Moonsorrow wrote: »Week 5 by far the best functionally, made Cyrodiil feel like that's how it always should have been.
Non-grouped people spamming heals on each others in a alliance stack sized blob is what makes combat laggy and on top of that feel pointless often, unless you put another alliance stack against them.. and that creates the most laggy battles with disconnects. Week 5 was a good solution/test on that and imo (and to most i know in game) it was the best week in Cyrodiil playing in ages!
ZOS, please do not let the week 1 result fool you, due to the nearly everything being in cooldown most (and IC thingy) of the biggest pvp "farming" groups were not at Cyrodiil taking part to the test thus giving a false result on week 1 test. If you would implement Week 1 to be the new standard, i think it would kill whole pvp in this game, and the rest few staying would just play pretty much 2 classes only to be efficient. Not the way to go.
Coming from someone who has played Cyrodiil since the beginning of time, daily more than i sleep or do anything else - Please implement Week 5 if you gonna choose something out of these. Game still functions the same for individual player no matter what class you play, but works better. Only limits group size and heal spam to outside of group, thus rewarding smarter play, yet not punish those who play alone. (One should always slot self-heal anyways if you go in solo and not expect some random in a zerg to carry you with their Radiant Regen spam, i am sure you agree).
I know your angle on how you wanna make Cyrodiil feel. Also, the 12 limit for group is NATURAL since it already is on Trials too. I think people can "live" with this week 5 solution the most (and after adjusting to it, even for those who been parts of huge raids, will have more fun when they see what the benefits are as a good side to them also, this makes also enemies more killable when not so much healing that GvG does not end in anything else than a stalemate unless someones healers lag/disconnect). Week 5 also makes you not have to do complete class re-works.. that would make the whole audit pointless and having to start from the beginning if went with week 1.
Please, listen to the ones who been here for ages and actually know who all played during all these weeks, please choose WEEK 5 if one of these is to be the new standard. @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam
Week 5<--choose it and be awesome if gotta choose one of these, do not trust in raw data this time, week 1 gave false info due to farm groups being at IC event.
This was the only test that actually had any effect. Maybe it's different on NA but on EU weeks 5-6 made absolutely no difference (3 second dizzies aren't an improvement).
Moonsorrow wrote: »This was the only test that actually had any effect. Maybe it's different on NA but on EU weeks 5-6 made absolutely no difference (3 second dizzies aren't an improvement).
Week 1 had IC event going on, most efficient farming groups were at IC farming people. You know, the groups that you can feel coming near because of screen freeze/lag even when not see them yet, but know they have entered the same keep/outpost area you are on.
And cannot blame them, they come where the action (alliance stacks) is, to get action.. and thus the skills just stop working, slowmo bug hits and so on.
Same as in being at Cyro at 5am is different than primetime when farm groups are there. Do the math and know why Week 1 seemed to "work" for you, but IF the same groups had been there, it would have been the same as other weeks.
To me and most i know Week 5 worked nicely, battles ended also quicker so not always full alliance stacks on same keeps. Well, outside the usual pop locked EP at PC/EU Greyhost after midnight doing their thing when others at 1 bar going from keep to keep in a blob. But yeah..
Joy_Division wrote: »Moonsorrow wrote: »Week 5 by far the best functionally, made Cyrodiil feel like that's how it always should have been.
Non-grouped people spamming heals on each others in a alliance stack sized blob is what makes combat laggy and on top of that feel pointless often, unless you put another alliance stack against them.. and that creates the most laggy battles with disconnects. Week 5 was a good solution/test on that and imo (and to most i know in game) it was the best week in Cyrodiil playing in ages!
ZOS, please do not let the week 1 result fool you, due to the nearly everything being in cooldown most (and IC thingy) of the biggest pvp "farming" groups were not at Cyrodiil taking part to the test thus giving a false result on week 1 test. If you would implement Week 1 to be the new standard, i think it would kill whole pvp in this game, and the rest few staying would just play pretty much 2 classes only to be efficient. Not the way to go.
Coming from someone who has played Cyrodiil since the beginning of time, daily more than i sleep or do anything else - Please implement Week 5 if you gonna choose something out of these. Game still functions the same for individual player no matter what class you play, but works better. Only limits group size and heal spam to outside of group, thus rewarding smarter play, yet not punish those who play alone. (One should always slot self-heal anyways if you go in solo and not expect some random in a zerg to carry you with their Radiant Regen spam, i am sure you agree).
I know your angle on how you wanna make Cyrodiil feel. Also, the 12 limit for group is NATURAL since it already is on Trials too. I think people can "live" with this week 5 solution the most (and after adjusting to it, even for those who been parts of huge raids, will have more fun when they see what the benefits are as a good side to them also, this makes also enemies more killable when not so much healing that GvG does not end in anything else than a stalemate unless someones healers lag/disconnect). Week 5 also makes you not have to do complete class re-works.. that would make the whole audit pointless and having to start from the beginning if went with week 1.
