VaranisArano wrote: »Cyrodiil in particular is designed for a huge variety of PVPers.
You've got gankers, bombers, 1vXers, solo players, duelists, organized small groups, PUG raids, organized raids, zerg-surfers, and zergs. You've got people who just want "good fights", people who want AP, people who play for objectives, and people who play with an eye towards the 30 day campaign win. For this reason, I look more at whether someone is "good" at their chosen role in Cyrodiil.
But aside from that, if you want to bring back the days of PVP Guild Domination, ZOS has to fix the lag and persistent performance issues in Cyrodiil.
Right now, when the guilds/organized raids play objectives to dominate the campaigns, the servers simply can't handle large scale combat and respond with lag that's crippling for many players.
Jimmy_The_Fixer wrote: »What is the meandering diatribe even trying to say?
“Everybody is a liar, everybody sucks at the game, nobody tests themselves against difficult opponents, nobody tries to improve.”
Except you, OP, you’re special, you’re the only good one left.
Most of the issues you´re describing simply issue from not having a proper frame that inclines people to compete against each other.
If i duo there´s hardly any point to fight solo players - even if they´re the best of the server.
If i run a 4man there is no point fighting duos of really competent player - nor is there fighting a competent 6-man group.
The way combat is setup in eso just makes the outcome of these fights predetermined if we´d assume equal skill of all participants.
This becomes problematic in they way it´s described in the initial post when you look at the group and guild cap.
From my experience the most long lasting and successful guilds are generally not groups of players forced to cooperate (contrary to what OP describes) - but rather a combination of social guild and goal oriented pvp or pve guild.
These groups have from my experience rarely exceeded 15 to 20 people if at all.These were from my experience the people and groups that created most player content around pvp and were the mostly the driving force in dynamic pvp developments in games.
Eso exceeds this number not even with it´s raids but with the normal "group"size for pvp.
As a result (imo) it eliminated a large part of the social pvp guild aspect as these groups of people mostly couldn´t reach or sustain competetive numbers and as a result left.
The remaining players mostly don´t fight each other because the frame to do so is missing - there is no thrill, no competition to engage in predetermined fights. So they compare their ability to slaughter pugs or duel depending on which type of player we´re dealing with.
We attempt to fight all those other guilds as it’s far more enjoyable than day in and out of pug farming.
Although this game really lacks any ranked leaderboard which could potentially increase a competitive drive and give meaning to guilds (rivalry)
Crowfall or ashes maybe? Eventually
VaranisArano wrote: »Cyrodiil in particular is designed for a huge variety of PVPers.
You've got gankers, bombers, 1vXers, solo players, duelists, organized small groups, PUG raids, organized raids, zerg-surfers, and zergs. You've got people who just want "good fights", people who want AP, people who play for objectives, and people who play with an eye towards the 30 day campaign win. For this reason, I look more at whether someone is "good" at their chosen role in Cyrodiil.
But aside from that, if you want to bring back the days of PVP Guild Domination, ZOS has to fix the lag and persistent performance issues in Cyrodiil.
Right now, when the guilds/organized raids play objectives to dominate the campaigns, the servers simply can't handle large scale combat and respond with lag that's crippling for many players.
I understand where you're coming from with this, but after 15 years I have yet to meet a single MMO that can handle large scale PVP well.
EVE Online had ridiculous 30 second delay for 1000 vs 1000 fleet fights.
Lineage2 had constant game crashes to desktop and 5 minute crippling lag freezes in which you still needed to press your aim assist attack buttons because your computer was still sending packets, so even though you couldn't see yourself playing, you were, and needed to if you want to win. Same with EVE.
Aion we would have 400 v 400 fights and while the lag could be minimized it came at a serious drop in graphical performance, you played at the lowest setting possible and would still freeze / dead or end up with a crash to desktop.
Thus, you either haven't played lots of MMO PVP games, or you haven't yet recognized your ask is incredibly hard to fulfill. If you can't find a way to work around this, large scale PVP and organized PVP at scale is not your cup of tea.
I should add - you can choose to look at it like that - but at the end of the day if you give me any of my squads from Lineage2 (COV Archer Parties) or EVE Online (HAC snipers) we would decimate the field 24/7 with minimal effort. I'm only speaking from experience, so while it may sound cocky there isn't much I can say except that most of the PVP'ers who claim to be good in this game are actually trash.
