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Are 'Ball-Groups' even logical ?

  • MLRPZ
    MLRPZ
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    Don't worry, new ballistas are made to counter ball groups just point and clic a bit more
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  • pieratsos
    pieratsos
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    Yes, sort of like every other "counter" we've had. We all saw how those turned out.
  • Biro123
    Biro123
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    Derra wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Derra wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?
    Sandman929 wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    Zergs should always win? Interesting.

    Strawman arguments much?
    maxresdefault.jpg

    Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.

    Theoretically speaking:
    3 fighting 12 isn´t the same as 1group fighting an entire faction.
    Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
    Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.

    Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.

    Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
    I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.

    This^

    if we´d have 500 people pvping per faction i wouldn´t think 24 man groups are too big (theoretically - ignoring lag in this scenario) and i´d be fine with 24 good organized players fighting 80 unorganised pugs - because that would still mean they´re only fighting ~ 20% of the whole faction.

    If 24 players in an organized raid are fighting 80 players of your faction, and the organized raid is winning...

    Then those 80 players of your faction aren't very good. Either they are trickling in, or not coordinating or just plain using bad tactics. Its got nothing to do with the % of your faction.

    Ive been on both ends of that, the 24 man raid fighting a faction stack and winning (and losing) AND the zerging faction stack fighting the 24 man raid and winning (and losing). When that 24 man raid beats the faction stack, we generally had halfway decent support from our own PUGs and the enemy was just uncoordinated, disorganized, and generally not able to counter an organized group fighting them. When I've been on the faction stack side, we eventually beat the 24 man raid through persistence, not throwing ourselves at them stupidly, and actually acting semi-organized ourselves. Heck, that's what works even when I'm not in a faction stack. Smaller groups of PUGs can use smart play to take down organized raids too.

    Or to put it another way, IMO, if a 24 man raid can manhandle your faction stack, the problem is not with the ability of 24 organized players to use their skills and tactics effectively. The problem is that 60-80 of your faction players cant manage to fight effectively or use decent tactics even when the numbers are in their favor.

    You say that organized groups shouldn't expect to win every fight. I say that disorganized groups/zerg/faction stacks shouldn't expect to win many fights against a superiorly organized force if they aren't willing to play smart. There is not a point where sheer numbers but dumb play ought to automatically win against smaller numbers using smart, organized play. Because in my experience, if those sheer numbers are willing to use intelligent tactics themselves, the faction stack can and will beat the 24 man organized raid.

    Now, the % of factions is something you'll have to take up with ZOS. But the principle is the same. If a raid of 24 are destroying 80 players, I'm questioning the tactics of the 80 players, not the 24. If those 80 (or 60 or 40 or 30) were playing smart, in my experience, the zerg or faction stack usually can beat the 24 man raid if they play smart.

    I kind of agree, but kind of don't.. those 80 could very easily be good but un-coordinated. Just because they cant realistically suddenly jump on voice-comms with everyone else in the area, and switch to group-friendly, complimentary builds doesn't make them stupid.

    But that said, the fact is that mostly the decent ungrouped players go elsewhere, since they know that staying there just feeds the farmers and exposes the faction to being undermanned and losing elsewhere.. so mostly it IS the bad players who stay to get repeatedly farmed.
    Minalan owes me a beer.

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  • Derra
    Derra
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    Derra wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Derra wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?
    Sandman929 wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    Zergs should always win? Interesting.

    Strawman arguments much?
    maxresdefault.jpg

    Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.

    Theoretically speaking:
    3 fighting 12 isn´t the same as 1group fighting an entire faction.
    Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
    Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.

    Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.

    Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
    I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.

    This^

    if we´d have 500 people pvping per faction i wouldn´t think 24 man groups are too big (theoretically - ignoring lag in this scenario) and i´d be fine with 24 good organized players fighting 80 unorganised pugs - because that would still mean they´re only fighting ~ 20% of the whole faction.

    If 24 players in an organized raid are fighting 80 players of your faction, and the organized raid is winning...

    Then those 80 players of your faction aren't very good. Either they are trickling in, or not coordinating or just plain using bad tactics. Its got nothing to do with the % of your faction.

    Ive been on both ends of that, the 24 man raid fighting a faction stack and winning (and losing) AND the zerging faction stack fighting the 24 man raid and winning (and losing). When that 24 man raid beats the faction stack, we generally had halfway decent support from our own PUGs and the enemy was just uncoordinated, disorganized, and generally not able to counter an organized group fighting them. When I've been on the faction stack side, we eventually beat the 24 man raid through persistence, not throwing ourselves at them stupidly, and actually acting semi-organized ourselves. Heck, that's what works even when I'm not in a faction stack. Smaller groups of PUGs can use smart play to take down organized raids too.

    Or to put it another way, IMO, if a 24 man raid can manhandle your faction stack, the problem is not with the ability of 24 organized players to use their skills and tactics effectively. The problem is that 60-80 of your faction players cant manage to fight effectively or use decent tactics even when the numbers are in their favor.

    You say that organized groups shouldn't expect to win every fight. I say that disorganized groups/zerg/faction stacks shouldn't expect to win many fights against a superiorly organized force if they aren't willing to play smart. There is not a point where sheer numbers but dumb play ought to automatically win against smaller numbers using smart, organized play. Because in my experience, if those sheer numbers are willing to use intelligent tactics themselves, the faction stack can and will beat the 24 man organized raid.

    Now, the % of factions is something you'll have to take up with ZOS. But the principle is the same. If a raid of 24 are destroying 80 players, I'm questioning the tactics of the 80 players, not the 24. If those 80 (or 60 or 40 or 30) were playing smart, in my experience, the zerg or faction stack usually can beat the 24 man raid if they play smart.

    I have no idea how you can write such a wall of text @VaranisArano but entirely miss the point i´ve made - except if it should be intentional.

    Besided this i also think that you´re wrong in the relatively unrelated statements you make about fight dynamics (i agree for small numbers but not for large numbers) - because one of the key features what makes open pvp attractive for all kinds of players (good and bad) is the ability to tip the scales of a fight with numbers.
    Good will seek challenge by reducing their own or increasing enemys numbers.
    Bad players will try to overcome their shortcomings with mass - and that´s fine.

    Having one group of good players being able to undermine the bad players ability to bring more people (with one group being the important part) destroys a large part of what makes open world pvp playable for everyone.
    Especially if you consider that the good players/groups intentionally ignore other groups when bad players are around as was stated earlier in this topic.
    The bad players get abandoned by their own factions good players and the game does not allow them to bring more people aswell because pop caps are too low in relation to groupsize.
    That´s what´s happening currently in eso.
    It´s idiotic.

    Also numbers in my posts are completely arbitrairy and don´t relate to ingame experiences - they´re brought up to make the problem more accessible than purely discussing theory.
    Edited by Derra on July 8, 2018 10:19AM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • VaranisArano
    VaranisArano
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    Derra wrote: »
    Derra wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Derra wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?
    Sandman929 wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    Zergs should always win? Interesting.

    Strawman arguments much?
    maxresdefault.jpg

    Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.

    Theoretically speaking:
    3 fighting 12 isn´t the same as 1group fighting an entire faction.
    Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
    Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.

    Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.

    Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
    I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.

    This^

    if we´d have 500 people pvping per faction i wouldn´t think 24 man groups are too big (theoretically - ignoring lag in this scenario) and i´d be fine with 24 good organized players fighting 80 unorganised pugs - because that would still mean they´re only fighting ~ 20% of the whole faction.

    If 24 players in an organized raid are fighting 80 players of your faction, and the organized raid is winning...

    Then those 80 players of your faction aren't very good. Either they are trickling in, or not coordinating or just plain using bad tactics. Its got nothing to do with the % of your faction.

    Ive been on both ends of that, the 24 man raid fighting a faction stack and winning (and losing) AND the zerging faction stack fighting the 24 man raid and winning (and losing). When that 24 man raid beats the faction stack, we generally had halfway decent support from our own PUGs and the enemy was just uncoordinated, disorganized, and generally not able to counter an organized group fighting them. When I've been on the faction stack side, we eventually beat the 24 man raid through persistence, not throwing ourselves at them stupidly, and actually acting semi-organized ourselves. Heck, that's what works even when I'm not in a faction stack. Smaller groups of PUGs can use smart play to take down organized raids too.