Please, listen to the ones who been here for ages and actually know who all played during all these weeks, please choose WEEK 5 if one of these is to be the new standard. @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam
Week 5<--choose it and be awesome if gotta choose one of these, do not trust in raw data this time, week 1 gave false info due to farm groups being at IC event.
I've been here for ages and disagree.
- Game does not function the same for an individual player. If I + random meet up with two players who are grouped up, I am screwed under week 5 format.
- Simply joining a group to get heals does not = "smarter play."
- I get punished playing solo if my skills that have a heal component that do not function with people who are on the same team. I also get punished in first bullet point scenario listed above.
- I don't need a random in a zerg to carry me. If I go to Drake to defend to keep vs said zerg that happened to be grouped together, it's incredibly unfair that they can heal themselves but we ungrouped defenders cant.
- Sure, the grouped players can live with the solution because they can heal and buff themselves, meanwhile the PuGs, randoms, and solos fighting them can't. Of course the enemies are more killable! What a true sacrifice they are making for the greater good.
- Week 5 means rework the Templar because the majority of its skills which are suppose to have beneficial effects for allies, now now longer do so and are thus nerfed
- What makes the game laggy is: servers suck, faction stacks, cheap developers, bad coding, and ball groups. If you make it so the Pugs and randoms can;t heal or buff themselves, guess what sort of gameplay is going to be encouraged: faction stacks, which will be necessary to take defended keeps under week 5 system (have you seen what happens to randoms and PuGs under oil/siege even when they can heal themselves?) and the ball groups who will be relatively stronger since they are unaffected by these changes.
The only desirable change from the entire month and a half of tests is lowering the number of players in a group. This is something that should have been done years ago when ZOS dramatically lowered the pop caps in cyrodiil.
Joy_Division wrote: »Moonsorrow wrote: »Week 5 by far the best functionally, made Cyrodiil feel like that's how it always should have been.
Non-grouped people spamming heals on each others in a alliance stack sized blob is what makes combat laggy and on top of that feel pointless often, unless you put another alliance stack against them.. and that creates the most laggy battles with disconnects. Week 5 was a good solution/test on that and imo (and to most i know in game) it was the best week in Cyrodiil playing in ages!
ZOS, please do not let the week 1 result fool you, due to the nearly everything being in cooldown most (and IC thingy) of the biggest pvp "farming" groups were not at Cyrodiil taking part to the test thus giving a false result on week 1 test. If you would implement Week 1 to be the new standard, i think it would kill whole pvp in this game, and the rest few staying would just play pretty much 2 classes only to be efficient. Not the way to go.
Coming from someone who has played Cyrodiil since the beginning of time, daily more than i sleep or do anything else - Please implement Week 5 if you gonna choose something out of these. Game still functions the same for individual player no matter what class you play, but works better. Only limits group size and heal spam to outside of group, thus rewarding smarter play, yet not punish those who play alone. (One should always slot self-heal anyways if you go in solo and not expect some random in a zerg to carry you with their Radiant Regen spam, i am sure you agree).
I know your angle on how you wanna make Cyrodiil feel. Also, the 12 limit for group is NATURAL since it already is on Trials too. I think people can "live" with this week 5 solution the most (and after adjusting to it, even for those who been parts of huge raids, will have more fun when they see what the benefits are as a good side to them also, this makes also enemies more killable when not so much healing that GvG does not end in anything else than a stalemate unless someones healers lag/disconnect). Week 5 also makes you not have to do complete class re-works.. that would make the whole audit pointless and having to start from the beginning if went with week 1.
Please, listen to the ones who been here for ages and actually know who all played during all these weeks, please choose WEEK 5 if one of these is to be the new standard. @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam
Week 5<--choose it and be awesome if gotta choose one of these, do not trust in raw data this time, week 1 gave false info due to farm groups being at IC event.
I've been here for ages and disagree.
- Game does not function the same for an individual player. If I + random meet up with two players who are grouped up, I am screwed under week 5 format.
- Simply joining a group to get heals does not = "smarter play."
- I get punished playing solo if my skills that have a heal component that do not function with people who are on the same team. I also get punished in first bullet point scenario listed above.
- I don't need a random in a zerg to carry me. If I go to Drake to defend to keep vs said zerg that happened to be grouped together, it's incredibly unfair that they can heal themselves but we ungrouped defenders cant.
- Sure, the grouped players can live with the solution because they can heal and buff themselves, meanwhile the PuGs, randoms, and solos fighting them can't. Of course the enemies are more killable! What a true sacrifice they are making for the greater good.
- Week 5 means rework the Templar because the majority of its skills which are suppose to have beneficial effects for allies, now now longer do so and are thus nerfed
- What makes the game laggy is: servers suck, faction stacks, cheap developers, bad coding, and ball groups. If you make it so the Pugs and randoms can;t heal or buff themselves, guess what sort of gameplay is going to be encouraged: faction stacks, which will be necessary to take defended keeps under week 5 system (have you seen what happens to randoms and PuGs under oil/siege even when they can heal themselves?) and the ball groups who will be relatively stronger since they are unaffected by these changes.