Also, you have to take what I say with a grain of salt, most of the people I used to game with dropped it long ago, and while I'm complaining about the drop in skill level and lack of incentives driving player skill down, it's almost made the game casual enough so that I can pick it up and still be very competitive even though I barely play. It's a give and take. Mostly what bugs me are the crazy ego's I see teenagers developing in MMO communities these days. Like, when I was 15 yrs old playing Lineage2, it didn't matter to me that I could absolutely annihilate my 20 year old guild leader in a 1v1, I respected the fact that this guy was able to bring 100 people together under one alliance that could hold off 400 people. You just don't see that type of respect anymore for guild leaders, and you don't really see quality guilds anymore or guild leaders, because the incentives have been destroyed.
Most of the issues you´re describing simply issue from not having a proper frame that inclines people to compete against each other.
If i duo there´s hardly any point to fight solo players - even if they´re the best of the server.
If i run a 4man there is no point fighting duos of really competent player - nor is there fighting a competent 6-man group.
The way combat is setup in eso just makes the outcome of these fights predetermined if we´d assume equal skill of all participants.
This becomes problematic in they way it´s described in the initial post when you look at the group and guild cap.
From my experience the most long lasting and successful guilds are generally not groups of players forced to cooperate (contrary to what OP describes) - but rather a combination of social guild and goal oriented pvp or pve guild.
These groups have from my experience rarely exceeded 15 to 20 people if at all.These were from my experience the people and groups that created most player content around pvp and were the mostly the driving force in dynamic pvp developments in games.
Eso exceeds this number not even with it´s raids but with the normal "group"size for pvp.
As a result (imo) it eliminated a large part of the social pvp guild aspect as these groups of people mostly couldn´t reach or sustain competetive numbers and as a result left.
The remaining players mostly don´t fight each other because the frame to do so is missing - there is no thrill, no competition to engage in predetermined fights. So they compare their ability to slaughter pugs or duel depending on which type of player we´re dealing with.
Edit: Also from my personal experience DAoC and Warhammer could handle large scale fights quite well - not talking massive 200+ vs 200+ relic fights. But anything below 150 participants total would generally work pretty good compared to what eso is delivering.
Started with DAoC and pretty much played every major wester mmo release since then excluding wow. Only asian game would be aion.
Edit2: For me games that had a low number of competetive extremely large pvp guilds/groups/alliances whatever don´t constitute healthy pvp. Imo they represent the opposite. Way too easy to create sort of monopolies and dominate with only numbers and finite numbers of quality players would sooner or later all cooperate instead of compete.
VaranisArano wrote: »VaranisArano wrote: »Cyrodiil in particular is designed for a huge variety of PVPers.
You've got gankers, bombers, 1vXers, solo players, duelists, organized small groups, PUG raids, organized raids, zerg-surfers, and zergs. You've got people who just want "good fights", people who want AP, people who play for objectives, and people who play with an eye towards the 30 day campaign win. For this reason, I look more at whether someone is "good" at their chosen role in Cyrodiil.
But aside from that, if you want to bring back the days of PVP Guild Domination, ZOS has to fix the lag and persistent performance issues in Cyrodiil.
Right now, when the guilds/organized raids play objectives to dominate the campaigns, the servers simply can't handle large scale combat and respond with lag that's crippling for many players.
I understand where you're coming from with this, but after 15 years I have yet to meet a single MMO that can handle large scale PVP well.
EVE Online had ridiculous 30 second delay for 1000 vs 1000 fleet fights.
Lineage2 had constant game crashes to desktop and 5 minute crippling lag freezes in which you still needed to press your aim assist attack buttons because your computer was still sending packets, so even though you couldn't see yourself playing, you were, and needed to if you want to win. Same with EVE.
Aion we would have 400 v 400 fights and while the lag could be minimized it came at a serious drop in graphical performance, you played at the lowest setting possible and would still freeze / dead or end up with a crash to desktop.
Thus, you either haven't played lots of MMO PVP games, or you haven't yet recognized your ask is incredibly hard to fulfill. If you can't find a way to work around this, large scale PVP and organized PVP at scale is not your cup of tea.
I should add - you can choose to look at it like that - but at the end of the day if you give me any of my squads from Lineage2 (COV Archer Parties) or EVE Online (HAC snipers) we would decimate the field 24/7 with minimal effort. I'm only speaking from experience, so while it may sound cocky there isn't much I can say except that most of the PVP'ers who claim to be good in this game are actually trash.