    Or to put it another way, IMO, if a 24 man raid can manhandle your faction stack, the problem is not with the ability of 24 organized players to use their skills and tactics effectively. The problem is that 60-80 of your faction players cant manage to fight effectively or use decent tactics even when the numbers are in their favor.

    You say that organized groups shouldn't expect to win every fight. I say that disorganized groups/zerg/faction stacks shouldn't expect to win many fights against a superiorly organized force if they aren't willing to play smart. There is not a point where sheer numbers but dumb play ought to automatically win against smaller numbers using smart, organized play. Because in my experience, if those sheer numbers are willing to use intelligent tactics themselves, the faction stack can and will beat the 24 man organized raid.

    Now, the % of factions is something you'll have to take up with ZOS. But the principle is the same. If a raid of 24 are destroying 80 players, I'm questioning the tactics of the 80 players, not the 24. If those 80 (or 60 or 40 or 30) were playing smart, in my experience, the zerg or faction stack usually can beat the 24 man raid if they play smart.

    I have no idea how you can write such a wall of text @VaranisArano but entirely miss the point i´ve made - except if it should be intentional.

    Besided this i also think that you´re wrong in the relatively unrelated statements you make about fight dynamics (i agree for small numbers but not for large numbers) - because one of the key features what makes open pvp attractive for all kinds of players (good and bad) is the ability to tip the scales of a fight with numbers.
    Good will seek challenge by reducing their own or increasing enemys numbers.
    Bad players will try to overcome their shortcomings with mass - and that´s fine.

    Having one group of good players being able to undermine the bad players ability to bring more people (with one group being the important part) destroys a large part of what makes open world pvp playable for everyone.
    Especially if you consider that the good players/groups intentionally ignore other groups when bad players are around as was stated earlier in this topic.
    The bad players get abandoned by their own factions good players and the game does not allow them to bring more people aswell because pop caps are too low in relation to groupsize.
    That´s what´s happening currently in eso.
    It´s idiotic.

    Also numbers in my posts are completely arbitrairy and don´t relate to ingame experiences - they´re brought up to make the problem more accessible than purely discussing theory.

    So, if I understand you correctly, your problem is that the bad players are essentially running out of reinforcements when they faction stack to deal with a smaller group of good players?

    And that this a problem with the game (sure, I can agree with that, anything to get ZOS to fix the technical side of PVP and support more players), or that this is a problem with the small group of good players (no, I don't agree), or the solution is for that faction stack of bad players to get organized or play smarter. To beat the small group (my preferred solution because I've seen it work.)?

    I'm arguing in good faith here. But I also don't think your point about the % of the faction it takes to handle an organized group is a great argument against how the game favors organized groups. Lesser numbers of PUGs can handle organized groups if they play smart or get slightly less disorganized and dont feed themselves into the farm, and I've seen the PUGs win without needing to faction stack a huge % of their faction's available population because they played smart. So I suspect that even if I'm understanding you correctly, I have a different perspective on the situation.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Derra wrote: »
    Derra wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Derra wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?
    Sandman929 wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    Zergs should always win? Interesting.

    Strawman arguments much?
    maxresdefault.jpg

    Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.

    Theoretically speaking:
    3 fighting 12 isn´t the same as 1group fighting an entire faction.
    Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
    Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.

    Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.

    Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
    I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.

    This^

    if we´d have 500 people pvping per faction i wouldn´t think 24 man groups are too big (theoretically - ignoring lag in this scenario) and i´d be fine with 24 good organized players fighting 80 unorganised pugs - because that would still mean they´re only fighting ~ 20% of the whole faction.

    If 24 players in an organized raid are fighting 80 players of your faction, and the organized raid is winning...

    Then those 80 players of your faction aren't very good. Either they are trickling in, or not coordinating or just plain using bad tactics. Its got nothing to do with the % of your faction.

    Ive been on both ends of that, the 24 man raid fighting a faction stack and winning (and losing) AND the zerging faction stack fighting the 24 man raid and winning (and losing). When that 24 man raid beats the faction stack, we generally had halfway decent support from our own PUGs and the enemy was just uncoordinated, disorganized, and generally not able to counter an organized group fighting them. When I've been on the faction stack side, we eventually beat the 24 man raid through persistence, not throwing ourselves at them stupidly, and actually acting semi-organized ourselves. Heck, that's what works even when I'm not in a faction stack. Smaller groups of PUGs can use smart play to take down organized raids too.

    Or to put it another way, IMO, if a 24 man raid can manhandle your faction stack, the problem is not with the ability of 24 organized players to use their skills and tactics effectively. The problem is that 60-80 of your faction players cant manage to fight effectively or use decent tactics even when the numbers are in their favor.

    You say that organized groups shouldn't expect to win every fight. I say that disorganized groups/zerg/faction stacks shouldn't expect to win many fights against a superiorly organized force if they aren't willing to play smart. There is not a point where sheer numbers but dumb play ought to automatically win against smaller numbers using smart, organized play. Because in my experience, if those sheer numbers are willing to use intelligent tactics themselves, the faction stack can and will beat the 24 man organized raid.

    Now, the % of factions is something you'll have to take up with ZOS. But the principle is the same. If a raid of 24 are destroying 80 players, I'm questioning the tactics of the 80 players, not the 24. If those 80 (or 60 or 40 or 30) were playing smart, in my experience, the zerg or faction stack usually can beat the 24 man raid if they play smart.

    I have no idea how you can write such a wall of text @VaranisArano but entirely miss the point i´ve made - except if it should be intentional.

    Besided this i also think that you´re wrong in the relatively unrelated statements you make about fight dynamics (i agree for small numbers but not for large numbers) - because one of the key features what makes open pvp attractive for all kinds of players (good and bad) is the ability to tip the scales of a fight with numbers.
    Good will seek challenge by reducing their own or increasing enemys numbers.
    Bad players will try to overcome their shortcomings with mass - and that´s fine.

    Having one group of good players being able to undermine the bad players ability to bring more people (with one group being the important part) destroys a large part of what makes open world pvp playable for everyone.
    Especially if you consider that the good players/groups intentionally ignore other groups when bad players are around as was stated earlier in this topic.
    The bad players get abandoned by their own factions good players and the game does not allow them to bring more people aswell because pop caps are too low in relation to groupsize.
    That´s what´s happening currently in eso.
    It´s idiotic.

    Also numbers in my posts are completely arbitrairy and don´t relate to ingame experiences - they´re brought up to make the problem more accessible than purely discussing theory.

    Honestly at this point you argue the same issue in every thread that others make regardless of what the thread is about. It begs the question why you don't just make your own thread and discuss the topic of Cyrodiil population and group sizes there where there could actually be a focused discussion on it.

    In response to the general replies which range from "it shouldnt be possible to kill more players than yourselves in a group" and "numbers should always be able to win" I completely disagree.

    The point is that you build in such a way that you have a decent chance for winning the fights you engage in. As a smallscale player you engage in smallscale fights, resource farms, kiting etc.. you build to try and win those encounters. as a Large scale group you build to try and win large scale objectives, for example taking a keep under pressure, defending, fighting enemy faction stacks, relieving map pressure areas to spread out fighting. etc...

    The context of winning shifts depending on the objective. For example yes we might be able to kill multiple numbers of pugs and even some coordinated groups on top of those pugs but it might be unlikely that we take the keep in that situation. What it does mean however is that we can engage in a number of different fights around the map and have shifting objectives rather than focusing only on fighting a small-medium amount of pugs around a LOS heavy area and basically nothing else.

    In addition there is ALWAYS the option to improve, group up, coordinate, siege, pull etc.. For you its only black and white "bring more players" to overcome a problem. I personally don't think that should be encouraged. ESO already has a huge problem with faction stacking and if there are no organised groups then those are the only things you see on the map. There is no reason to spread out otherwise.

    I think your view is extremely short sighted and is a good example of why the game has changed in the poor ways it has for the past numerous patches. i.e. "deal with X problem" rather than think about the game as a whole or the ramifications of those decisions.

    You have a point about the pop cap and group sizes it would be an interesting discussion to have but honestly after something like the 40th post you try to hijack over it I'm kind of a little bored to discuss it with you now.

