i've never been pulled through a wall, only pulled to the edge of a wall i'm standing on and to a point where i can't get back onto the wall platform very easily
they just said in twitch tv that dark convergence pulling people who are up on walls is a bug and they're working on a fix
trackdemon5512 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
So, as I'm standing here pouring oil on the enemy ram below, please explain to me how I could "freak out" and and roll right off the edge when I get hit with Dark Convergence through the wall? But I've been pulled through the floor here several times, and dumped right in the middle of 10 or more enemies on the porch, who usually zerg me down quickly, if I can't get away fast enough.
I'm glad it's never happened to you, but don't be so quick to try and discredit those who experience this on a regular basis.
1) I asked for a video. A pic shows nothing here but oils set up.
2) Is this Alessian Bridge? From the windows it looks like it.
3) If this has happened has it happened in any keep/outpost or just the bridge?
This is over the front door of Castle Brindle.
And the onus is not upon me to prove that I am not a liar. The onus is upon you to prove that I am one.
Except I’ve still never seen evidence that backs up the claim that DC pulls you through walls. I mean am I supposed to wait for this to somehow occur when you say it happens all the time yet refuse to provide actual proof?
When you are in Cyrodiil do you spend any time trying to take or defend keeps? The large keeps are not as bad as they used to be but it does still happen. Go to Bleakers, Nickle or Sejanus and you will see it happen still really regular that people get pulled from the wall. Players work together. One uses Dark Convergence to yank players off the wall and another keeps AoE up where they are going to land. The forums is a small representation of the games population. This many people reporting so quick after the set dropped pretty much lets you know it happens and it happens often enough that players don't think it is the rare fluke.
I’ve played a lot of Cyro after patch. Asked around constantly for experiences with being pulled through walls and platforms in zone and guilds. I’ve gotten zero confirmations.
If this is prevalent or a thing it should be easily repeatable and thus a video can be put up. Why have I yet to see that? It’s been at least a month and still nothing.
So how do you counter ball groups with dark conversion? Right now they are using it to constantly bomb and farm us.
ServerusEcru wrote: »
The problem with your argument is that it is a Battlegrounds set. So there are no pesky zergs to contend with. If you have a ball group with four guys running this OP set you are worst than zerg sadly. it becomes toxic and broken.
All you have to do is look at steam charts and see how much its gone down since the release of dark convergence... 13% decrease in player base just on steam.... its alot
trackdemon5512 wrote: »All you have to do is look at steam charts and see how much its gone down since the release of dark convergence... 13% decrease in player base just on steam.... its alot
You’re attributing a perceived 13% decrease to one set which is frankly ridiculous to do. You have no evidence of such. I could similarly argue that schools going back into session since the release of the update has had the same effect. But without actual evidence it’s just a wild conjecture.
So I rage quit BG's because of their stupid deathmatch only test. I thought to myself, well, I guess I'll go check out Cyrodiil. I haven't been there in a long time. There was a big fight at one of the chokepoint gates. We had control of the wall itself. I was up on this thing and then dark convergence set yanks me off into a mob of enemies.
So BGs are crap. Cyrodiil is crap. Off to IC I guess.
3 easy fix that would make the spam less potent :
-1 shorten the time for it to explode a tiny bit or not
-Only 1 pull instead of 2
-Pulled target are immune to DC pull effect for 15s
The rest is either game design flaw (like some attacks/skills ignore LoS and hit through walls) and latency because server are god awfull even in BG
Outside of the lag, the issues in Cyrodil are socially-originated in nature. The difference in skill levels of a coordinated ball group for example, versus a group of friends or hopeful PUGs. The difficulty in newer players finding a group to play with.
Cyrodil was never designed as solo PvP. Its base mechanics will always fight against that. Solo-prominent PvP can be found in duels and in some Battlegrounds. In Cyrodil, it can be found in scouting, and a skilled bomber, although by nature these individual roles only work when there is group PvP to stand against. ...which fits into the group-PvP that Cyrodil was coded for.
Having these different options, foci, and flavors of each PvP Zone, is important as it gives each preference a place to play.
Addressing Cyrodil long-term could be served well by turn its strength, social PvP, into leverage that addresses its own issues.
Examples could be:
o Making it easier and more flavorful for Guilds to advertise and recruit, and for new players to find them. What about "Company Recruiters" in the home gates, with a sign-up and apply button? A board with recruitment pamphlets, summarizing different guilds?
o Encouraging and rewarding mentorship of new players. The community could brainstorm on this one, argue over it, and debate. Good ideas could be had, here.
o Occasional events that encouraging learning Cyrodil's mechanics and that lean into its flavors. This is a fun alternative to more tutorials. MyM gives blanket rewards.
For example, draconic-looking, massive daedra who, as in the legends of the Dragonguard, must be brought to earth with siege weapons. Make these events legendary and rewarding, but reliant upon Cyrodil's unique mechanics. Require multiple siege to take them down.
These events do not need to change Cyrodil's structure, where keeps are placed, etc. They would however, shake things up occasionally, and add that "AWESOME!" factor as well as encouraging learning siege mechanics in a fun way. They give people that boost of, "Yay! We did it, together!"
Events like these make good streams, too.
o PvP could benefit from a community manager(s), with reach and authority.
o Churnover and burnout is a thing in the gaming industry that harms games. I am not saying it happens at ZoS; I know it happens at other companies. Knowledgeable, indepth community managers, and coders who know by heart, the foundations of a complex project like an MMO are foundational to the game's thriving and survival. Treat employees with love and respect. Reward and support long-term investment of employees. Support and care for them.
People come to play, have fun, and enjoy the game. One way to "address Cyrodil" is by embracing what it was built for, then turning those strengths into leverage to address weakness.
DC was a mechanical answer made to address what is not wholly but in large part, a set of socially-crafted issues. It isn't to say that using mechanics to correct social issues is wrong--only that it is more difficult, fraught with pitfalls, and risks greater backlash. It also deprives a developer of built-in strengths when addressing an issue.