They could have either gone for a fast dethrone and leave to farm AD at their remaining keeps, or let DC capture and farm them afterwards, but no, they had to farm the keep for 1 hour because the AP/hour ratio was more important than having a playable server. And that's when and why ball groups trigger me the most.
Honestly, where do these ball groups even find the gall to act irresponsibility in a video game. If they are going to participate in an activity, designed to be an escape from the responsibilities of real life, they should at least have the bloody decency to play responsibly as a ball group and do what other people want them to bloody do.VaranisArano wrote: »Sandman929 wrote: »The only way to beat cooperation and coordination in this game is to punish those things. Removing a skill or making little nerfs here and there won't change anything. As always, I remain confused by people who see effective groups and get upset rather than impressed.
To be honest, I don't think people are mad at their efficiency.
I'd even dare say that their group format is not the most efficient in a lot of occasions. But then, efficiency scales on what you're aiming to do.
What pisses me off about ball groups is when they act irresponsibly.
Like 2 days ago, their was a tri faction fight at roebeck on vivec EU to try and dethrone AD during prime time. That single fight made the entire server lag, our group knew it was going to be painful so we went to faregyl to try and trigger some ADs so that the roe siege might be over faster.
That roebeck fight lasted over an hour because one red group was farming pugs inside the keep, and was unable to finish the fight and capture. I say unable, but it's most likely unwilling as they were probably having fun farming and they had the perfect situation, last emp keep so yellows would commit 100% to the defense, and the dc zerg was too stupid to capture the rest of the undefended map. So essentially that red group made the whole server unplayable for an hour. Our group logged off because we don't have dedicated healing spring spammers so it's actually game breaking when you need to break free 4 times before you can heal yourself.
Now some will say that's its the DC zerg's fault for stacking up when they could have left the EP capture, to which I respond that the organized groups are the ones with the brains, they should be the ones to act accordingly, and not the light attack spamming cp 140 who has no clue what's going on.
They could have either gone for a fast dethrone and leave to farm AD at their remaining keeps, or let DC capture and farm them afterwards, but no, they had to farm the keep for 1 hour because the AP/hour ratio was more important than having a playable server. And that's when and why ball groups trigger me the most.
Honestly, where do these ball groups even find the gall to act irresponsibility in a video game. If they are going to participate in an activity, designed to be an escape from the responsibilities of real life, they should at least have the bloody decency to play responsibly as a ball group and do what other people want them to bloody do.
Right? Like, they should obey the chain of command and listen to those 5-star Zone Generals, right? And they should definitely play on the enemies' terms, not their own. That's how this works, right?
I really isn't that hard to grasp, let me put it more simply :
I think we can all agree that if there was someone who was a major lag contributor and it was a known fact, we'd all tell that person to stop ruining the game for everyone else right?
Well I *personnaly* believe ball groups are the biggest contributors to lag (in certain situations). Whether you agree or not is irrelevant when it comes to understanding why I get pissed off at some ball groups.
What I expect is people arguing that ball groups don't lag and why they perceive it that way, not people telling me "we should play how we want hurr durr". The first option allows for debate and conversation while the second just shows you still can't process the biggest complaint in this game since 2015
Sandman929 wrote: »The only way to beat cooperation and coordination in this game is to punish those things. Removing a skill or making little nerfs here and there won't change anything. As always, I remain confused by people who see effective groups and get upset rather than impressed.
To be honest, I don't think people are mad at their efficiency.
I'd even dare say that their group format is not the most efficient in a lot of occasions. But then, efficiency scales on what you're aiming to do.
What pisses me off about ball groups is when they act irresponsibly.
Like 2 days ago, their was a tri faction fight at roebeck on vivec EU to try and dethrone AD during prime time. That single fight made the entire server lag, our group knew it was going to be painful so we went to faregyl to try and trigger some ADs so that the roe siege might be over faster.
That roebeck fight lasted over an hour because one red group was farming pugs inside the keep, and was unable to finish the fight and capture. I say unable, but it's most likely unwilling as they were probably having fun farming and they had the perfect situation, last emp keep so yellows would commit 100% to the defense, and the dc zerg was too stupid to capture the rest of the undefended map. So essentially that red group made the whole server unplayable for an hour. Our group logged off because we don't have dedicated healing spring spammers so it's actually game breaking when you need to break free 4 times before you can heal yourself.
