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Elder Scrolls Online

Elder Scrolls Online 

General Discussion  » So, I tried ESO AvA yesterday

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35 posts found
  MikeJezZ

Apprentice Member

Joined: 7/08/04
Posts: 1199

Only in death, does duty end.

 
OP  4/09/14 2:41:51 AM#1

Normally I love PvP - That is why I buy MMOs.

 

I tried Cyrodiil yesterday, and my jaw dropped. However, I actually find it quite hard, in big crowded areas, to actually target your enemies (Nightblade with bow). Am I doing something wrong?

 

Maybe you just need to get used to this style. I have no problems at all in PvE, but in a crowded area between allies and foes, it is actually pretty hard to know if you hit or miss if you are ranged.

Playing ATM: Elder Scrolls Online, Diablo 3
MMO's shelted: Check my mmorpg profile
KICKSTARTED: Camelot Unchained. (250 USD)

  bcbully

Elite Member

Joined: 3/03/12
Posts: 7026

4/09/14 2:46:46 AM#2
Was the same for most I think. Once your eyes adjust you will be surprised at how crisp target selection can be.
  MikeJezZ

Apprentice Member

Joined: 7/08/04
Posts: 1199

Only in death, does duty end.

 
OP  4/09/14 3:04:13 AM#3

It also does feel pretty slow to shoot with your bow, recharge on sending an arrow is huge.

 

But how do you learn the target system? It feels different in PvP than in PvE... It is easy to see which mob you shoot at, but when theres a crowd of people it can be hard to see if you are hitting a friend or foe.

Playing ATM: Elder Scrolls Online, Diablo 3
MMO's shelted: Check my mmorpg profile
KICKSTARTED: Camelot Unchained. (250 USD)

  Iselin

The Listener

Joined: 3/04/08
Posts: 3735

4/09/14 3:21:31 AM#4
Use tab to highlight the one you want.
  bobfish

Advanced Member

Joined: 2/10/06
Posts: 1628

4/09/14 3:34:30 AM#5
As above, use tab to target the one you want to help track it in crowds, you still need to aim at it, but should make things a little easier. As for bow attacks being slow, you can fire off light attacks by just pressing the button or hold to charge up a heavy attack. It is one of the faster weapons though.
  MikeJezZ

Apprentice Member

Joined: 7/08/04
Posts: 1199

Only in death, does duty end.

 
OP  4/09/14 3:42:03 AM#6
Ah thanks I did not know about the tabbing, will try that when I get home from work :)

Playing ATM: Elder Scrolls Online, Diablo 3
MMO's shelted: Check my mmorpg profile
KICKSTARTED: Camelot Unchained. (250 USD)

  MikeJezZ

Apprentice Member

Joined: 7/08/04
Posts: 1199

Only in death, does duty end.

 
OP  4/09/14 3:49:30 AM#7
Well that reply wasn't necessary now was it?

Playing ATM: Elder Scrolls Online, Diablo 3
MMO's shelted: Check my mmorpg profile
KICKSTARTED: Camelot Unchained. (250 USD)

  movindude

Advanced Member

Joined: 1/21/08
Posts: 101

4/09/14 4:02:23 AM#8
      Game is Bad? I have a hard time going to bed before 2am with this game. Its a blast and been a long time since I really liked a game this much. EQ1 was a long time ago. ESO keeps  getting more crowded every day. you can tell by the crowds inside the banks.
  orionblack

Advanced Member

Joined: 7/25/09
Posts: 373

4/09/14 4:04:20 AM#9
Originally posted by movindude
      Game is Bad? I have a hard time going to bed before 2am with this game. Its a blast and been a long time since I really liked a game this much. EQ1 was a long time ago. ESO keeps  getting more crowded every day. you can tell by the crowds inside the banks.

Heh..I thought it felt a bit more crowded, thought it wa just me.

  Smoey

Apprentice Member

Joined: 7/25/05
Posts: 548

4/09/14 4:18:03 AM#10
When you're defending a keep against a massive attack force that is when PvP shines if you have the right raid leaders. Flank FLANK!

(\ /) ?
( . .)
c('')('')

  kaiser3282

Tipster

Joined: 5/21/08
Posts: 2626

4/09/14 4:19:09 AM#11
Originally posted by orionblack
Originally posted by movindude
      Game is Bad? I have a hard time going to bed before 2am with this game. Its a blast and been a long time since I really liked a game this much. EQ1 was a long time ago. ESO keeps  getting more crowded every day. you can tell by the crowds inside the banks.

Heh..I thought it felt a bit more crowded, thought it wa just me.

Been noticing this too. Im working on alts to keep pace with my brother (less time to play than me) as well as try out different builds and seems like each time I go back through an area I already cleared on a previous character there are more people around than before.

