ZOS_BrianWheeler wrote: »A lot of these points should also be mentioned in the new combat threadsWe are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.
We're still collecting data about the populations in each of the campaigns (for the US and EU)and will make the decision to introduce a 6th Campaign or convert a current campaign in the future. This will hopefully go in conjunction with the campaign buffs conversion of only getting the buffs of the Campaign you're physically in while playing in Cyrodiil.
There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Going to post my issues thread points in here since it'll be stickied
1. AOE caps still resulting in Mindless Zerg Balling in the game completely dumbing down any skill involved in PvP.
...
AoE caps gotta go.xsorusb14_ESO wrote: »...
6. Unbreakable Stuns, This is still an issue...I've not seen it with Invasion (Shield Charge) and Root after the patch, but i'm still noticing it with Ambush and Concealed Blade combo if they do it from stealth. I've had multiple times were i'm at full stamina spamming the break free key and nothing happens. I'm not sure if other abilities are doing it but if Ambush and Concealed blade still are i imagine other abilities are as well.
...
Are you referring to Dual Wield Hidden Blade or to Nightblade Concealed Weapon here?
I'm presuming Hidden Blade, since it snares, but I'd just like to verify for clarification.
Concealed Weapon on nightblade.
They usually do Ambush followed by that from stealth it seems, But i'm usually stunned and can't break it no matter what I do.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Going to post my issues thread points in here since it'll be stickied
1. AOE caps still resulting in Mindless Zerg Balling in the game completely dumbing down any skill involved in PvP.
...
AoE caps gotta go.xsorusb14_ESO wrote: »...
6. Unbreakable Stuns, This is still an issue...I've not seen it with Invasion (Shield Charge) and Root after the patch, but i'm still noticing it with Ambush and Concealed Blade combo if they do it from stealth. I've had multiple times were i'm at full stamina spamming the break free key and nothing happens. I'm not sure if other abilities are doing it but if Ambush and Concealed blade still are i imagine other abilities are as well.
...
Are you referring to Dual Wield Hidden Blade or to Nightblade Concealed Weapon here?
I'm presuming Hidden Blade, since it snares, but I'd just like to verify for clarification.
Concealed Weapon on nightblade.
They usually do Ambush followed by that from stealth it seems, But i'm usually stunned and can't break it no matter what I do.
Strange, I'm not sure what is causing it then.
I skip Ambush and open with Surprise Attack (the opposite morph from Concealed Weapon) instead; players seem to be able to break out of the stun fine, so something unusual has to be happening when the two are run in conjunction.
ZOS_BrianWheeler wrote: »There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.
This is a GREAT direction and I hope it makes it in, but consider making it a "PARTY forward camp" instead of a guild one. Our guild is pretty large and could likely take advantage of guild-only camps, but we occasionally pick up a few players from the local battlefield or from zone chat and it seems that if our "party" paid for a forward camp, then those in our party should be able to use it for the current engagement. Smaller guilds that actively recruit from zone chat to fill out a 6-group party would still like to benefit from only having their expenditure on camps usable by their party.ZOS_BrianWheeler wrote: »There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.
..., but consider making it a "PARTY forward camp" instead of a guild one. Our guild is pretty large and could likely take advantage of guild-only camps, but we occasionally pick up a few players from the local battlefield or from zone chat and it seems that if our "party" paid for a forward camp, then those in our party should be able to use it for the current engagement.....
ZOS_BrianWheeler wrote: »There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.
ZOS_BrianWheeler wrote: »Hey gang!
We wanted to give you all a heads up regarding what the Alliance War (PVP) team is looking into for the future, as well as what we’re currently working on for Cyrodiil. As a general reminder, the Alliance War team is responsible for all things Cyrodiil, the Imperial City, and the Campaign system as a whole, so this post will be centered on those topics.
-Wheeler
ZOS_BrianWheeler wrote: »A lot of these points should also be mentioned in the new combat threadsWe are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.
We're still collecting data about the populations in each of the campaigns (for the US and EU)and will make the decision to introduce a 6th Campaign or convert a current campaign in the future. This will hopefully go in conjunction with the campaign buffs conversion of only getting the buffs of the Campaign you're physically in while playing in Cyrodiil.
There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.
ZOS_BrianWheeler wrote: »A lot of these points should also be mentioned in the new combat threadsWe are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.
We're still collecting data about the populations in each of the campaigns (for the US and EU)and will make the decision to introduce a 6th Campaign or convert a current campaign in the future. This will hopefully go in conjunction with the campaign buffs conversion of only getting the buffs of the Campaign you're physically in while playing in Cyrodiil.
There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.