Now some will say that's its the DC zerg's fault for stacking up when they could have left the EP capture, to which I respond that the organized groups are the ones with the brains, they should be the ones to act accordingly, and not the light attack spamming cp 140 who has no clue what's going on.
They could have either gone for a fast dethrone and leave to farm AD at their remaining keeps, or let DC capture and farm them afterwards, but no, they had to farm the keep for 1 hour because the AP/hour ratio was more important than having a playable server. And that's when and why ball groups trigger me the most.
Honestly, where do these ball groups even find the gall to act irresponsibility in a video game. If they are going to participate in an activity, designed to be an escape from the responsibilities of real life, they should at least have the bloody decency to play responsibly as a ball group and do what other people want them to bloody do.VaranisArano wrote: »Sandman929 wrote: »The only way to beat cooperation and coordination in this game is to punish those things. Removing a skill or making little nerfs here and there won't change anything. As always, I remain confused by people who see effective groups and get upset rather than impressed.
To be honest, I don't think people are mad at their efficiency.
I'd even dare say that their group format is not the most efficient in a lot of occasions. But then, efficiency scales on what you're aiming to do.
What pisses me off about ball groups is when they act irresponsibly.
Like 2 days ago, their was a tri faction fight at roebeck on vivec EU to try and dethrone AD during prime time. That single fight made the entire server lag, our group knew it was going to be painful so we went to faregyl to try and trigger some ADs so that the roe siege might be over faster.
That roebeck fight lasted over an hour because one red group was farming pugs inside the keep, and was unable to finish the fight and capture. I say unable, but it's most likely unwilling as they were probably having fun farming and they had the perfect situation, last emp keep so yellows would commit 100% to the defense, and the dc zerg was too stupid to capture the rest of the undefended map. So essentially that red group made the whole server unplayable for an hour. Our group logged off because we don't have dedicated healing spring spammers so it's actually game breaking when you need to break free 4 times before you can heal yourself.
Now some will say that's its the DC zerg's fault for stacking up when they could have left the EP capture, to which I respond that the organized groups are the ones with the brains, they should be the ones to act accordingly, and not the light attack spamming cp 140 who has no clue what's going on.
They could have either gone for a fast dethrone and leave to farm AD at their remaining keeps, or let DC capture and farm them afterwards, but no, they had to farm the keep for 1 hour because the AP/hour ratio was more important than having a playable server. And that's when and why ball groups trigger me the most.
Honestly, where do these ball groups even find the gall to act irresponsibility in a video game. If they are going to participate in an activity, designed to be an escape from the responsibilities of real life, they should at least have the bloody decency to play responsibly as a ball group and do what other people want them to bloody do.
Right? Like, they should obey the chain of command and listen to those 5-star Zone Generals, right? And they should definitely play on the enemies' terms, not their own. That's how this works, right?
I really isn't that hard to grasp, let me put it more simply :
I think we can all agree that if there was someone who was a major lag contributor and it was a known fact, we'd all tell that person to stop ruining the game for everyone else right?
Well I *personnaly* believe ball groups are the biggest contributors to lag (in certain situations). Whether you agree or not is irrelevant when it comes to understanding why I get pissed off at some ball groups.
What I expect is people arguing that ball groups don't lag and why they perceive it that way, not people telling me "we should play how we want hurr durr". The first option allows for debate and conversation while the second just shows you still can't process the biggest complaint in this game since 2015
Izanagi.Xiiib16_ESO wrote: ».Sandman929 wrote: »The only way to beat cooperation and coordination in this game is to punish those things. Removing a skill or making little nerfs here and there won't change anything. As always, I remain confused by people who see effective groups and get upset rather than impressed.
To be honest, I don't think people are mad at their efficiency.
I'd even dare say that their group format is not the most efficient in a lot of occasions. But then, efficiency scales on what you're aiming to do.
What pisses me off about ball groups is when they act irresponsibly.
Like 2 days ago, their was a tri faction fight at roebeck on vivec EU to try and dethrone AD during prime time. That single fight made the entire server lag, our group knew it was going to be painful so we went to faregyl to try and trigger some ADs so that the roe siege might be over faster.