Also, you have to take what I say with a grain of salt, most of the people I used to game with dropped it long ago, and while I'm complaining about the drop in skill level and lack of incentives driving player skill down, it's almost made the game casual enough so that I can pick it up and still be very competitive even though I barely play. It's a give and take. Mostly what bugs me are the crazy ego's I see teenagers developing in MMO communities these days. Like, when I was 15 yrs old playing Lineage2, it didn't matter to me that I could absolutely annihilate my 20 year old guild leader in a 1v1, I respected the fact that this guy was able to bring 100 people together under one alliance that could hold off 400 people. You just don't see that type of respect anymore for guild leaders, and you don't really see quality guilds anymore or guild leaders, because the incentives have been destroyed.
Perhaps I'm assuming here, but when I'm talking PVP Guild Domination, I'm talking the organized guild raids that dominate Cyrodiil's battlefields.
(I'm not interested in comparing other MMO games, just ESO, since that's the game we're both playing.)
Organized raids run by PVP guilds do dominate Cyrodiil, still. That organization and teamwork you seem to want to see, do pay off handsomely.
At least, when the game works. Lag and performance issues do a number on teamwork, you see? When half the team disconnects or can't use their skills, there's a problem.
Its not merely that the incentives are gone - the incentives are pretty much the same as they always were in ESO. Its that years of bad performance in Cyrodiil have sapped a lot of the PVP guilds, along with burn out for a number of guildmasters and raid leads.
Most of the PVP players and raid leads I know really, really enjoy Cyrodiil gameplay and love PVP - that's a pretty powerful incentive. What they dont enjoy are the things that increasingly get in the way - the bugs, the lag, the performance problems that seem to get worse every update and rarely improve.
So again, if you want Cyrodiil to return to the glory days (such as they were) of the organized PVP guild raids, ZOS has to fix the performance issues. Otherwise, it wont matter what incentives there are because the main incentive - playing and having fun in the game - is gone.
VaranisArano wrote: »VaranisArano wrote: »Cyrodiil in particular is designed for a huge variety of PVPers.
You've got gankers, bombers, 1vXers, solo players, duelists, organized small groups, PUG raids, organized raids, zerg-surfers, and zergs. You've got people who just want "good fights", people who want AP, people who play for objectives, and people who play with an eye towards the 30 day campaign win. For this reason, I look more at whether someone is "good" at their chosen role in Cyrodiil.
But aside from that, if you want to bring back the days of PVP Guild Domination, ZOS has to fix the lag and persistent performance issues in Cyrodiil.
Right now, when the guilds/organized raids play objectives to dominate the campaigns, the servers simply can't handle large scale combat and respond with lag that's crippling for many players.
I understand where you're coming from with this, but after 15 years I have yet to meet a single MMO that can handle large scale PVP well.
EVE Online had ridiculous 30 second delay for 1000 vs 1000 fleet fights.
Lineage2 had constant game crashes to desktop and 5 minute crippling lag freezes in which you still needed to press your aim assist attack buttons because your computer was still sending packets, so even though you couldn't see yourself playing, you were, and needed to if you want to win. Same with EVE.
Aion we would have 400 v 400 fights and while the lag could be minimized it came at a serious drop in graphical performance, you played at the lowest setting possible and would still freeze / dead or end up with a crash to desktop.
Thus, you either haven't played lots of MMO PVP games, or you haven't yet recognized your ask is incredibly hard to fulfill. If you can't find a way to work around this, large scale PVP and organized PVP at scale is not your cup of tea.
I should add - you can choose to look at it like that - but at the end of the day if you give me any of my squads from Lineage2 (COV Archer Parties) or EVE Online (HAC snipers) we would decimate the field 24/7 with minimal effort. I'm only speaking from experience, so while it may sound cocky there isn't much I can say except that most of the PVP'ers who claim to be good in this game are actually trash.
Also, you have to take what I say with a grain of salt, most of the people I used to game with dropped it long ago, and while I'm complaining about the drop in skill level and lack of incentives driving player skill down, it's almost made the game casual enough so that I can pick it up and still be very competitive even though I barely play. It's a give and take. Mostly what bugs me are the crazy ego's I see teenagers developing in MMO communities these days. Like, when I was 15 yrs old playing Lineage2, it didn't matter to me that I could absolutely annihilate my 20 year old guild leader in a 1v1, I respected the fact that this guy was able to bring 100 people together under one alliance that could hold off 400 people. You just don't see that type of respect anymore for guild leaders, and you don't really see quality guilds anymore or guild leaders, because the incentives have been destroyed.