    @Solar_Breeze
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  • ezeepeezee
    ezeepeezee
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    Derra wrote: »
    Derra wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Derra wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?
    Sandman929 wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    Zergs should always win? Interesting.

    Strawman arguments much?
    maxresdefault.jpg

    Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.

    Theoretically speaking:
    3 fighting 12 isn´t the same as 1group fighting an entire faction.
    Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
    Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.

    Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.

    Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
    I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.

    This^

    if we´d have 500 people pvping per faction i wouldn´t think 24 man groups are too big (theoretically - ignoring lag in this scenario) and i´d be fine with 24 good organized players fighting 80 unorganised pugs - because that would still mean they´re only fighting ~ 20% of the whole faction.

    If 24 players in an organized raid are fighting 80 players of your faction, and the organized raid is winning...

    Then those 80 players of your faction aren't very good. Either they are trickling in, or not coordinating or just plain using bad tactics. Its got nothing to do with the % of your faction.

    Ive been on both ends of that, the 24 man raid fighting a faction stack and winning (and losing) AND the zerging faction stack fighting the 24 man raid and winning (and losing). When that 24 man raid beats the faction stack, we generally had halfway decent support from our own PUGs and the enemy was just uncoordinated, disorganized, and generally not able to counter an organized group fighting them. When I've been on the faction stack side, we eventually beat the 24 man raid through persistence, not throwing ourselves at them stupidly, and actually acting semi-organized ourselves. Heck, that's what works even when I'm not in a faction stack. Smaller groups of PUGs can use smart play to take down organized raids too.

    Or to put it another way, IMO, if a 24 man raid can manhandle your faction stack, the problem is not with the ability of 24 organized players to use their skills and tactics effectively. The problem is that 60-80 of your faction players cant manage to fight effectively or use decent tactics even when the numbers are in their favor.

    You say that organized groups shouldn't expect to win every fight. I say that disorganized groups/zerg/faction stacks shouldn't expect to win many fights against a superiorly organized force if they aren't willing to play smart. There is not a point where sheer numbers but dumb play ought to automatically win against smaller numbers using smart, organized play. Because in my experience, if those sheer numbers are willing to use intelligent tactics themselves, the faction stack can and will beat the 24 man organized raid.

    Now, the % of factions is something you'll have to take up with ZOS. But the principle is the same. If a raid of 24 are destroying 80 players, I'm questioning the tactics of the 80 players, not the 24. If those 80 (or 60 or 40 or 30) were playing smart, in my experience, the zerg or faction stack usually can beat the 24 man raid if they play smart.

    I have no idea how you can write such a wall of text @VaranisArano but entirely miss the point i´ve made - except if it should be intentional.

    Besided this i also think that you´re wrong in the relatively unrelated statements you make about fight dynamics (i agree for small numbers but not for large numbers) - because one of the key features what makes open pvp attractive for all kinds of players (good and bad) is the ability to tip the scales of a fight with numbers.
    Good will seek challenge by reducing their own or increasing enemys numbers.
    Bad players will try to overcome their shortcomings with mass - and that´s fine.

    Having one group of good players being able to undermine the bad players ability to bring more people (with one group being the important part) destroys a large part of what makes open world pvp playable for everyone.
    Especially if you consider that the good players/groups intentionally ignore other groups when bad players are around as was stated earlier in this topic.
    The bad players get abandoned by their own factions good players and the game does not allow them to bring more people aswell because pop caps are too low in relation to groupsize.
    That´s what´s happening currently in eso.
    It´s idiotic.

    Also numbers in my posts are completely arbitrairy and don´t relate to ingame experiences - they´re brought up to make the problem more accessible than purely discussing theory.

    Honestly at this point you argue the same issue in every thread that others make regardless of what the thread is about. It begs the question why you don't just make your own thread and discuss the topic of Cyrodiil population and group sizes there where there could actually be a focused discussion on it.

    In response to the general replies which range from "it shouldnt be possible to kill more players than yourselves in a group" and "numbers should always be able to win" I completely disagree.

    The point is that you build in such a way that you have a decent chance for winning the fights you engage in. As a smallscale player you engage in smallscale fights, resource farms, kiting etc.. you build to try and win those encounters. as a Large scale group you build to try and win large scale objectives, for example taking a keep under pressure, defending, fighting enemy faction stacks, relieving map pressure areas to spread out fighting. etc...

    The context of winning shifts depending on the objective. For example yes we might be able to kill multiple numbers of pugs and even some coordinated groups on top of those pugs but it might be unlikely that we take the keep in that situation. What it does mean however is that we can engage in a number of different fights around the map and have shifting objectives rather than focusing only on fighting a small-medium amount of pugs around a LOS heavy area and basically nothing else.

    In addition there is ALWAYS the option to improve, group up, coordinate, siege, pull etc.. For you its only black and white "bring more players" to overcome a problem. I personally don't think that should be encouraged. ESO already has a huge problem with faction stacking and if there are no organised groups then those are the only things you see on the map. There is no reason to spread out otherwise.

    I think your view is extremely short sighted and is a good example of why the game has changed in the poor ways it has for the past numerous patches. i.e. "deal with X problem" rather than think about the game as a whole or the ramifications of those decisions.

    You have a point about the pop cap and group sizes it would be an interesting discussion to have but honestly after something like the 40th post you try to hijack over it I'm kind of a little bored to discuss it with you now.

    Just want to say that it seems to me that, in the absence of an already outfitted and coordinated ~16 man group, faction stacking is literally the only answer to these ball groups that run through the map unimpeded. Most mid-long term players just feel exasperated and bored when it's that time, and leave.
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    ezeepeezee wrote: »
    Derra wrote: »
    Derra wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Derra wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?
    Sandman929 wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    Zergs should always win? Interesting.

    Strawman arguments much?
    maxresdefault.jpg

    Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.

    Theoretically speaking:
    3 fighting 12 isn´t the same as 1group fighting an entire faction.
    Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
    Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.

    Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.

    Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
    I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.

    This^

    if we´d have 500 people pvping per faction i wouldn´t think 24 man groups are too big (theoretically - ignoring lag in this scenario) and i´d be fine with 24 good organized players fighting 80 unorganised pugs - because that would still mean they´re only fighting ~ 20% of the whole faction.

    If 24 players in an organized raid are fighting 80 players of your faction, and the organized raid is winning...

    Then those 80 players of your faction aren't very good. Either they are trickling in, or not coordinating or just plain using bad tactics. Its got nothing to do with the % of your faction.

    Ive been on both ends of that, the 24 man raid fighting a faction stack and winning (and losing) AND the zerging faction stack fighting the 24 man raid and winning (and losing). When that 24 man raid beats the faction stack, we generally had halfway decent support from our own PUGs and the enemy was just uncoordinated, disorganized, and generally not able to counter an organized group fighting them. When I've been on the faction stack side, we eventually beat the 24 man raid through persistence, not throwing ourselves at them stupidly, and actually acting semi-organized ourselves. Heck, that's what works even when I'm not in a faction stack. Smaller groups of PUGs can use smart play to take down organized raids too.

    Or to put it another way, IMO, if a 24 man raid can manhandle your faction stack, the problem is not with the ability of 24 organized players to use their skills and tactics effectively. The problem is that 60-80 of your faction players cant manage to fight effectively or use decent tactics even when the numbers are in their favor.

    You say that organized groups shouldn't expect to win every fight. I say that disorganized groups/zerg/faction stacks shouldn't expect to win many fights against a superiorly organized force if they aren't willing to play smart. There is not a point where sheer numbers but dumb play ought to automatically win against smaller numbers using smart, organized play. Because in my experience, if those sheer numbers are willing to use intelligent tactics themselves, the faction stack can and will beat the 24 man organized raid.

    Now, the % of factions is something you'll have to take up with ZOS. But the principle is the same. If a raid of 24 are destroying 80 players, I'm questioning the tactics of the 80 players, not the 24. If those 80 (or 60 or 40 or 30) were playing smart, in my experience, the zerg or faction stack usually can beat the 24 man raid if they play smart.

    I have no idea how you can write such a wall of text @VaranisArano but entirely miss the point i´ve made - except if it should be intentional.