That roebeck fight lasted over an hour because one red group was farming pugs inside the keep, and was unable to finish the fight and capture. I say unable, but it's most likely unwilling as they were probably having fun farming and they had the perfect situation, last emp keep so yellows would commit 100% to the defense, and the dc zerg was too stupid to capture the rest of the undefended map. So essentially that red group made the whole server unplayable for an hour. Our group logged off because we don't have dedicated healing spring spammers so it's actually game breaking when you need to break free 4 times before you can heal yourself.
Now some will say that's its the DC zerg's fault for stacking up when they could have left the EP capture, to which I respond that the organized groups are the ones with the brains, they should be the ones to act accordingly, and not the light attack spamming cp 140 who has no clue what's going on.
They could have either gone for a fast dethrone and leave to farm AD at their remaining keeps, or let DC capture and farm them afterwards, but no, they had to farm the keep for 1 hour because the AP/hour ratio was more important than having a playable server. And that's when and why ball groups trigger me the most.
Honestly, where do these ball groups even find the gall to act irresponsibility in a video game. If they are going to participate in an activity, designed to be an escape from the responsibilities of real life, they should at least have the bloody decency to play responsibly as a ball group and do what other people want them to bloody do.VaranisArano wrote: »Sandman929 wrote: »The only way to beat cooperation and coordination in this game is to punish those things. Removing a skill or making little nerfs here and there won't change anything. As always, I remain confused by people who see effective groups and get upset rather than impressed.
To be honest, I don't think people are mad at their efficiency.
I'd even dare say that their group format is not the most efficient in a lot of occasions. But then, efficiency scales on what you're aiming to do.
What pisses me off about ball groups is when they act irresponsibly.
Like 2 days ago, their was a tri faction fight at roebeck on vivec EU to try and dethrone AD during prime time. That single fight made the entire server lag, our group knew it was going to be painful so we went to faregyl to try and trigger some ADs so that the roe siege might be over faster.
That roebeck fight lasted over an hour because one red group was farming pugs inside the keep, and was unable to finish the fight and capture. I say unable, but it's most likely unwilling as they were probably having fun farming and they had the perfect situation, last emp keep so yellows would commit 100% to the defense, and the dc zerg was too stupid to capture the rest of the undefended map. So essentially that red group made the whole server unplayable for an hour. Our group logged off because we don't have dedicated healing spring spammers so it's actually game breaking when you need to break free 4 times before you can heal yourself.
Now some will say that's its the DC zerg's fault for stacking up when they could have left the EP capture, to which I respond that the organized groups are the ones with the brains, they should be the ones to act accordingly, and not the light attack spamming cp 140 who has no clue what's going on.
They could have either gone for a fast dethrone and leave to farm AD at their remaining keeps, or let DC capture and farm them afterwards, but no, they had to farm the keep for 1 hour because the AP/hour ratio was more important than having a playable server. And that's when and why ball groups trigger me the most.
Honestly, where do these ball groups even find the gall to act irresponsibility in a video game. If they are going to participate in an activity, designed to be an escape from the responsibilities of real life, they should at least have the bloody decency to play responsibly as a ball group and do what other people want them to bloody do.
Right? Like, they should obey the chain of command and listen to those 5-star Zone Generals, right? And they should definitely play on the enemies' terms, not their own. That's how this works, right?
I really isn't that hard to grasp, let me put it more simply :
I think we can all agree that if there was someone who was a major lag contributor and it was a known fact, we'd all tell that person to stop ruining the game for everyone else right?
Well I *personnaly* believe ball groups are the biggest contributors to lag (in certain situations). Whether you agree or not is irrelevant when it comes to understanding why I get pissed off at some ball groups.
What I expect is people arguing that ball groups don't lag and why they perceive it that way, not people telling me "we should play how we want hurr durr". The first option allows for debate and conversation while the second just shows you still can't process the biggest complaint in this game since 2015
1) telling people to do something because you don't like it doesn't work. It's like when you have someone ganking you whilst you ride from one keep to another then getting upset because they don't stop (because they are playing the game how they wish to play it to achieve some fun for them). Personally I dislike people zerging a keep down with their whole faction which is why I try and fight those people doing it rather than just tell them they shouldn't.