The only desirable change from the entire month and a half of tests is lowering the number of players in a group. This is something that should have been done years ago when ZOS dramatically lowered the pop caps in cyrodiil.
These test proved that the lag got nothing to do with these things.
The performance was simply crap each week.
How about you start investing proper hardware for servers. After that is done hire people sorting out your game code.
These test was just as an epic failure as your game performance improvement plans.
relentless_turnip wrote: »Unpopular opinion perhaps... I don't want cooldowns at all, but think aoe needs to be reduced by the same amount as the first week.
I think primarily single targeted attacks promote healthier confrontations and are less taxing on the server. Generally my experience in other games, aoe's are controlled by some limiting factor, rather the damage is pathetic or they are as accessible as an ultimate. That is to say limited.
relentless_turnip wrote: »Unpopular opinion perhaps... I don't want cooldowns at all, but think aoe needs to be reduced by the same amount as the first week.
I think primarily single targeted attacks promote healthier confrontations and are less taxing on the server. Generally my experience in other games, aoe's are controlled by some limiting factor, rather the damage is pathetic or they are as accessible as an ultimate. That is to say limited.
The big problem with the first test was that it was run at the same time as the Imperial City event, making it worthless as a comparison.
I've absolutely no idea why they did that.
vamp_emily wrote: »I think they should have removed grouping for a week and see if grouping causes any kind of problem.
Joy_Division wrote: »Moonsorrow wrote: »Week 5 by far the best functionally, made Cyrodiil feel like that's how it always should have been.
Non-grouped people spamming heals on each others in a alliance stack sized blob is what makes combat laggy and on top of that feel pointless often, unless you put another alliance stack against them.. and that creates the most laggy battles with disconnects. Week 5 was a good solution/test on that and imo (and to most i know in game) it was the best week in Cyrodiil playing in ages!
ZOS, please do not let the week 1 result fool you, due to the nearly everything being in cooldown most (and IC thingy) of the biggest pvp "farming" groups were not at Cyrodiil taking part to the test thus giving a false result on week 1 test. If you would implement Week 1 to be the new standard, i think it would kill whole pvp in this game, and the rest few staying would just play pretty much 2 classes only to be efficient. Not the way to go.
Coming from someone who has played Cyrodiil since the beginning of time, daily more than i sleep or do anything else - Please implement Week 5 if you gonna choose something out of these. Game still functions the same for individual player no matter what class you play, but works better. Only limits group size and heal spam to outside of group, thus rewarding smarter play, yet not punish those who play alone. (One should always slot self-heal anyways if you go in solo and not expect some random in a zerg to carry you with their Radiant Regen spam, i am sure you agree).
I know your angle on how you wanna make Cyrodiil feel. Also, the 12 limit for group is NATURAL since it already is on Trials too. I think people can "live" with this week 5 solution the most (and after adjusting to it, even for those who been parts of huge raids, will have more fun when they see what the benefits are as a good side to them also, this makes also enemies more killable when not so much healing that GvG does not end in anything else than a stalemate unless someones healers lag/disconnect). Week 5 also makes you not have to do complete class re-works.. that would make the whole audit pointless and having to start from the beginning if went with week 1.
Please, listen to the ones who been here for ages and actually know who all played during all these weeks, please choose WEEK 5 if one of these is to be the new standard. @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam
Week 5<--choose it and be awesome if gotta choose one of these, do not trust in raw data this time, week 1 gave false info due to farm groups being at IC event.
I've been here for ages and disagree.
- Game does not function the same for an individual player. If I + random meet up with two players who are grouped up, I am screwed under week 5 format.
- Simply joining a group to get heals does not = "smarter play."
- I get punished playing solo if my skills that have a heal component that do not function with people who are on the same team. I also get punished in first bullet point scenario listed above.
- I don't need a random in a zerg to carry me. If I go to Drake to defend to keep vs said zerg that happened to be grouped together, it's incredibly unfair that they can heal themselves but we ungrouped defenders cant.
- Sure, the grouped players can live with the solution because they can heal and buff themselves, meanwhile the PuGs, randoms, and solos fighting them can't. Of course the enemies are more killable! What a true sacrifice they are making for the greater good.
- Week 5 means rework the Templar because the majority of its skills which are suppose to have beneficial effects for allies, now now longer do so and are thus nerfed
- What makes the game laggy is: servers suck, faction stacks, cheap developers, bad coding, and ball groups. If you make it so the Pugs and randoms can;t heal or buff themselves, guess what sort of gameplay is going to be encouraged: faction stacks, which will be necessary to take defended keeps under week 5 system (have you seen what happens to randoms and PuGs under oil/siege even when they can heal themselves?) and the ball groups who will be relatively stronger since they are unaffected by these changes.
The only desirable change from the entire month and a half of tests is lowering the number of players in a group. This is something that should have been done years ago when ZOS dramatically lowered the pop caps in cyrodiil.