    Besided this i also think that you´re wrong in the relatively unrelated statements you make about fight dynamics (i agree for small numbers but not for large numbers) - because one of the key features what makes open pvp attractive for all kinds of players (good and bad) is the ability to tip the scales of a fight with numbers.
    Good will seek challenge by reducing their own or increasing enemys numbers.
    Bad players will try to overcome their shortcomings with mass - and that´s fine.

    Having one group of good players being able to undermine the bad players ability to bring more people (with one group being the important part) destroys a large part of what makes open world pvp playable for everyone.
    Especially if you consider that the good players/groups intentionally ignore other groups when bad players are around as was stated earlier in this topic.
    The bad players get abandoned by their own factions good players and the game does not allow them to bring more people aswell because pop caps are too low in relation to groupsize.
    That´s what´s happening currently in eso.
    It´s idiotic.

    Also numbers in my posts are completely arbitrairy and don´t relate to ingame experiences - they´re brought up to make the problem more accessible than purely discussing theory.

    Honestly at this point you argue the same issue in every thread that others make regardless of what the thread is about. It begs the question why you don't just make your own thread and discuss the topic of Cyrodiil population and group sizes there where there could actually be a focused discussion on it.

    In response to the general replies which range from "it shouldnt be possible to kill more players than yourselves in a group" and "numbers should always be able to win" I completely disagree.

    The point is that you build in such a way that you have a decent chance for winning the fights you engage in. As a smallscale player you engage in smallscale fights, resource farms, kiting etc.. you build to try and win those encounters. as a Large scale group you build to try and win large scale objectives, for example taking a keep under pressure, defending, fighting enemy faction stacks, relieving map pressure areas to spread out fighting. etc...

    The context of winning shifts depending on the objective. For example yes we might be able to kill multiple numbers of pugs and even some coordinated groups on top of those pugs but it might be unlikely that we take the keep in that situation. What it does mean however is that we can engage in a number of different fights around the map and have shifting objectives rather than focusing only on fighting a small-medium amount of pugs around a LOS heavy area and basically nothing else.

    In addition there is ALWAYS the option to improve, group up, coordinate, siege, pull etc.. For you its only black and white "bring more players" to overcome a problem. I personally don't think that should be encouraged. ESO already has a huge problem with faction stacking and if there are no organised groups then those are the only things you see on the map. There is no reason to spread out otherwise.

    I think your view is extremely short sighted and is a good example of why the game has changed in the poor ways it has for the past numerous patches. i.e. "deal with X problem" rather than think about the game as a whole or the ramifications of those decisions.

    You have a point about the pop cap and group sizes it would be an interesting discussion to have but honestly after something like the 40th post you try to hijack over it I'm kind of a little bored to discuss it with you now.

    Just want to say that it seems to me that, in the absence of an already outfitted and coordinated ~16 man group, faction stacking is literally the only answer to these ball groups that run through the map unimpeded. Most mid-long term players just feel exasperated and bored when it's that time, and leave.

    Counters to a ball group that I've seen work:
    1. Another organized raid
    2. A faction stack
    3. PUG groups or a zerg that actually played smart

    The smarter and more organized people play, the less numbers they need. Let's not pretend that the only answer is an organized raid or a faction stack with nothing in between.

    Now, its entirely possible that asking a zerg or large group of PUGs to play smart is asking the impossible...but I've seen it happen.
  • Biro123
    Biro123
    ✭✭✭✭✭
    ✭✭✭✭
    ezeepeezee wrote: »
    Derra wrote: »
    Derra wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Derra wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?
    Sandman929 wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    Zergs should always win? Interesting.

    Strawman arguments much?
    maxresdefault.jpg

    Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.

    Theoretically speaking:
    3 fighting 12 isn´t the same as 1group fighting an entire faction.
    Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
    Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.

    Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.

    Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
    I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.

    This^

    if we´d have 500 people pvping per faction i wouldn´t think 24 man groups are too big (theoretically - ignoring lag in this scenario) and i´d be fine with 24 good organized players fighting 80 unorganised pugs - because that would still mean they´re only fighting ~ 20% of the whole faction.

    If 24 players in an organized raid are fighting 80 players of your faction, and the organized raid is winning...

    Then those 80 players of your faction aren't very good. Either they are trickling in, or not coordinating or just plain using bad tactics. Its got nothing to do with the % of your faction.

    Ive been on both ends of that, the 24 man raid fighting a faction stack and winning (and losing) AND the zerging faction stack fighting the 24 man raid and winning (and losing). When that 24 man raid beats the faction stack, we generally had halfway decent support from our own PUGs and the enemy was just uncoordinated, disorganized, and generally not able to counter an organized group fighting them. When I've been on the faction stack side, we eventually beat the 24 man raid through persistence, not throwing ourselves at them stupidly, and actually acting semi-organized ourselves. Heck, that's what works even when I'm not in a faction stack. Smaller groups of PUGs can use smart play to take down organized raids too.

    Or to put it another way, IMO, if a 24 man raid can manhandle your faction stack, the problem is not with the ability of 24 organized players to use their skills and tactics effectively. The problem is that 60-80 of your faction players cant manage to fight effectively or use decent tactics even when the numbers are in their favor.

    You say that organized groups shouldn't expect to win every fight. I say that disorganized groups/zerg/faction stacks shouldn't expect to win many fights against a superiorly organized force if they aren't willing to play smart. There is not a point where sheer numbers but dumb play ought to automatically win against smaller numbers using smart, organized play. Because in my experience, if those sheer numbers are willing to use intelligent tactics themselves, the faction stack can and will beat the 24 man organized raid.

    Now, the % of factions is something you'll have to take up with ZOS. But the principle is the same. If a raid of 24 are destroying 80 players, I'm questioning the tactics of the 80 players, not the 24. If those 80 (or 60 or 40 or 30) were playing smart, in my experience, the zerg or faction stack usually can beat the 24 man raid if they play smart.

    I have no idea how you can write such a wall of text @VaranisArano but entirely miss the point i´ve made - except if it should be intentional.

    Besided this i also think that you´re wrong in the relatively unrelated statements you make about fight dynamics (i agree for small numbers but not for large numbers) - because one of the key features what makes open pvp attractive for all kinds of players (good and bad) is the ability to tip the scales of a fight with numbers.
    Good will seek challenge by reducing their own or increasing enemys numbers.
    Bad players will try to overcome their shortcomings with mass - and that´s fine.

    Having one group of good players being able to undermine the bad players ability to bring more people (with one group being the important part) destroys a large part of what makes open world pvp playable for everyone.
    Especially if you consider that the good players/groups intentionally ignore other groups when bad players are around as was stated earlier in this topic.
    The bad players get abandoned by their own factions good players and the game does not allow them to bring more people aswell because pop caps are too low in relation to groupsize.
    That´s what´s happening currently in eso.
    It´s idiotic.

    Also numbers in my posts are completely arbitrairy and don´t relate to ingame experiences - they´re brought up to make the problem more accessible than purely discussing theory.

    Honestly at this point you argue the same issue in every thread that others make regardless of what the thread is about. It begs the question why you don't just make your own thread and discuss the topic of Cyrodiil population and group sizes there where there could actually be a focused discussion on it.

    In response to the general replies which range from "it shouldnt be possible to kill more players than yourselves in a group" and "numbers should always be able to win" I completely disagree.

    The point is that you build in such a way that you have a decent chance for winning the fights you engage in. As a smallscale player you engage in smallscale fights, resource farms, kiting etc.. you build to try and win those encounters. as a Large scale group you build to try and win large scale objectives, for example taking a keep under pressure, defending, fighting enemy faction stacks, relieving map pressure areas to spread out fighting. etc...

    The context of winning shifts depending on the objective. For example yes we might be able to kill multiple numbers of pugs and even some coordinated groups on top of those pugs but it might be unlikely that we take the keep in that situation. What it does mean however is that we can engage in a number of different fights around the map and have shifting objectives rather than focusing only on fighting a small-medium amount of pugs around a LOS heavy area and basically nothing else.

    In addition there is ALWAYS the option to improve, group up, coordinate, siege, pull etc.. For you its only black and white "bring more players" to overcome a problem. I personally don't think that should be encouraged. ESO already has a huge problem with faction stacking and if there are no organised groups then those are the only things you see on the map. There is no reason to spread out otherwise.

    I think your view is extremely short sighted and is a good example of why the game has changed in the poor ways it has for the past numerous patches. i.e. "deal with X problem" rather than think about the game as a whole or the ramifications of those decisions.