2) people are saying that everything causes lag not that a specific type of fight doesn't. You could argue soloers cause lag when they pick at the back lines of zergs because it slows them down and thus creates more lag in the area. It's an irrelevant argument because the game is being played in methods which it supports and thus it should perform correctly. Blaming players for this is just wrong.
3) you have a point about group sizes vs total population. But unfortunately the game mechanics don't support or reward different play (they barely reward group play now at all).
Izanagi.Xiiib16_ESO wrote: ».Sandman929 wrote: »The only way to beat cooperation and coordination in this game is to punish those things. Removing a skill or making little nerfs here and there won't change anything. As always, I remain confused by people who see effective groups and get upset rather than impressed.
To be honest, I don't think people are mad at their efficiency.
I'd even dare say that their group format is not the most efficient in a lot of occasions. But then, efficiency scales on what you're aiming to do.
What pisses me off about ball groups is when they act irresponsibly.
Like 2 days ago, their was a tri faction fight at roebeck on vivec EU to try and dethrone AD during prime time. That single fight made the entire server lag, our group knew it was going to be painful so we went to faregyl to try and trigger some ADs so that the roe siege might be over faster.
That roebeck fight lasted over an hour because one red group was farming pugs inside the keep, and was unable to finish the fight and capture. I say unable, but it's most likely unwilling as they were probably having fun farming and they had the perfect situation, last emp keep so yellows would commit 100% to the defense, and the dc zerg was too stupid to capture the rest of the undefended map. So essentially that red group made the whole server unplayable for an hour. Our group logged off because we don't have dedicated healing spring spammers so it's actually game breaking when you need to break free 4 times before you can heal yourself.
Now some will say that's its the DC zerg's fault for stacking up when they could have left the EP capture, to which I respond that the organized groups are the ones with the brains, they should be the ones to act accordingly, and not the light attack spamming cp 140 who has no clue what's going on.
They could have either gone for a fast dethrone and leave to farm AD at their remaining keeps, or let DC capture and farm them afterwards, but no, they had to farm the keep for 1 hour because the AP/hour ratio was more important than having a playable server. And that's when and why ball groups trigger me the most.
Honestly, where do these ball groups even find the gall to act irresponsibility in a video game. If they are going to participate in an activity, designed to be an escape from the responsibilities of real life, they should at least have the bloody decency to play responsibly as a ball group and do what other people want them to bloody do.VaranisArano wrote: »Sandman929 wrote: »The only way to beat cooperation and coordination in this game is to punish those things. Removing a skill or making little nerfs here and there won't change anything. As always, I remain confused by people who see effective groups and get upset rather than impressed.
To be honest, I don't think people are mad at their efficiency.
I'd even dare say that their group format is not the most efficient in a lot of occasions. But then, efficiency scales on what you're aiming to do.
What pisses me off about ball groups is when they act irresponsibly.
Like 2 days ago, their was a tri faction fight at roebeck on vivec EU to try and dethrone AD during prime time. That single fight made the entire server lag, our group knew it was going to be painful so we went to faregyl to try and trigger some ADs so that the roe siege might be over faster.
That roebeck fight lasted over an hour because one red group was farming pugs inside the keep, and was unable to finish the fight and capture. I say unable, but it's most likely unwilling as they were probably having fun farming and they had the perfect situation, last emp keep so yellows would commit 100% to the defense, and the dc zerg was too stupid to capture the rest of the undefended map. So essentially that red group made the whole server unplayable for an hour. Our group logged off because we don't have dedicated healing spring spammers so it's actually game breaking when you need to break free 4 times before you can heal yourself.
Now some will say that's its the DC zerg's fault for stacking up when they could have left the EP capture, to which I respond that the organized groups are the ones with the brains, they should be the ones to act accordingly, and not the light attack spamming cp 140 who has no clue what's going on.
They could have either gone for a fast dethrone and leave to farm AD at their remaining keeps, or let DC capture and farm them afterwards, but no, they had to farm the keep for 1 hour because the AP/hour ratio was more important than having a playable server. And that's when and why ball groups trigger me the most.
