GrilledCheeseMojito wrote: » Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » People that know how to PvP are not predictable, this most likely is a case of the depth of PvP you played had a system in place that did not allow for enough of a skill gap, tab being part of that reason. The more action elements the less predictable things will be with more elements you need to react and take account for than just doing your rotation. My dude, your fighter game background is showing! How embarrassing for you! Literally none of what you are talking about here applies to MMO PvP - this is even more true when you consider that we are talking about medium to large scale PvP. In an MMO, especially at large scale, you are essentially fighting the same people all the time. If I am the second best guild on my server, it is only really the second and third best that I am going to be fighting against. Those guilds are going to always have the same basic leadership and communication structure during PvP, and that is what shapes PvP variation - not skill caps or action combat. If you are playing a fighting game with 500 people around your skill level, you have 500 people that will all play the game just a little differently. In an MMO, when we are talking guild scale PvP, you guild leadership is fighting guild leadership, not players. Realistically, guilds only have two or three sets of leadership that they are ever fighting against - and that gets really predictable. This was already commented on so i don't really need to go into detail, but as usual you are looking at something and trying to simplify it down and than say it is the same. Akin to say dps dps, heals heal, etc. Honestly this is from lack of war experience on your part but players and situations you find yourself in will be different with whom you fight and how battles will go. The most important part of winning fights in larger scale wars 50v50+ is about the micro management of how groups play and fight together, not the overall 50v50 strategy. When you are having wars with large amounts of players micromanagement will be even more important as well as the difference faces you will be fighting with the different wars across the land. Though regardless yes there will be top guilds and with gear progression pretty much the more people you have playing hard the higher chance you have to win. If AoC is a popular as people hope it to be, that pool will become quite large on competitive guilds, but wars won't only be fought on the top but on lower level nodes as well which means new faces and different skill levels. Except those same top guilds will be the ones fighting each other all the time, and the fights will end up predictable because it's the same person pool; the only differentiator at that stage is strategy rather than moment to moment direction. I think your perspective is still colored by your experience in fighters; I'm surprised you believe that there will be that much of a difference when you play a (by your own admission) unpopular fighting game (~150 total players on steam over the past month), where the top players often pick what they consider the top tiers anyway and fight each other a bunch. There's nothing wrong with this, but what dominates in this environment is the top players' understanding that allows them to dismantle challengers, not anything about moment to moment execution. So, even by your experience I think it still doesn't apply here in MMO PvP battles.
Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » People that know how to PvP are not predictable, this most likely is a case of the depth of PvP you played had a system in place that did not allow for enough of a skill gap, tab being part of that reason. The more action elements the less predictable things will be with more elements you need to react and take account for than just doing your rotation. My dude, your fighter game background is showing! How embarrassing for you! Literally none of what you are talking about here applies to MMO PvP - this is even more true when you consider that we are talking about medium to large scale PvP. In an MMO, especially at large scale, you are essentially fighting the same people all the time. If I am the second best guild on my server, it is only really the second and third best that I am going to be fighting against. Those guilds are going to always have the same basic leadership and communication structure during PvP, and that is what shapes PvP variation - not skill caps or action combat. If you are playing a fighting game with 500 people around your skill level, you have 500 people that will all play the game just a little differently. In an MMO, when we are talking guild scale PvP, you guild leadership is fighting guild leadership, not players. Realistically, guilds only have two or three sets of leadership that they are ever fighting against - and that gets really predictable. This was already commented on so i don't really need to go into detail, but as usual you are looking at something and trying to simplify it down and than say it is the same. Akin to say dps dps, heals heal, etc. Honestly this is from lack of war experience on your part but players and situations you find yourself in will be different with whom you fight and how battles will go. The most important part of winning fights in larger scale wars 50v50+ is about the micro management of how groups play and fight together, not the overall 50v50 strategy. When you are having wars with large amounts of players micromanagement will be even more important as well as the difference faces you will be fighting with the different wars across the land. Though regardless yes there will be top guilds and with gear progression pretty much the more people you have playing hard the higher chance you have to win. If AoC is a popular as people hope it to be, that pool will become quite large on competitive guilds, but wars won't only be fought on the top but on lower level nodes as well which means new faces and different skill levels.
Noaani wrote: » Mag7spy wrote: » People that know how to PvP are not predictable, this most likely is a case of the depth of PvP you played had a system in place that did not allow for enough of a skill gap, tab being part of that reason. The more action elements the less predictable things will be with more elements you need to react and take account for than just doing your rotation. My dude, your fighter game background is showing! How embarrassing for you! Literally none of what you are talking about here applies to MMO PvP - this is even more true when you consider that we are talking about medium to large scale PvP. In an MMO, especially at large scale, you are essentially fighting the same people all the time. If I am the second best guild on my server, it is only really the second and third best that I am going to be fighting against. Those guilds are going to always have the same basic leadership and communication structure during PvP, and that is what shapes PvP variation - not skill caps or action combat. If you are playing a fighting game with 500 people around your skill level, you have 500 people that will all play the game just a little differently. In an MMO, when we are talking guild scale PvP, you guild leadership is fighting guild leadership, not players. Realistically, guilds only have two or three sets of leadership that they are ever fighting against - and that gets really predictable.