Excuse me, but why would we need to change our FX settings if your programming is BS and causes fps drops, crashes and lags?ZOS_BrianWheeler wrote: »
Client Hitches/Crashes – As mentioned in the Quakecon presentation, we’re working on many game client optimizations that will address client hitching and crashes by allowing you to fine-tune your FX settings. These changes, along with continued server optimization, will help address the quality of combat and encounters in Cyrodiil.
Pixysticks wrote: »Immovable shouldn't be in the game, period. Or if it is, it needs a 1-2 minute cooldown. An ability that makes you immune to every possible CC in the game, including silence, and can be permanently kept on, is ridiculous.
Morticielle wrote: »Excuse me, but why would we need to change our FX settings if your programming is BS and causes fps drops, crashes and lags?ZOS_BrianWheeler wrote: »
Client Hitches/Crashes – As mentioned in the Quakecon presentation, we’re working on many game client optimizations that will address client hitching and crashes by allowing you to fine-tune your FX settings. These changes, along with continued server optimization, will help address the quality of combat and encounters in Cyrodiil.
I play with the same settings since beta and untill patch 1.2.3 in early June there were no problems besides the constant 150+ ms of latency due to the EU Megaserver beeing located in the US. But since 1.2.3 there came the fps drops, the ability lags and since 1.3.3 crashes. Btw: New fast crash record today. I logged on and after 2 min in the game the client crashed. Great work, Zenimax!
Pixysticks wrote: »Lord_Draevan wrote: »Pixysticks wrote: »
Immovable shouldn't be in the game, period. Or if it is, it needs a 1-2 minute cooldown. An ability that makes you immune to every possible CC in the game, including silence, and can be permanently kept on, is ridiculous.
Or it should be only available if you're wearing 7/7 pieces of Heavy Armor. That would stop the blobbers, they'd have to sacrifice all their Light Armor magicka bonuses.
Yeah, or make it an ultimate for heavy armor or something.
or make the length scale with the number of heavy armor pieces you wear...
like 1.5 second duration of immovable per piece of heavy armor...
xsorusb14_ESO wrote: »5. Keep Walls basically being nothing more then wet paper tissue in this game.
The buffs from resources are supposed to make this a calculated gamble, but more and more that's not the case. Even if you double wall HP, it's not much. Short of having spotters, the first warning you have it's too late to teleport in. If a keep has the resources, a warning should go out before it's 50% wall strength and/or teleports and respawns should be able to get in later.
Example (large swings to illustrate - obviously could be tuned down a bit):
3 resources - keep under attack at 90%, teleport/respawn stops at 30%
2 resources - keep under attack at 90%, teleport/respawn stops at 50%
1 resource - keep under attack at 70%, teleport/respawn stops at 50%
0 resources - keep under attack at 50%, respawn stops at 50%
You can still do a blitz tactic bypassing the resources, as it's still only a couple minutes to take a wall down with full siege, but you pay more of a penalty for not stopping supply lines.
slavicgrip wrote: »xsorusb14_ESO wrote: »5. Keep Walls basically being nothing more then wet paper tissue in this game.
The buffs from resources are supposed to make this a calculated gamble, but more and more that's not the case. Even if you double wall HP, it's not much. Short of having spotters, the first warning you have it's too late to teleport in. If a keep has the resources, a warning should go out before it's 50% wall strength and/or teleports and respawns should be able to get in later.
Example (large swings to illustrate - obviously could be tuned down a bit):
3 resources - keep under attack at 90%, teleport/respawn stops at 30%
2 resources - keep under attack at 90%, teleport/respawn stops at 50%
1 resource - keep under attack at 70%, teleport/respawn stops at 50%
0 resources - keep under attack at 50%, respawn stops at 50%
You can still do a blitz tactic bypassing the resources, as it's still only a couple minutes to take a wall down with full siege, but you pay more of a penalty for not stopping supply lines.
^^^This.... I love this idea. the numbers could be tweaked greatly. hopefully they will implement this on the PTS for update 4. super cool to test this out.
eventide03b14a_ESO wrote: ».....they can die and then revive a forward camp across the map. By doing this they are able to override the transitus system and basically appear anywhere on the map instantly and amass a huge force to defend/take whatever they want......
..... The easiest solution to this problem would be to only allow reviving at forward camps within a certain radius of where you died.....
ZOS_BrianWheeler wrote: »There have been discussions about Forward camps as well and currently we're leaning towards having "guild forward camps" where only guildmates can resurrect at a guild forward camp. This would be a new item entirely to go along with the forward camps already in the game. We're still working on getting this nailed down along with other forward camp issues that have lingered.
I think that guild forward camps are a nice idea but group forward camps would be better, if we can't have both. I frequently have a few people in my group who aren't guild members and forward camps that won't work for some members of my group won't help much. We'll end up having to continue seeing our camps burned away by whoever or may stop inviting people to group who aren't in the guild. This would be a shame as we've met some good people that way.