Honestly, where do these ball groups even find the gall to act irresponsibility in a video game. If they are going to participate in an activity, designed to be an escape from the responsibilities of real life, they should at least have the bloody decency to play responsibly as a ball group and do what other people want them to bloody do.
Right? Like, they should obey the chain of command and listen to those 5-star Zone Generals, right? And they should definitely play on the enemies' terms, not their own. That's how this works, right?
I really isn't that hard to grasp, let me put it more simply :
I think we can all agree that if there was someone who was a major lag contributor and it was a known fact, we'd all tell that person to stop ruining the game for everyone else right?
Well I *personnaly* believe ball groups are the biggest contributors to lag (in certain situations). Whether you agree or not is irrelevant when it comes to understanding why I get pissed off at some ball groups.
What I expect is people arguing that ball groups don't lag and why they perceive it that way, not people telling me "we should play how we want hurr durr". The first option allows for debate and conversation while the second just shows you still can't process the biggest complaint in this game since 2015
1) telling people to do something because you don't like it doesn't work. It's like when you have someone ganking you whilst you ride from one keep to another then getting upset because they don't stop (because they are playing the game how they wish to play it to achieve some fun for them). Personally I dislike people zerging a keep down with their whole faction which is why I try and fight those people doing it rather than just tell them they shouldn't.
2) people are saying that everything causes lag not that a specific type of fight doesn't. You could argue soloers cause lag when they pick at the back lines of zergs because it slows them down and thus creates more lag in the area. It's an irrelevant argument because the game is being played in methods which it supports and thus it should perform correctly. Blaming players for this is just wrong.
3) you have a point about group sizes vs total population. But unfortunately the game mechanics don't support or reward different play (they barely reward group play now at all).
Yeah a ball gorup is the least efficient way of getting ap, damn game mechanics
Couple days ago our 3 man group helped a zerg dethrone an emp vs another zerg with both pop locked. The fight took a while, there was plenty of siege and it was something like 50 v 50. Any lag? nope, and guess what no balll groups involved, and I'm pretty sure there wasn't one active on the map at all. It's insane that we always come to the same conclusion no? Ever since the very first ball group using group stacking mechanics to the max on the EU server, SWAT, i'm 100% convinced about it, ball groups are a way larger contributor to server lag than faction zergs.
Once again, I don't care about the ball group play style in itself, I don't give a crap if I get stomped by one, people can enjoy any and every type of gameplay *until* it impacts server performance, and then I get loud about it because it's our jobs as players to do something. Saying Zos is responsible, posting thousands of forums posts blaming them telling them to get their act together has shown to serve *zero* purpose over the last 4 years. We get one acknowledgment message from Matt Firor in 4 years, yeeehaaaw.
Basically the only thing ZOS could do at this point is annihilate the playstyle all together by changing game mechanics. And we all know that these forums have seen countless threads of propositions to nerfs these groups into oblivion.Then we get the answer : ball groups can overcome these challenges because they are so elite, so it's pointless, and second : all playstyles are fine. And since I've come to agree with the second point I'd rather not erase the play style, but ask for those groups to do something about it instead.
And if it was a server crash instead of lag ? Would you relog and crash the server again?
Anyways, I've debated about that stuff for 3 years on these forums, this was the last time, people are more interested in farming AP whatever the cost rather than having a playable game. Enjoy the next 10 years or blaming zos for the server lag
Once again, I don't care about the ball group play style in itself, I don't give a crap if I get stomped by one, people can enjoy any and every type of gameplay *until* it impacts server performance, and then I get loud about it because it's our jobs as players to do something. Saying Zos is responsible, posting thousands of forums posts blaming them telling them to get their act together has shown to serve *zero* purpose over the last 4 years. We get one acknowledgment message from Matt Firor in 4 years, yeeehaaaw.
LegendaryMage wrote: »@Izanagi.Xiiib16_ESO The lighting patch had nothing to do with latency, it was a purely FPS issue. Whoever tells you that ESO didn't have server performance issues before that either didn't play back then, or has a very bad memory
Izanagi.Xiiib16_ESO wrote: »@Etaniel ball groups aren't there to farm AP. They are there to challenge themselves in a fight in a different way
LegendaryMage wrote: »@Izanagi.Xiiib16_ESO The lighting patch had nothing to do with latency, it was a purely FPS issue. Whoever tells you that ESO didn't have server performance issues before that either didn't play back then, or has a very bad memory
The lightning patch introduced the system to monitor bots with massive server-side checks.