    You have a point about the pop cap and group sizes it would be an interesting discussion to have but honestly after something like the 40th post you try to hijack over it I'm kind of a little bored to discuss it with you now.

    Just want to say that it seems to me that, in the absence of an already outfitted and coordinated ~16 man group, faction stacking is literally the only answer to these ball groups that run through the map unimpeded. Most mid-long term players just feel exasperated and bored when it's that time, and leave.

    Counters to a ball group that I've seen work:
    1. Another organized raid
    2. A faction stack
    3. PUG groups or a zerg that actually played smart

    The smarter and more organized people play, the less numbers they need. Let's not pretend that the only answer is an organized raid or a faction stack with nothing in between.

    Now, its entirely possible that asking a zerg or large group of PUGs to play smart is asking the impossible...but I've seen it happen.

    Doesn't 3=1 ?
    Minalan owes me a beer.

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  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Biro123 wrote: »
    ezeepeezee wrote: »
    Derra wrote: »
    Derra wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Derra wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    So why do you keep trying to lower pug groups like Big Bosses numbers so that you can beat them if you expect to lose these fights and are ok with it?
    Sandman929 wrote: »
    Derra wrote: »
    For example the aim of our group is to be able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against us.

    This is one of the key problems with large grps in eso.

    IMO it should never be possible to even think of winning any fight regardless of number of enemies for just one group (largegrp whatever you want to call it). In eso it´s not only thinkable but actually somewhat doable.

    I fundamentally disagree with that train of thought/concept of a groups.

    Zergs should always win? Interesting.

    Strawman arguments much?
    maxresdefault.jpg

    Read again. Understand what´s written. Realise what you bring up has nothing to do with what i wrote.

    Theoretically speaking:
    3 fighting 12 isn´t the same as 1group fighting an entire faction.
    Why isn´t it the same? In our scenario they can bring more people. In your scenario there is a game/serverside limitation that doesn´t allow for that option.
    Which is why i write that one group should not ever have the option to aim for being able to have a reliable outcome of winning any fight the map may present. Regardless of the numbers of enemies against them.

    Or: If the numbers of a zerg are suffiently high it should take a zerg to defeat them. Maybe a better organized smaller one with 2 or 3 good groups in it vs 2 to 3 times their numbers - but never one group.

    Well, we should really dial this in to exactly where you're comfortable. How many should a group of 12-16 be able to deal with?
    I don't think he has a problem with the numerical value of people that a group is able to fight. 16 people fighting 60 enemies isn't a problem in itself - it is a problem if you consider that 60 people represent more than 50% of the entire enemy faction.

    This^

    if we´d have 500 people pvping per faction i wouldn´t think 24 man groups are too big (theoretically - ignoring lag in this scenario) and i´d be fine with 24 good organized players fighting 80 unorganised pugs - because that would still mean they´re only fighting ~ 20% of the whole faction.

    If 24 players in an organized raid are fighting 80 players of your faction, and the organized raid is winning...

    Then those 80 players of your faction aren't very good. Either they are trickling in, or not coordinating or just plain using bad tactics. Its got nothing to do with the % of your faction.

    Ive been on both ends of that, the 24 man raid fighting a faction stack and winning (and losing) AND the zerging faction stack fighting the 24 man raid and winning (and losing). When that 24 man raid beats the faction stack, we generally had halfway decent support from our own PUGs and the enemy was just uncoordinated, disorganized, and generally not able to counter an organized group fighting them. When I've been on the faction stack side, we eventually beat the 24 man raid through persistence, not throwing ourselves at them stupidly, and actually acting semi-organized ourselves. Heck, that's what works even when I'm not in a faction stack. Smaller groups of PUGs can use smart play to take down organized raids too.

    Or to put it another way, IMO, if a 24 man raid can manhandle your faction stack, the problem is not with the ability of 24 organized players to use their skills and tactics effectively. The problem is that 60-80 of your faction players cant manage to fight effectively or use decent tactics even when the numbers are in their favor.

    You say that organized groups shouldn't expect to win every fight. I say that disorganized groups/zerg/faction stacks shouldn't expect to win many fights against a superiorly organized force if they aren't willing to play smart. There is not a point where sheer numbers but dumb play ought to automatically win against smaller numbers using smart, organized play. Because in my experience, if those sheer numbers are willing to use intelligent tactics themselves, the faction stack can and will beat the 24 man organized raid.

    Now, the % of factions is something you'll have to take up with ZOS. But the principle is the same. If a raid of 24 are destroying 80 players, I'm questioning the tactics of the 80 players, not the 24. If those 80 (or 60 or 40 or 30) were playing smart, in my experience, the zerg or faction stack usually can beat the 24 man raid if they play smart.

    I have no idea how you can write such a wall of text @VaranisArano but entirely miss the point i´ve made - except if it should be intentional.

    Besided this i also think that you´re wrong in the relatively unrelated statements you make about fight dynamics (i agree for small numbers but not for large numbers) - because one of the key features what makes open pvp attractive for all kinds of players (good and bad) is the ability to tip the scales of a fight with numbers.
    Good will seek challenge by reducing their own or increasing enemys numbers.
    Bad players will try to overcome their shortcomings with mass - and that´s fine.

    Having one group of good players being able to undermine the bad players ability to bring more people (with one group being the important part) destroys a large part of what makes open world pvp playable for everyone.
    Especially if you consider that the good players/groups intentionally ignore other groups when bad players are around as was stated earlier in this topic.
    The bad players get abandoned by their own factions good players and the game does not allow them to bring more people aswell because pop caps are too low in relation to groupsize.
    That´s what´s happening currently in eso.
    It´s idiotic.

    Also numbers in my posts are completely arbitrairy and don´t relate to ingame experiences - they´re brought up to make the problem more accessible than purely discussing theory.

    Honestly at this point you argue the same issue in every thread that others make regardless of what the thread is about. It begs the question why you don't just make your own thread and discuss the topic of Cyrodiil population and group sizes there where there could actually be a focused discussion on it.

    In response to the general replies which range from "it shouldnt be possible to kill more players than yourselves in a group" and "numbers should always be able to win" I completely disagree.

    The point is that you build in such a way that you have a decent chance for winning the fights you engage in. As a smallscale player you engage in smallscale fights, resource farms, kiting etc.. you build to try and win those encounters. as a Large scale group you build to try and win large scale objectives, for example taking a keep under pressure, defending, fighting enemy faction stacks, relieving map pressure areas to spread out fighting. etc...

    The context of winning shifts depending on the objective. For example yes we might be able to kill multiple numbers of pugs and even some coordinated groups on top of those pugs but it might be unlikely that we take the keep in that situation. What it does mean however is that we can engage in a number of different fights around the map and have shifting objectives rather than focusing only on fighting a small-medium amount of pugs around a LOS heavy area and basically nothing else.

    In addition there is ALWAYS the option to improve, group up, coordinate, siege, pull etc.. For you its only black and white "bring more players" to overcome a problem. I personally don't think that should be encouraged. ESO already has a huge problem with faction stacking and if there are no organised groups then those are the only things you see on the map. There is no reason to spread out otherwise.

    I think your view is extremely short sighted and is a good example of why the game has changed in the poor ways it has for the past numerous patches. i.e. "deal with X problem" rather than think about the game as a whole or the ramifications of those decisions.

    You have a point about the pop cap and group sizes it would be an interesting discussion to have but honestly after something like the 40th post you try to hijack over it I'm kind of a little bored to discuss it with you now.

    Just want to say that it seems to me that, in the absence of an already outfitted and coordinated ~16 man group, faction stacking is literally the only answer to these ball groups that run through the map unimpeded. Most mid-long term players just feel exasperated and bored when it's that time, and leave.

    Counters to a ball group that I've seen work:
    1. Another organized raid
    2. A faction stack
    3. PUG groups or a zerg that actually played smart

    The smarter and more organized people play, the less numbers they need. Let's not pretend that the only answer is an organized raid or a faction stack with nothing in between.

    Now, its entirely possible that asking a zerg or large group of PUGs to play smart is asking the impossible...but I've seen it happen.

    Doesn't 3=1 ?

    Depends on how you define an organized raid, I suppose.