Mag7spy wrote: » People that know how to PvP are not predictable, this most likely is a case of the depth of PvP you played had a system in place that did not allow for enough of a skill gap, tab being part of that reason. The more action elements the less predictable things will be with more elements you need to react and take account for than just doing your rotation.
Mag7spy wrote: » Honestly this is from lack of war experience on your part but players and situations you find yourself in will be different with whom you fight and how battles will go. The most important part of winning fights in larger scale wars 50v50+ is about the micro management of how groups play and fight together, not the overall 50v50 strategy.
Noaani wrote: » Mag7spy wrote: » Honestly this is from lack of war experience on your part but players and situations you find yourself in will be different with whom you fight and how battles will go. The most important part of winning fights in larger scale wars 50v50+ is about the micro management of how groups play and fight together, not the overall 50v50 strategy. See, this shows that while you *may* have some large scale PvP experience, it is limited to that of a grunt. You've quite clearly not led PvP of this scale. The macro management of PvP is where it is won or lost. Imagine you and I are leading our own 50 person guild against the other. I have a secondary objective I can go for, and so I send some of my people out to it. Likewise, you send people to defend that objective. The decision each of us make as to how many people we send has more of a bearing on the result of the overall fight than any decision any one of the grunts in our guilds. If I send 8 and you send 12, then I am unlikely to achieve that goal. However, I may be occupying 12 of the people in your guild for half an hour, giving me a lead in the larger scale fight. If the secondary goal isnt all that important, me forcing you to take more players out of the fight than I take out is an outright win for me. If that secondary goal is important and you prevent me achieving it without dedicating significantly more resources to it, this is a win for you. On the other hand, if I send 12 people and you send 6, I'm likely to steamroll that group of 6 you sent, achieve the secondary goal we are after and get back to the raid in a matter of minutes. These are the decisions that matter in large scale PvP.
Depraved wrote: » both are correct
Noaani wrote: » Depraved wrote: » both are correct In a manner of speaking. Essentially, Mag is talking checkers, while I am talking chess. He is approaching it from the position of "see red, must kill, kill means win". I am looking at it from the perspective of "if that group of 8 over there are actually quite good, and I can distract them with 12 average players, that is a win for me in the greater scheme of things". So, essentially, the situation Mag is looking at and claiming a win on is the same situation I am looking at and claiming a win on. All he sees and understands is what is on his screen. If he kills the people he can see, it's a win. It doesnt matter to him if those people were sent as a distraction. Honestly, I hope I do end up on the same server as him. He would be the most easily distracted player ever.
Mag7spy wrote: » You are not talking chess lol
Anyone can say team a-c protects this point, team f-g is flex - team h-k protecting another point and coordinate the group based on what is going on and what is need. But to win the fights those groups that our coordinated in their fights and are skills are what will be the most important in winning fights, as it boost the chance to taking out the targets giving more opening to win points
Neurath wrote: » It boils down to the same parameters though. The ability to hold the ground and defeat enemies when outnumbered. Again comes down to micro rather than macro.
Neurath wrote: » I want to highlight that the epitome of a decent pvp team is the ability to fight outnumbered and still win. I think this I'd what Mag refers to in micro management and I'd agree. Also, I agree with Noaani when Noaani stated 8 vs 12 draws people from the main fight. It boils down to the same parameters though. The ability to hold the ground and defeat enemies when outnumbered. Again comes down to micro rather than macro.
Noaani wrote: » Neurath wrote: » It boils down to the same parameters though. The ability to hold the ground and defeat enemies when outnumbered. Again comes down to micro rather than macro. It depends. If you are holding ground that I want, sure. On the other hand, if you spend all of that time with all of those people holding ground that I made you think I want, but actually don't, that is a win for me. That is what I meant by chess vs checkers - I made you think I was going to make a play in one area, but really all I wanted you to do is spend your resources fortifying the wrong area. You can win the actual localized PvP, but still lose the fight - because the fight that mattered happened somewhere else. This is a concept I expect you to be able to understand better than Mag, to be honest. Nothing specifically against him as a person, but with most of his gaming being fighters, it is easy for him to forget that the actual fight may not be something he is even involved in. All he sees and understands is the fight in front of him. Keep in mind though, when I say most PvP is predictable, it is purely because most PvP leaders do not do this kind of thing.
Neurath wrote: » It entirely depends on the fight objectives. Most people wouldn't head for dead ground just to fight people who hold the dead ground
Mag7spy wrote: » Me saying a ton of mmorpgs pvp and PvP focused, war and siege related, tons of other games shooters, rpgs, etc. Then him saying i play mostly fights playing one fighting game lol?
Neurath wrote: » Primary objectives should have a dedicated effort, and most leaders will focus on primary objectives.
Neurath wrote: » You could claim victory from secondary objectives but you'd face contestation and possible mockery from the defending side.
Neurath wrote: » Well. I wouldn't bother with the breaches until breaches occur. If there are a lot of breaches then the secondary defensive line would be in operation and the walls would be abandoned. There is no need to fight on the enemy's terms when you can fight on your terms. A hard block in the second line can hold out almost indefinitely if the core is present. If the core is not present it matters not where the stand takes place. I have not seen the map layout outs for the live game yet. I don't know if the maps from a1 will be used in live game.
To a very rich node, the loss of rank 6 to rank 3 might not be a real loss if the market and freeholds are still intact for example. There are so many perspectives on what is taken to heart and what is shrugged off. Learning curves and death spirals are faced by pvp players too.