LegendaryMage wrote: »@Izanagi.Xiiib16_ESO The lighting patch had nothing to do with latency, it was a purely FPS issue. Whoever tells you that ESO didn't have server performance issues before that either didn't play back then, or has a very bad memory.
ESO's lag was the worst in betas, well before the infamous lighting patch, at that point it was easy 30-50 seconds between abilities firing off. Lag has always been an issue for ESO.
Sometimes it didn't seem so because playstyles were different back then, the game was more instant action oriented and players kept dying faster, which is not bad for the server of course.
So anyone who kept pilling up bodies back then was doing everyone else a favor really.
If ballgroups fought in a different way than they do, they wouldn't cause so much lag. It's the running around, charging ultimates, spamming defensive abilities while randoms keep ever-growing around them spamming offensive abilities etc. but no one really doing anything other than stalling.That's the problem.
Izanagi.Xiiib16_ESO wrote: »@Etaniel ball groups aren't there to farm AP. They are there to challenge themselves in a fight in a different way to dueling or 1-4vXing. .
Izanagi.Xiiib16_ESO wrote: »@Etaniel ball groups aren't there to farm AP. They are there to challenge themselves in a fight in a different way to dueling or 1-4vXing. .
Wanna bet that most do it to farm ap - or because it´s the only way to play the game and have something remotely resembling fun when performance goes to crap?
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »@Etaniel ball groups aren't there to farm AP. They are there to challenge themselves in a fight in a different way to dueling or 1-4vXing. .
Wanna bet that most do it to farm ap - or because it´s the only way to play the game and have something remotely resembling fun when performance goes to crap?
Its super ineffective as a way of purely farming AP. AP is more of a byproduct of finding a good fight but equally someone could make more by other means (as bleakers RP taught us). When groups fight other groups they generally don't make much AP, when those fights are not available then most would rather make a decent amount of AP then just stop playing for sure.
The fun part sure, most people wouldn't play a game if its not fun.
Because I read this statement couple times already from you and Etaniel, I would like to say something about it.Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »@Etaniel ball groups aren't there to farm AP. They are there to challenge themselves in a fight in a different way to dueling or 1-4vXing. .
Wanna bet that most do it to farm ap - or because it´s the only way to play the game and have something remotely resembling fun when performance goes to crap?
Its super ineffective as a way of purely farming AP. AP is more of a byproduct of finding a good fight but equally someone could make more by other means (as bleakers RP taught us). When groups fight other groups they generally don't make much AP, when those fights are not available then most would rather make a decent amount of AP then just stop playing for sure.
The fun part sure, most people wouldn't play a game if its not fun.
So since on EU almost all groups avoid fighting each other for extended periods of time or at all - they mostly do it for ap?
How many buttons does a CS:GO pro press? 1? Must be easy as ***.dtsharples wrote: »Spamming 3 buttons and waiting on someone else's orders is not fun XD
And before you try to tell me that isn't how it works.
I recently took a trial spot in a Vivec PVP ball group just to be sure they are the same as I remembered.
And they are exactly the same as they always were
[snip]
[Edit for bait.]
How many buttons does a CS:GO pro press? 1? Must be easy as ***.dtsharples wrote: »Spamming 3 buttons and waiting on someone else's orders is not fun XD
And before you try to tell me that isn't how it works.
I recently took a trial spot in a Vivec PVP ball group just to be sure they are the same as I remembered.
And they are exactly the same as they always were
[snip]
[Edit for bait.]
Izanagi.Xiiib16_ESO wrote: »@Etaniel ball groups aren't there to farm AP. They are there to challenge themselves in a fight in a different way to dueling or 1-4vXing. .
Wanna bet that most do it to farm ap - or because it´s the only way to play the game and have something remotely resembling fun when performance goes to crap?
Because I read this statement couple times already from you and Etaniel, I would like to say something about it.Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »@Etaniel ball groups aren't there to farm AP. They are there to challenge themselves in a fight in a different way to dueling or 1-4vXing. .