    PUGs don't have to follow a crown, ball up, and use certain skills while wearing certain builds in order to play smart enough to take down an organized raid that's doing those things. At least in my experience.
  • Derra
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    I think your view is extremely short sighted and is a good example of why the game has changed in the poor ways it has for the past numerous patches. i.e. "deal with X problem" rather than think about the game as a whole or the ramifications of those decisions.

    I do think of pvp as a whole - and something as dominant as ballgroups isn´t healthy for it imo.

    I think factionstacks as we see them now are to a large part caused by ballgroups - as creating a factionstack is the only option to combat those groups for players not capable to play in a ballgrp themselves.

    It might be one of those hen or egg questions though.


    Also disagree with the idea of something as a (as in one) largescale group. I think largescale objectives should require more than one group to be won for the most part.
    But that just leads to my opinion about the whole concept of large groups in eso skewing with the essence of what makes open pvp fun.
    Edited by Derra on July 8, 2018 8:17PM
    <Noricum>
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  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Derra wrote: »

    I think your view is extremely short sighted and is a good example of why the game has changed in the poor ways it has for the past numerous patches. i.e. "deal with X problem" rather than think about the game as a whole or the ramifications of those decisions.

    Funny - i think your view is extremely biased towards preserving your comfortable spot at the head of cyrodiils foodchain.
    I do think of pvp as a whole - and something as dominant as ballgroups isn´t healthy for it imo.

    Honest question - how many open pvp games have you played so far?

    Changing the discussion when you don't have a valid reply again I see ;)
    Will it come with a another rage message on discord again this time too?

    I look forward to your new post to share you opinions and suggested changes to Cyrodiil.
    Edited by Izanagi.Xiiib16_ESO on July 8, 2018 8:14PM
    @Solar_Breeze
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  • Rohamad_Ali
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    Cyrodiil improvements coming with Summerset . That's what Wheeler sold last year . I was so hyped .

    @ZOS_BrianWheeler What happened Man ?!
  • Rohamad_Ali
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    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .

    Completely agree with you. Not actually arguing over group size. I think all playstyles and group sizes should be supported and viable. They all currently have their place the only issues atm is really game performance as you mention.
    @Solar_Breeze
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  • Rohamad_Ali
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    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .

    Completely agree with you. Not actually arguing over group size. I think all playstyles and group sizes should be supported and viable. They all currently have their place the only issues atm is really game performance as you mention.

    Yes we have a place for everything in Cyrodiil . We just need a PvP dev and more then one coder accomplishing what they say can be accomplished .
  • pieratsos
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    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .

    Completely agree with you. Not actually arguing over group size. I think all playstyles and group sizes should be supported and viable. They all currently have their place the only issues atm is really game performance as you mention.

    You should really get out of ur raid more often if you actually believe that the only issues are with performance and that every playstyle has its place.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    pieratsos wrote: »
    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .

    Completely agree with you. Not actually arguing over group size. I think all playstyles and group sizes should be supported and viable. They all currently have their place the only issues atm is really game performance as you mention.

    You should really get out of ur raid more often if you actually believe that the only issues are with performance and that every playstyle has its place.

    Feel free to elaborate on the problem. 90% of the problems with the game stem from its poor performance imo. What do you feel the problems are.
    @Solar_Breeze
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  • heng14rwb17_ESO
    heng14rwb17_ESO
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    GO BALL OR GO CRY
  • Derra
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    Derra wrote: »

    I think your view is extremely short sighted and is a good example of why the game has changed in the poor ways it has for the past numerous patches. i.e. "deal with X problem" rather than think about the game as a whole or the ramifications of those decisions.

    Funny - i think your view is extremely biased towards preserving your comfortable spot at the head of cyrodiils foodchain.
    I do think of pvp as a whole - and something as dominant as ballgroups isn´t healthy for it imo.

    Honest question - how many open pvp games have you played so far?

    Changing the discussion when you don't have a valid reply again I see ;)
    Will it come with a another rage message on discord again this time too?

    I look forward to your new post to share you opinions and suggested changes to Cyrodiil.

    what do you mean with no valid reply? You say my pov is shortsighted - i say your pov is solely focused on personal gains instead of creating better pvp for everyone? In my book that´s both not fitting the topic but none the less a pretty valid reply.

    atleast i give opinions on how to change the undesireable status quo whereas you don´t - oh wait you don´t find it undesireable because you run in a ballgrp :joy:
    Edited by Derra on July 9, 2018 8:14AM
    <Noricum>
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  • Derra
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    pieratsos wrote: »
    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .

    Completely agree with you. Not actually arguing over group size. I think all playstyles and group sizes should be supported and viable. They all currently have their place the only issues atm is really game performance as you mention.

    You should really get out of ur raid more often if you actually believe that the only issues are with performance and that every playstyle has its place.

    Feel free to elaborate on the problem. 90% of the problems with the game stem from its poor performance imo. What do you feel the problems are.

    I actually agree with that.

    But since performance has to be considered non fixable on a server/code level at this point i´d like to see performance issues tackled on a gameplay level - that means adressing blobgroups + possibilities of organisation for large amounts of players.

    The less organised large fights are the better their performance is. Imho it´s logical to remove/reduce possibilities provided by the game to organise large amounts of people (this goes for good and bad players).
    Edited by Derra on July 9, 2018 8:13AM
    <Noricum>
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  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Derra wrote: »
    pieratsos wrote: »
    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .

    Completely agree with you. Not actually arguing over group size. I think all playstyles and group sizes should be supported and viable. They all currently have their place the only issues atm is really game performance as you mention.

    You should really get out of ur raid more often if you actually believe that the only issues are with performance and that every playstyle has its place.

    Feel free to elaborate on the problem. 90% of the problems with the game stem from its poor performance imo. What do you feel the problems are.

    The less organised large fights are the better their performance is. Imho it´s logical to remove/reduce possibilities provided by the game to organise large amounts of people.

    This simply isn't true though.
    For example this weekend. DC faction zerged to chal and AD faction zerged to BRK.
    Our group went to faregyl to try spread some of the fights out. When we had sieged inner we were already starting to have skill delay which grew to about a 3s delay on all abilities. Latency well into the 400-500's

    We left faregyl and moved to Alessia hoping that perhaps a closer objective would pull more back and lessen the lag.
    Nope.
    In the end we took sej and the lag didn't stop until we (the evil lagging ball group) went to BRK and assisted in cleaning it then Chalman up.

    Ball groups didn't cause that lag. The pug zerg and zone groups were 100% to blame the lag didn't stop until we prevented them from respawning and faction stacking without groups you would have the same effect almost constantly.
    @Solar_Breeze
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  • pieratsos
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    pieratsos wrote: »
    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .

    Completely agree with you. Not actually arguing over group size. I think all playstyles and group sizes should be supported and viable. They all currently have their place the only issues atm is really game performance as you mention.

    You should really get out of ur raid more often if you actually believe that the only issues are with performance and that every playstyle has its place.

    Feel free to elaborate on the problem. 90% of the problems with the game stem from its poor performance imo. What do you feel the problems are.

    I don't even know where to begin. From itemization to core game mechanics and abilities you name it.

    You are playing in raids with dedicated healers making you immune to every debuff in the game and dedicated dmg dealers doing a surplus of dmg, melting everyone in ur path. Of course you would think that everything is fine. Step out of ur raid and when u start getting hit with procs, poisons, defiles, earthgores, roots, snares, siphoner, sloads, troll kings and every other bs in the game we will see if everyone have their place in cyrodil.

    You run around in cyrodil and you hit some random guy with everything u have and you tickle his hp. Then u go to the next guy and you one shot him without an ult. You see a random guy spamming 15k burst heals and then the next guy who can't heal for ****.

    The overall balance is so out of control to the point where it's easier to list the things that are actually OK than those that are not. All the classes feel OP and useless at the same time. Then u can add all the bugs, glitches, lag and fps drops that can actually get u killed if u are not in a group and u are lucky if you find a couple of decent fights every night.
  • Biro123
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    All lag stories are anecdotal.
    I notice the most lag when the ball groups are on. But they are normally at the height of prime-time. Does this mean they cause it?
    Cause is such a strong word, however. Lag has multiple things contributing to it until the server's ability to do everything it needs to in a tick is compromised.
    Do huge fights of randoms Vs randoms contribute? Of course they do. But I've also seen them run very smoothly.
    Do ball-groups contribute? Of course they do. And I've also seen it run smoothly - but I don't think I've seen it run smoothly as often. No evidence though..