Perhaps I'm assuming here, but when I'm talking PVP Guild Domination, I'm talking the organized guild raids that dominate Cyrodiil's battlefields.
(I'm not interested in comparing other MMO games, just ESO, since that's the game we're both playing.)
Organized raids run by PVP guilds do dominate Cyrodiil, still. That organization and teamwork you seem to want to see, do pay off handsomely.
At least, when the game works. Lag and performance issues do a number on teamwork, you see? When half the team disconnects or can't use their skills, there's a problem.
Its not merely that the incentives are gone - the incentives are pretty much the same as they always were in ESO. Its that years of bad performance in Cyrodiil have sapped a lot of the PVP guilds, along with burn out for a number of guildmasters and raid leads.
Most of the PVP players and raid leads I know really, really enjoy Cyrodiil gameplay and love PVP - that's a pretty powerful incentive. What they dont enjoy are the things that increasingly get in the way - the bugs, the lag, the performance problems that seem to get worse every update and rarely improve.
So again, if you want Cyrodiil to return to the glory days (such as they were) of the organized PVP guild raids, ZOS has to fix the performance issues. Otherwise, it wont matter what incentives there are because the main incentive - playing and having fun in the game - is gone.
I love how you totally brushed off my point that your ask is incredibly difficult to achieve and no gaming company has ever achieved it, yet some of the PVP games I listed are still going much stronger than the ESO PVP community even though they are older than 5 years.
VaranisArano wrote: »Cyrodiil in particular is designed for a huge variety of PVPers.
You've got gankers, bombers, 1vXers, solo players, duelists, organized small groups, PUG raids, organized raids, zerg-surfers, and zergs. You've got people who just want "good fights", people who want AP, people who play for objectives, and people who play with an eye towards the 30 day campaign win. For this reason, I look more at whether someone is "good" at their chosen role in Cyrodiil.
But aside from that, if you want to bring back the days of PVP Guild Domination, ZOS has to fix the lag and persistent performance issues in Cyrodiil.
Right now, when the guilds/organized raids play objectives to dominate the campaigns, the servers simply can't handle large scale combat and respond with lag that's crippling for many players.
Majority of people on the forums are fake. I think this reflects our society today as well. Most of the people talking to you are liars today, with no interest in challenging themselves, constantly seeking the easy way out, massaging their ego's, and running from or refusing to challenge themselves due to a fear of having their ego crushed. They have no idea how to take their "L"'s and instead will focus on how a class is op, it was a 1vX, a mob hit them once, etc.
..
- Signed: That guy who makes sure the zerg kills your small group instead of allowing you to wipe them and drinks up your QQ zerg tears.
.
However, I do understand your frustration. My buddy and I were playing as a duo in IC and got 5v2 by a group of good players (we held out own for a bit) but another “elite” DC just stood and watched because they were friends with that group. So yes in some senses there are very elitist players who would happily watch you get outnumbered even if you’re putting up a decent fight. But honestly this has happened all of one time in my years of Cyrodiil.
I love what you're saying here and appreciate you joining the discussion about our community rather than just trashing me! I see your point, but I disagree on this line -
"If i duo there´s hardly any point to fight solo players - even if they´re the best of the server.
If i run a 4man there is no point fighting duos of really competent player - nor is there fighting a competent 6-man group.
The way combat is setup in eso just makes the outcome of these fights predetermined if we´d assume equal skill of all participants"
In the duo example, it's a great time to apply really strong pressure to the solo player and really find out what they are about. Can they escape your duo? If they can escape your duo or manage to kill one of you and escape, that's a damn good player, and the chase wll be fun.
In the 4v2 combination, I just wholeheartedly disagree. I think there is enough random factors involved in a 4v2, unless the 4 man group has 2 healers, that the 2 people should be able to potentially drop one of you or escape. Again, the escape and chase are part of the fun of open world PVP.
I don't think they are pre-determined, as really good ultimate timing can change the pace of a fight almost instantly. I mean combat in Aion was much more advanced than in ESO and I have libraries of 2v4 2v3 2v2 2v5 - etc.