For example the Storm Atronach portion of the quest chain in Mistral. My 1st time going through the mines to get to the end I was solo the entire way. 2nd character I wound up coming across a few other people. Did it for the 3rd time today and could hardly find anything to fight and devices kept getting deactivated before I could get to them because there were a bunch of people around.

  SmarnyPete

Novice Member

Joined: 2/13/14
Posts: 69

4/09/14 10:04:23 AM#12

It takes a few RvR sessions to get adjusted to tab targeting and how to stick on that target and watching your health. You'll get used to it. Zerging is fun, but once you get into that 5-8 man with voice app hit and run group while 2-3 large groups are fighting Cyrodill really shines.

When zerging and not sure if you'll get heals I would suggest bring some health potions to pop when you see your health going south. Unless you have guildies in the zerg with you don't plan on getting a rez. Soul gems cost money and most save them for buddies and guildies.

  venats

Novice Member

Joined: 2/27/14
Posts: 108

4/09/14 10:59:21 AM#13

RvR is fantastic for the sieges and huge zerg fights if you can stand getting killed instantly from unknown things.

But its honestly boring if you are intent on doing anything other than sieging. Certain other side activities that my and other guilds developed will probably be carried on elsewhere as they just don't work here very well. The mechanics are a bit too shallow for GvGs as we've grown used to them, and the roaming can be a prolonged cross-country exercise routine with no returns.

We'll see how it goes after we get bored of sieging, probably the same way GW2 went.

  Tibernicuspa

Hard Core Member

Joined: 11/03/13
Posts: 986

4/09/14 11:07:42 AM#14
Originally posted by venats

RvR is fantastic for the sieges and huge zerg fights if you can stand getting killed instantly from unknown things.

But its honestly boring if you are intent on doing anything other than sieging. Certain other side activities that my and other guilds developed will probably be carried on elsewhere as they just don't work here very well. The mechanics are a bit too shallow for GvGs as we've grown used to them, and the roaming can be a prolonged cross-country exercise routine with no returns.

We'll see how it goes after we get bored of sieging, probably the same way GW2 went.

If you only think the zerg fights are worthwhile then I don't think you've fully embraced whats available. Small ambushes, taking tiny objectives, RvR dungeons, roaming 8 man fights. Thats the lifeblood of RvR if you don't want to siege, and its where a lot of the fun comes from.

And GW2's psuedo RvR was really poorly designed and had a ton of flaws for long term fun. TESO seems to have avoided most of those design mistakes.

 

If you want to do GvG, all you have to do is agree to meet someplace and fight it out.

  venats

Novice Member

Joined: 2/27/14
Posts: 108

4/09/14 12:55:20 PM#15
Originally posted by Tibernicuspa
Originally posted by venats

RvR is fantastic for the sieges and huge zerg fights if you can stand getting killed instantly from unknown things.

But its honestly boring if you are intent on doing anything other than sieging. Certain other side activities that my and other guilds developed will probably be carried on elsewhere as they just don't work here very well. The mechanics are a bit too shallow for GvGs as we've grown used to them, and the roaming can be a prolonged cross-country exercise routine with no returns.

We'll see how it goes after we get bored of sieging, probably the same way GW2 went.

If you only think the zerg fights are worthwhile then I don't think you've fully embraced whats available. Small ambushes, taking tiny objectives, RvR dungeons, roaming 8 man fights. Thats the lifeblood of RvR if you don't want to siege, and its where a lot of the fun comes from.

And GW2's psuedo RvR was really poorly designed and had a ton of flaws for long term fun. TESO seems to have avoided most of those design mistakes.

 

If you want to do GvG, all you have to do is agree to meet someplace and fight it out.

I know what's available. I've been playing this game since PTS. Fact of the matter is that the game lacks pivotal hotspots and most objectives are a stone's throw from towers/keeps inevitably pulling you into less-than-small-scale engagements as entire zergs warp in out of nowhere before you can even flip a resource node to cut off the transit network. You're talking to me like some sort of infomercial and thinking I have no idea what I am doing.

The majority of fun small encounters, right now, occur either entirely at random (which is nice, but too infrequent) as you walk or at PvE hotspots like shards or quest hubs, but these are very limited time offers that will quickly go the way of map completion and jumping puzzles did in WvW for GW2. They are encounter hot spots only while relevant in early game or if some event makes them relevant by force later. There is nothing wrong with the focus being on large scale combat in ESO, that's what many of us bought it for, but that's also all there really is to it that shines.

Whatever the flaws and merits of GW2's WvW were, they at least knew how to make and put hotspot objectives for small groups on the map and make them quintisential to the gameplay. There is no supply game to be had in ESO and that, in my opinion, is a major flaw in the design. The flaws that ultimately cut down WvW for many are all just as prevalent here.