    The biggest contributers will be how often certain bits of code need to be executed. AOEs are a big factor in this. Single target, it runs once. AOE, it runs once per target in the area (not to mention it had to determine if in the area first). So a person chugging out AOEs in s heavily populated area will absolutely contribute much more lagg than someone using single target abilities.
    Ball-groups have always done this, and also been the recipient of multiple AOE hits due to being clumped up(both damage from the opposition and friendly healing and buffs) - but's also worth noting that there is now a lot more siege use too by randoms, and stuff like timestop.
    I also tend to notice that 3-way fights generate a LOT more lag than 2-way for the numbers/type of fight.. and tend to think that the practice of ball-groups putting themselves between the other 2 factions is one of the big offenders for causing lag.

    All of this adds up (well, multiplies may be more accurate) to make the server's chug.

    That said, I'm not blaming anyone for playing how that play. It's up to Zos to have a game that performs on their servers with the required number of players..
    Edited by Biro123 on July 9, 2018 8:48AM
    Minalan owes me a beer.

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  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    pieratsos wrote: »
    pieratsos wrote: »
    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .

    Completely agree with you. Not actually arguing over group size. I think all playstyles and group sizes should be supported and viable. They all currently have their place the only issues atm is really game performance as you mention.

    You should really get out of ur raid more often if you actually believe that the only issues are with performance and that every playstyle has its place.

    Feel free to elaborate on the problem. 90% of the problems with the game stem from its poor performance imo. What do you feel the problems are.

    I don't even know where to begin. From itemization to core game mechanics and abilities you name it.

    You are playing in raids with dedicated healers making you immune to every debuff in the game and dedicated dmg dealers doing a surplus of dmg, melting everyone in ur path. Of course you would think that everything is fine. Step out of ur raid and when u start getting hit with procs, poisons, defiles, earthgores, roots, snares, siphoner, sloads, troll kings and every other bs in the game we will see if everyone have their place in cyrodil.

    You run around in cyrodil and you hit some random guy with everything u have and you tickle his hp. Then u go to the next guy and you one shot him without an ult. You see a random guy spamming 15k burst heals and then the next guy who can't heal for ****.

    The overall balance is so out of control to the point where it's easier to list the things that are actually OK than those that are not. All the classes feel OP and useless at the same time. Then u can add all the bugs, glitches, lag and fps drops that can actually get u killed if u are not in a group and u are lucky if you find a couple of decent fights every night.

    It's alarming how uninformed you are about group play whilst criticising it so heavily. Raids are by no way immune to debuffs. We actually probably receive more debuffs in our fights than you would ever encounter when 1vXing or surfing. The difference is that we actively work to mitigate them in the way that any level of organisation could do.

    For example let's take a 1v1 vs someone running forward momentum. They are completely immune to snares and roots whilst being able to damage. They can pick the location they fight avoiding siege and kiting enemies to avoid dmg. Sure you can be overwhelmed and unable to deal with the situation very easily but that's not unique to any playstyle.

    Compare this to a group, we are often fighting inside objectives such as keeps with 10-20 siege surrounding us. We are fighting approximately 30-40 players normally each casting different debuffs and poisons etc.
    We use retreating maneouvers for more optimal bar setups but that gives us the weakness that whenever we dmg or heal we lose our root and snare immunity. We often fight inside an unflagging keep where enemies can freely respawn if they are unable to simply res due to their excessive numbers as we move around. (Harder to keep on top of 30 players than just 2-3)

    Finally Mmos will always have balancing issues and meta changes. It's part of what keeps them unique. Dealing with these changes is part of what makes good players a step above the bad. Cyro is an openworld game meaning that you will encounter good and bad players as well as varied fights, it's up to you as a player to gear and play effectively for those situations. You are more limited if you CHOOSE not to play in a group. Just as you face different challenges if you do between large, small groups and solo.

    The majority of the time to core issue is that the game doesn't perform well so that you are unable to react to situations you would normally be able to manage. This is the advantage of group play. Someone has your back if you cant do something. The disadvantage is that those situations occur more and more based on the fights you are taking as a group.
    Edited by Izanagi.Xiiib16_ESO on July 9, 2018 9:24AM
    @Solar_Breeze
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  • pieratsos
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    pieratsos wrote: »
    pieratsos wrote: »
    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .

    Completely agree with you. Not actually arguing over group size. I think all playstyles and group sizes should be supported and viable. They all currently have their place the only issues atm is really game performance as you mention.

    You should really get out of ur raid more often if you actually believe that the only issues are with performance and that every playstyle has its place.

    Feel free to elaborate on the problem. 90% of the problems with the game stem from its poor performance imo. What do you feel the problems are.

    I don't even know where to begin. From itemization to core game mechanics and abilities you name it.

    You are playing in raids with dedicated healers making you immune to every debuff in the game and dedicated dmg dealers doing a surplus of dmg, melting everyone in ur path. Of course you would think that everything is fine. Step out of ur raid and when u start getting hit with procs, poisons, defiles, earthgores, roots, snares, siphoner, sloads, troll kings and every other bs in the game we will see if everyone have their place in cyrodil.

    You run around in cyrodil and you hit some random guy with everything u have and you tickle his hp. Then u go to the next guy and you one shot him without an ult. You see a random guy spamming 15k burst heals and then the next guy who can't heal for ****.

    The overall balance is so out of control to the point where it's easier to list the things that are actually OK than those that are not. All the classes feel OP and useless at the same time. Then u can add all the bugs, glitches, lag and fps drops that can actually get u killed if u are not in a group and u are lucky if you find a couple of decent fights every night.

    It's alarming how uninformed you are about group play whilst criticising it so heavily. Raids are by no way immune to debuffs. We actually probably receive more debuffs in our fights than you would ever encounter when 1vXing or surfing. The difference is that we actively work to mitigate them in the way that any level of organisation could do.

    For example let's take a 1v1 vs someone running forward momentum. They are completely immune to snares and roots whilst being able to damage. They can pick the location they fight avoiding siege and kiting enemies to avoid dmg. Sure you can be overwhelmed and unable to deal with the situation very easily but that's not unique to any playstyle.

    Compare this to a group, we are often fighting inside objectives such as keeps with 10-20 siege surrounding us. We are fighting approximately 30-40 players normally each casting different debuffs and poisons etc.
    We use retreating maneouvers for more optimal bar setups but that gives us the weakness that whenever we dmg or heal we lose our root and snare immunity. We often fight inside an unflagging keep where enemies can freely respawn if they are unable to simply res due to their excessive numbers as we move around. (Harder to keep on top of 30 players than just 2-3)

    Finally Mmos will always have balancing issues and meta changes. It's part of what keeps them unique. Dealing with these changes is part of what makes good players a step above the bad. Cyro is an openworld game meaning that you will encounter good and bad players as well as varied fights, it's up to you as a player to gear and play effectively for those situations. You are more limited if you CHOOSE not to play in a group. Just as you face different challenges if you do between large, small groups and solo.

    The majority of the time to core issue is that the game doesn't perform well so that you are unable to react to situations you would normally be able to manage. This is the advantage of group play. Someone has your back if you cant do something. The disadvantage is that those situations occur more and more based on the fights you are taking as a group.

    When I say you are immune to debuffs it means That u have a way to deal them. Aka you have people purging you. You literally admitted that u have people giving u rapids. You don't have that luxury while playing solo. The vast majority of builds playing solo don't have access to purge. Do you even pay attention to the dozens of threads about sloads defiles etc? Or do u just simply ignore them because u don't really feel them?

    Calling people uninformed while believing that those debuffs affect groups more than solo players is the definition of irony. Even in the most normal fights u can literally have 10 different debuffs on u. Major defile is like the most common debuff u have when playing solo. It's so funny to the point that even purge wouldn't help u cause all the debuffs will instantly reapply on you. And those debuffs are 100 times more effective when u are playing solo. If you have cost poisons on u and u run out of resources u will prob die. If u are in a group and u run out u still have dedicated healers with you.

