Re: /rofl after ganking

#11
Killaloth wrote:
Wed Oct 09, 2019 9:42 am
Yeh maybe alpha or beta is not the best description, they are simply retarded.

Let me have a guess, it was Mysteri ganking you with Bibishady or perhaps with him and 1 or 2 more.

Some people leech their rank till rr11 and beyond. They don't care to learn how to use their class and would not be capable of recording cool fights like the ones in Tani video just because they suck.

You shoud get angry with yourself only if you have done something wrong and something that could have been done better to avoid defeat.

If you get zerged or it's the usual SM/BD/necro killing you 1vs1 and rofl just leave it, they are retarded. :mrgreen:
lol, says the rr10/11 BM that sits at docks with 3+ stealthers waiting to jump anything that comes near for a fight.
Riff Shaman
Shook Savage
Riffraff Spiritmaster
Rifraff Skald

Re: /rofl after ganking

#12
RiffRaff wrote:
Thu Oct 10, 2019 4:29 pm
Killaloth wrote:
Wed Oct 09, 2019 9:42 am
Yeh maybe alpha or beta is not the best description, they are simply retarded.

Let me have a guess, it was Mysteri ganking you with Bibishady or perhaps with him and 1 or 2 more.

Some people leech their rank till rr11 and beyond. They don't care to learn how to use their class and would not be capable of recording cool fights like the ones in Tani video just because they suck.

You shoud get angry with yourself only if you have done something wrong and something that could have been done better to avoid defeat.

If you get zerged or it's the usual SM/BD/necro killing you 1vs1 and rofl just leave it, they are retarded. :mrgreen:
lol, says the rr10/11 BM that sits at docks with 3+ stealthers waiting to jump anything that comes near for a fight.
I don't grp with stealthers, they are there.
I don't add 1vs1. Sometimes I wait for the kill and then attack.
I don't jump on any target already engaged in a fight unless it's to even out numbers, i.e. 2 attacking 1.
If I'm engaged in a 1vs1 and someone adds I disengage and hope for the Hib to die.

Common sense and preserving your rps base. If you gank ppl before they get their kill chances are that on the long run they won't solo again and just join the zerg or quit.

Exactly what is happening now on this server.

Can you say you have the same behaviour when running solo with your one button SM?

PS. All of the above does not apply to solo BDs, SMs and Necros that I encourage everyone to zerg and disengage once done so that they don't get the RPs they don't deserve.

I see you have a SM in your signature. :mrgreen:
Killaloth - BM very sexy

VORTI/DEIRA: Killaloth - Bluntmaster OFF

Past Shards:
Uthgard 1 - Hlin - Sham
Thidranki Classic: Troya - NS ; Troya - Healer

Re: /rofl after ganking

#13
You're correct, i do have an SM. For PvE purposes, i think hes a whopping 2L4. I strictly play my Shaman and Hunter(haven't updated my sig) in rvr, but i digress. I don't care how people play, sure getting added can be frustrating, but it just goes with the territory. I simply made a call out based on my personal experiences when I see you at the beno docks standing in the NF hastener waiting to jump people, which again i don't care that you do. Its just funny when i watch you get attacked by whatever might be in the area and then your 2 NS friends and ranger buddy instantly pop on whatever you're attacking fight after fight. I believe not too long ago i even saw you guys had a rr10 friar hanging out giving a hand against mid's. Play how you want, but don't come here and make statements about "bad players" adding when I personally have witnessed you doing the same stuff.
Riff Shaman
Shook Savage
Riffraff Spiritmaster
Rifraff Skald

Re: /rofl after ganking

#14
iamsaitam wrote:
Thu Oct 10, 2019 9:01 am
Gorgoroth wrote:
Wed Oct 09, 2019 11:14 am
Killaloth wrote:
Wed Oct 09, 2019 9:42 am
Let me have a guess, it was Mysteri ganking you with Bibishady or perhaps with him and 1 or 2 more.

Some people leech their rank till rr11 and beyond. They don't care to learn how to use their class and would not be capable of recording cool fights like the ones in Tani video just because they suck.
To be fair, playing an Assassin is not hard at all. On top of that, 99% of the server population will add on you as soon as they see you.
Those unwritten rules of solo Assassins may be honourable, but should and will not apply to people, with friends or loved ones as they enjoy playing together. Since this is an MMORPG, that's fair game. Hence I stopped crying about people who were in grp vs me, while I ran solo 100% of the time as SB.