For GvGing, we'll definitely not be playing this game. The big name EU, and probably NA too, guilds for GvG are still in GW2 and that's probably where we're going to be keeping to our GvGing, the game is free so nothing really stops us. The combat mechanics in ESO are just too shallow as well as unresponsive for organized, competitive deathmatches.

  User Deleted
4/09/14 2:30:45 PM#16
Originally posted by venats
Originally posted by Tibernicuspa
Originally posted by venats

RvR is fantastic for the sieges and huge zerg fights if you can stand getting killed instantly from unknown things.

But its honestly boring if you are intent on doing anything other than sieging. Certain other side activities that my and other guilds developed will probably be carried on elsewhere as they just don't work here very well. The mechanics are a bit too shallow for GvGs as we've grown used to them, and the roaming can be a prolonged cross-country exercise routine with no returns.

We'll see how it goes after we get bored of sieging, probably the same way GW2 went.

If you only think the zerg fights are worthwhile then I don't think you've fully embraced whats available. Small ambushes, taking tiny objectives, RvR dungeons, roaming 8 man fights. Thats the lifeblood of RvR if you don't want to siege, and its where a lot of the fun comes from.<--SNIP-->

I know what's available. I've been playing this game since PTS. Fact of the matter is that the game lacks pivotal hotspots and most objectives are a stone's throw from towers/keeps inevitably pulling you into less-than-small-scale engagements as entire zergs warp in out of nowhere before you can even flip a resource node to cut off the transit network. You're talking to me like some sort of infomercial and thinking I have no idea what I am doing.

The majority of fun small encounters, right now, occur either entirely at random (which is nice, but too infrequent) as you walk or at PvE hotspots like shards or quest hubs, but these are very limited time offers that will quickly go the way of map completion and jumping puzzles did in WvW for GW2. They are encounter hot spots only while relevant in early game or if some event makes them relevant by force later. There is nothing wrong with the focus being on large scale combat in ESO, that's what many of us bought it for, but that's also all there really is to it that shines.<--SNIP-->

Agree 100%.  AvA was supposedly designed by the guys who did RvR for DAOC... but it sure doesn't look like it.  AvA in TESO is uninspired at best.  Zerg... die from some opponent you never even see... respawn a mile away... run back to the fight... zerg... die from some opponent you never even see... respawn a mile away... run back to the fight... zerg... rinse and repeat.

Not for me...

I tried a lower populated campaign with one of my alts and it was a continual "Where is everyone?"  <--crickets-->

They need to eliminate 80% of the available campaigns and then reduce the size of the zone to about half of what it is.

  ohioastro

Advanced Member

Joined: 4/07/14
Posts: 286

4/09/14 2:42:08 PM#17

A MMO design is always under revision, and I can easily see adjustments emphasizing more small scale action.  "Cut the map size in half" is not a serious design suggestion.  The scale itself is the draw for a lot of folks, including me.

 

I'd also not put a lot of weight on campaign organization and populations in the first couple of weeks after a game release.  It'll take time for the organized teams to work out how they want to approach things; and I seriously doubt that any one online poster speaks for all of them.

  Tibernicuspa

Hard Core Member

Joined: 11/03/13
Posts: 986

4/09/14 3:05:41 PM#18
Originally posted by Yoda_Clone
Originally posted by venats
Originally posted by Tibernicuspa
Originally posted by venats

RvR is fantastic for the sieges and huge zerg fights if you can stand getting killed instantly from unknown things.

But its honestly boring if you are intent on doing anything other than sieging. Certain other side activities that my and other guilds developed will probably be carried on elsewhere as they just don't work here very well. The mechanics are a bit too shallow for GvGs as we've grown used to them, and the roaming can be a prolonged cross-country exercise routine with no returns.

We'll see how it goes after we get bored of sieging, probably the same way GW2 went.

If you only think the zerg fights are worthwhile then I don't think you've fully embraced whats available. Small ambushes, taking tiny objectives, RvR dungeons, roaming 8 man fights. Thats the lifeblood of RvR if you don't want to siege, and its where a lot of the fun comes from.<--SNIP-->

I know what's available. I've been playing this game since PTS. Fact of the matter is that the game lacks pivotal hotspots and most objectives are a stone's throw from towers/keeps inevitably pulling you into less-than-small-scale engagements as entire zergs warp in out of nowhere before you can even flip a resource node to cut off the transit network. You're talking to me like some sort of infomercial and thinking I have no idea what I am doing.