    You can choose to defend all that crap for whatever reason. Maybe u believe they are good for the game maybe not. But that's not what this is about. The point you made was all playstyles having a place. Which is flatout false. For better or for worse solo play relies on skill to overcome numbers. When u have all that skilless crap like oblivion dmg that were literally designed for Xv1 raining down on you and you end up playing with sload stacks cost poisons while ur healing is reduced by 80% then it's kinda obvious what is going to happen.

    It's widely known that solo play is slowly becoming harder in every single patch and u are here calling me misinformed while u actually believe that lethal arrow and major defile affect more ur group than the solo player.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    pieratsos wrote: »
    pieratsos wrote: »
    pieratsos wrote: »
    An you guys back there ... Arguing with each other over group size ... Just stop . We do this every time . We get told performance is going to improve . Instead it gets worse . When the dev won't chime in to dozens of threads the PvP players turn inward an attack each other . Nothing improves . Nothing changes .

    Keep the fire on ZoS's feet . Stay focused .

    Completely agree with you. Not actually arguing over group size. I think all playstyles and group sizes should be supported and viable. They all currently have their place the only issues atm is really game performance as you mention.

    You should really get out of ur raid more often if you actually believe that the only issues are with performance and that every playstyle has its place.

    Feel free to elaborate on the problem. 90% of the problems with the game stem from its poor performance imo. What do you feel the problems are.

    I don't even know where to begin. From itemization to core game mechanics and abilities you name it.

    You are playing in raids with dedicated healers making you immune to every debuff in the game and dedicated dmg dealers doing a surplus of dmg, melting everyone in ur path. Of course you would think that everything is fine. Step out of ur raid and when u start getting hit with procs, poisons, defiles, earthgores, roots, snares, siphoner, sloads, troll kings and every other bs in the game we will see if everyone have their place in cyrodil.

    You run around in cyrodil and you hit some random guy with everything u have and you tickle his hp. Then u go to the next guy and you one shot him without an ult. You see a random guy spamming 15k burst heals and then the next guy who can't heal for ****.

    The overall balance is so out of control to the point where it's easier to list the things that are actually OK than those that are not. All the classes feel OP and useless at the same time. Then u can add all the bugs, glitches, lag and fps drops that can actually get u killed if u are not in a group and u are lucky if you find a couple of decent fights every night.

    It's alarming how uninformed you are about group play whilst criticising it so heavily. Raids are by no way immune to debuffs. We actually probably receive more debuffs in our fights than you would ever encounter when 1vXing or surfing. The difference is that we actively work to mitigate them in the way that any level of organisation could do.

    For example let's take a 1v1 vs someone running forward momentum. They are completely immune to snares and roots whilst being able to damage. They can pick the location they fight avoiding siege and kiting enemies to avoid dmg. Sure you can be overwhelmed and unable to deal with the situation very easily but that's not unique to any playstyle.

    Compare this to a group, we are often fighting inside objectives such as keeps with 10-20 siege surrounding us. We are fighting approximately 30-40 players normally each casting different debuffs and poisons etc.
    We use retreating maneouvers for more optimal bar setups but that gives us the weakness that whenever we dmg or heal we lose our root and snare immunity. We often fight inside an unflagging keep where enemies can freely respawn if they are unable to simply res due to their excessive numbers as we move around. (Harder to keep on top of 30 players than just 2-3)

    Finally Mmos will always have balancing issues and meta changes. It's part of what keeps them unique. Dealing with these changes is part of what makes good players a step above the bad. Cyro is an openworld game meaning that you will encounter good and bad players as well as varied fights, it's up to you as a player to gear and play effectively for those situations. You are more limited if you CHOOSE not to play in a group. Just as you face different challenges if you do between large, small groups and solo.

    The majority of the time to core issue is that the game doesn't perform well so that you are unable to react to situations you would normally be able to manage. This is the advantage of group play. Someone has your back if you cant do something. The disadvantage is that those situations occur more and more based on the fights you are taking as a group.

    When I say you are immune to debuffs it means That u have a way to deal them. Aka you have people purging you. You literally admitted that u have people giving u rapids. You don't have that luxury while playing solo. The vast majority of builds playing solo don't have access to purge. Do you even pay attention to the dozens of threads about sloads defiles etc? Or do u just simply ignore them because u don't really feel them?

    Calling people uninformed while believing that those debuffs affect groups more than solo players is the definition of irony. Even in the most normal fights u can literally have 10 different debuffs on u. Major defile is like the most common debuff u have when playing solo. It's so funny to the point that even purge wouldn't help u cause all the debuffs will instantly reapply on you. And those debuffs are 100 times more effective when u are playing solo. If you have cost poisons on u and u run out of resources u will prob die. If u are in a group and u run out u still have dedicated healers with you.

    You can choose to defend all that crap for whatever reason. Maybe u believe they are good for the game maybe not. But that's not what this is about. The point you made was all playstyles having a place. Which is flatout false. For better or for worse solo play relies on skill to overcome numbers. When u have all that skilless crap like oblivion dmg that were literally designed for Xv1 raining down on you and you end up playing with sload stacks cost poisons while ur healing is reduced by 80% then it's kinda obvious what is going to happen.

    It's widely known that solo play is slowly becoming harder in every single patch and u are here calling me misinformed while u actually believe that lethal arrow and major defile affect more ur group than the solo player.

    All organised and skilled play is getting more difficult each patch not just solo. How many groups do you see which can really take on well defended keeps or perform that we'll these days.

    I'm not defending poor itemization and bugged sets but equally it's going to happen in an Mmo how you deal with it is on you. You are choosing to play solo and you must work out how to overcome the challenges which come with that. For example class / item sets / ability selection are all under your control for that environment. Even as a solo player enemy selection is for the most part too. It's less the case as a group.

    You're the one who calls us immune to effects so yes you are uninformed active mitigation is not immunity.
    This is a multiplayer game. Why wouldn't you work as a team to achieve better results and a different game experience / fight selection.

    All playstyles do have a place. They are all possible with varying levels of success. Just because you can't pug stomp quite so hard doesn't mean you don't have a place now.
    Edited by Izanagi.Xiiib16_ESO on July 9, 2018 10:33AM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • Derra
    Derra
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    Ball groups didn't cause that lag. The pug zerg and zone groups were 100% to blame the lag didn't stop until we prevented them from respawning and faction stacking without groups you would have the same effect almost constantly.

    ballgroups the cure to lag :joy:

    idk what to say anymore - apart from factions stacks can be too well organised too - but they´d be affected by the same things that´d affect ballgrps.
    Edited by Derra on July 9, 2018 10:43AM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Derra wrote: »

    Ball groups didn't cause that lag. The pug zerg and zone groups were 100% to blame the lag didn't stop until we prevented them from respawning and faction stacking without groups you would have the same effect almost constantly.

    ballgroups the cure to lag :joy:

    idk what to say anymore - apart from factions stacks can be too well organised too - but they´d be affected by the same things that´d affect ballgrps.

    I cant wait to see the coding for the "Derras magic make things I don't like bad feature" it seems like you have put a lot of thought into it so far. I'll wait for you to elaborate on your ideas and 'fixes'. I hope that you won't disappoint by trying to suggest that pug zergs will be affected by a group size reduction.
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • FakeZavos
    FakeZavos
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    Derra wrote: »

    Ball groups didn't cause that lag. The pug zerg and zone groups were 100% to blame the lag didn't stop until we prevented them from respawning and faction stacking without groups you would have the same effect almost constantly.

    ballgroups the cure to lag :joy:

    idk what to say anymore - apart from factions stacks can be too well organised too - but they´d be affected by the same things that´d affect ballgrps.

    You can laugh but the amount of times we go to last EMP keeps or other big fights after trying to get fights somewhere else to reduce lagg is apperently way more then you think. And yes. By the time a good ballgroup shows up at a place like that lagg will increase even more. But then 15 minutes later (or smth like that), when the keep is cleared from most enemys the lagg drops for everyone. Believe it or not, but we do this alot. To improve our own playing experience the rest of the evening and everyone else in cyrodill can benefit from it too.

    I agree that ballgroups can create (more) lagg, I dont agree that because of that we should stop playing what we like. But also dont act that ballgroups are the only reason that lagg excist. Because sometimes you and Etaniel do make it look like you think that.
    Why do I even try
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