Wanna bet that most do it to farm ap - or because it´s the only way to play the game and have something remotely resembling fun when performance goes to crap?
Its super ineffective as a way of purely farming AP. AP is more of a byproduct of finding a good fight but equally someone could make more by other means (as bleakers RP taught us). When groups fight other groups they generally don't make much AP, when those fights are not available then most would rather make a decent amount of AP then just stop playing for sure.
The fun part sure, most people wouldn't play a game if its not fun.
So since on EU almost all groups avoid fighting each other for extended periods of time or at all - they mostly do it for ap?
While it might seem like groups are "avoiding" each other, there are other factors as well. First of all it is quite hard to find fair fights without pugs. If you're 12v12 but one side has 8 pugs it's not really fair anymore. So if I see that another guild is fighting EP pugs I usually just leave them . If you're running a 4 man squad on DC and come across another 4 man squad which is fighting DC pugs I'm sure you would also "avoid" them.
Another issue is that gvg fights between groups are generally quite onesided. If you repeat the same fight without changing groupsetups (which isnt possible in a primetime raid with queues etc), one team will win 9 out of 10 fights. So even if you get a gvg fight it gets rather stale after some rounds. Imagine you duel some guy and you kill him easily but he wants to keep going again and again. Probably at some point you'd rather have a more challenging fight instead. Same if you constantly lose because the other guy has better gear (in case of groups: more people) for example, you'd probably want to stop at some point.
And well of course the last problem is the general lack of competitive groups. Majority of the groups are just easier to kill than pugs because they stack up instead of spreading everywhere. So yeah no point really. If you come across some Decimation Elite 4 man group I guess you wouldn't be super keen to fight them repeatedly.
(And before the discussion derails, if anything of what I said isnt true for "you" in person, just read it as a general thing)
How many buttons does a CS:GO pro press? 1? Must be easy as ***.dtsharples wrote: »Spamming 3 buttons and waiting on someone else's orders is not fun XD
And before you try to tell me that isn't how it works.
I recently took a trial spot in a Vivec PVP ball group just to be sure they are the same as I remembered.
And they are exactly the same as they always were
[snip]
[Edit for bait.]
baited
Once again, I don't care about the ball group play style in itself, I don't give a crap if I get stomped by one, people can enjoy any and every type of gameplay *until* it impacts server performance, and then I get loud about it because it's our jobs as players to do something. Saying Zos is responsible, posting thousands of forums posts blaming them telling them to get their act together has shown to serve *zero* purpose over the last 4 years. We get one acknowledgment message from Matt Firor in 4 years, yeeehaaaw.
I agree 100% about what you said here. That's why most people who have played this game since release competitively and actively understand that running a group with the actual max group size is not an option and decide to cap their group at 16 instead of 24 to help server performances. People realized that 16 is the perfect balance between being able to counter massive numbers thrown at us while limiting the lag caused as much as possible.
What is your suggestion exactly @Etaniel? What would be a convenient max group size? Before you answer this question, please consider all the aspects of the question. Do you think that a group of X members could be able to capture a well defended objective? If the answer is no, do you advice them to stack with other guilds in a massive guilds VS guilds in the same area to capture said objective?
All that sounds boring af, at least for me. Until they decide to release battlegrounds (real battlegrounds and not the arena-like style we have right now) with 10-16players on each side, we are going to seek our own fights away from our faction as much as possible & too bad for them if the enemy team has to throw 50 players at us instead of stepping up their game play and :
1) min/max a nightblade and bomb us at the proper time
2) Chain / Frozen Gate players out of the ball
Stop blaming a 16men raid for lagging the server. Blame players for not using the tools to break them.
dtsharples wrote: »Spamming 3 buttons and waiting on someone else's orders is not fun XD
And before you try to tell me that isn't how it works.
I recently took a trial spot in a Vivec PVP ball group just to be sure they are the same as I remembered.
And they are exactly the same as they always were
[snip]
[Edit for bait.]
Yo is my game bugged ?
I add a fifth person to group and every time without fail it tells me “are you sure? You will now be a large group”
Am I zerging? Am I the problem?