The majority of fun small encounters, right now, occur either entirely at random (which is nice, but too infrequent) as you walk or at PvE hotspots like shards or quest hubs, but these are very limited time offers that will quickly go the way of map completion and jumping puzzles did in WvW for GW2. They are encounter hot spots only while relevant in early game or if some event makes them relevant by force later. There is nothing wrong with the focus being on large scale combat in ESO, that's what many of us bought it for, but that's also all there really is to it that shines.<--SNIP-->

Agree 100%.  AvA was supposedly designed by the guys who did RvR for DAOC... but it sure doesn't look like it.  AvA in TESO is uninspired at best.  Zerg... die from some opponent you never even see... respawn a mile away... run back to the fight... zerg... die from some opponent you never even see... respawn a mile away... run back to the fight... zerg... rinse and repeat.

Not for me...

It was made by ONE of the founders of Mythic, and it shows, because it is exactly like most RvR was in DAoC. If you are just slamming your face into the zerg and dying over and over again then you're the problem, that never happened to me. And the distances between fights might actually be slightly too small. As it is already if you try to sneak somewhere ffar away from the front lines, it only takes a few minutes for the enemy to redirect towards you.

But seriously, too big? Is 30-60 seconds between fights that big a deal? There NEEDS to be distance between keeps, and it NEEDS to be hard to get around quickly, or fights would be a perpetual stalemate.

 

  venats

Novice Member

Joined: 2/27/14
Posts: 108

4/09/14 3:12:00 PM#19
Originally posted by Tibernicuspa
Originally posted by Yoda_Clone
Originally posted by venats
Originally posted by Tibernicuspa
Originally posted by venats

RvR is fantastic for the sieges and huge zerg fights if you can stand getting killed instantly from unknown things.

But its honestly boring if you are intent on doing anything other than sieging. Certain other side activities that my and other guilds developed will probably be carried on elsewhere as they just don't work here very well. The mechanics are a bit too shallow for GvGs as we've grown used to them, and the roaming can be a prolonged cross-country exercise routine with no returns.

We'll see how it goes after we get bored of sieging, probably the same way GW2 went.

If you only think the zerg fights are worthwhile then I don't think you've fully embraced whats available. Small ambushes, taking tiny objectives, RvR dungeons, roaming 8 man fights. Thats the lifeblood of RvR if you don't want to siege, and its where a lot of the fun comes from.<--SNIP-->

I know what's available. I've been playing this game since PTS. Fact of the matter is that the game lacks pivotal hotspots and most objectives are a stone's throw from towers/keeps inevitably pulling you into less-than-small-scale engagements as entire zergs warp in out of nowhere before you can even flip a resource node to cut off the transit network. You're talking to me like some sort of infomercial and thinking I have no idea what I am doing.

The majority of fun small encounters, right now, occur either entirely at random (which is nice, but too infrequent) as you walk or at PvE hotspots like shards or quest hubs, but these are very limited time offers that will quickly go the way of map completion and jumping puzzles did in WvW for GW2. They are encounter hot spots only while relevant in early game or if some event makes them relevant by force later. There is nothing wrong with the focus being on large scale combat in ESO, that's what many of us bought it for, but that's also all there really is to it that shines.<--SNIP-->

Agree 100%.  AvA was supposedly designed by the guys who did RvR for DAOC... but it sure doesn't look like it.  AvA in TESO is uninspired at best.  Zerg... die from some opponent you never even see... respawn a mile away... run back to the fight... zerg... die from some opponent you never even see... respawn a mile away... run back to the fight... zerg... rinse and repeat.

Not for me...

It was made by ONE of the founders of Mythic, and it shows, because it is exactly like most RvR was in DAoC. If you are just slamming your face into the zerg and dying over and over again then you're the problem, that never happened to me. And the distances between fights might actually be slightly too small. As it is already if you try to sneak somewhere ffar away from the front lines, it only takes a few minutes for the enemy to redirect towards you.

But seriously, too big? Is 30-60 seconds between fights that big a deal? There NEEDS to be distance between keeps, and it NEEDS to be hard to get around quickly, or fights would be a perpetual stalemate.

This is Firor, man responsible for the death of DAoC that was ToA.

I wouldn't put any weight behind his name as being a "good" thing. I get very bad vibes from Craglorn that irk back to the days of ToA's release.

  User Deleted
4/09/14 3:37:59 PM#20
Originally posted by Tibernicuspa

<--SNIP-->

But seriously, too big? Is 30-60 seconds between fights that big a deal? There NEEDS to be distance between keeps, and it NEEDS to be hard to get around quickly, or fights would be a perpetual stalemate.

 

30-60 seconds between fights?

Who are you trying to kid?

10-15 secs IN a fight before dying, then 5+ minutes running back from the nearest "graveyard" unless you have tons of soul stones... which I'm not going to waste in a poorly designed PvP system.

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