So I don't think it's considered "leeching", but playing the game as it's permitted to do so. It also doesn't mean you suck, because you team up or you kick ass, while you run solo and cherrypick clips for a video.

But hey, lets get on topic again :)
The stealther alb guild that runs in black and bright green clearly doesn't play this game for the challenge of it (Mysteri and co.). A group of stealthers is at the same level of zerging, just how it works

PS: I'm not talking about duo's, but 3+.
May I ask you something?

In your opinion, what is the difference between a 8 man grp roaming - which picks off solo players all the time, like PK for example, but also the random pug 8 man roaming the frontiers doing the exact same thing, vs a stealth team picking off sub optimal grps and smallman teams who cross their path?

The result is the same, or is it not?
Is the difference not only the element of surprise?

If a team runs a meta grp, lets say 2 or 3 Savages with 2 heals and supports, how is this better (or worse) than a stealth team using the element of surprise and killing smaller but also equally big enemy grps?

Im curious what you think.

Cheers
Chars:
Trying hib now.
(shelved indefinitely) Atheos TheHeathen - Shadowblade

Re: /rofl after ganking

#15
Gorgoroth wrote:
Thu Oct 10, 2019 5:39 pm
iamsaitam wrote:
Thu Oct 10, 2019 9:01 am
Gorgoroth wrote:
Wed Oct 09, 2019 11:14 am


To be fair, playing an Assassin is not hard at all. On top of that, 99% of the server population will add on you as soon as they see you.
Those unwritten rules of solo Assassins may be honourable, but should and will not apply to people, with friends or loved ones as they enjoy playing together. Since this is an MMORPG, that's fair game. Hence I stopped crying about people who were in grp vs me, while I ran solo 100% of the time as SB.

So I don't think it's considered "leeching", but playing the game as it's permitted to do so. It also doesn't mean you suck, because you team up or you kick ass, while you run solo and cherrypick clips for a video.

But hey, lets get on topic again :)
The stealther alb guild that runs in black and bright green clearly doesn't play this game for the challenge of it (Mysteri and co.). A group of stealthers is at the same level of zerging, just how it works

PS: I'm not talking about duo's, but 3+.
May I ask you something?

In your opinion, what is the difference between a 8 man grp roaming - which picks off solo players all the time, like PK for example, but also the random pug 8 man roaming the frontiers doing the exact same thing, vs a stealth team picking off sub optimal grps and smallman teams who cross their path?

The result is the same, or is it not?
Is the difference not only the element of surprise?

If a team runs a meta grp, lets say 2 or 3 Savages with 2 heals and supports, how is this better (or worse) than a stealth team using the element of surprise and killing smaller but also equally big enemy grps?

Im curious what you think.

Cheers
As with most things, the answer is not simply one or the other. You definitely make a point there, which shows how grey this is.. Nevertheless, for me the difference is that they always have the choice who to engage and their fate is based on that, unlike the other examples you gave. An 8man can be zerged, a small can be killed by an 8man, etc, etc. It's this lack of fairness in engagement that pisses me off in those stealther groups. Case in point, almost every time I'm in a group (if it's not strictly 8vs8 minded) we decide to visit a keep like bled or beno, since we might get some easy rps till we find another like-size group. There tends to be often a run in which we end up dead due to being sandwiched from the keep and the opposite side. And even if we don't there's this risk and prospective challenge ahead. With those green/black guys packed in 4+, they can spend their whole time just picking easy fights. For sure they will get added at a certain point and die from that, but the odds are probably lower since they can decide more than non-stealthers, when to engage.

I guess that's it.
Messin - Eldricht <PBM>
Sigmeiir - Blademaster <PBM>

Re: /rofl after ganking

#16
Gorgoroth wrote:
Thu Oct 10, 2019 5:39 pm
May I ask you something?

In your opinion, what is the difference between a 8 man grp roaming - which picks off solo players all the time, like PK for example, but also the random pug 8 man roaming the frontiers doing the exact same thing, vs a stealth team picking off sub optimal grps and smallman teams who cross their path?

The result is the same, or is it not?
Is the difference not only the element of surprise?

If a team runs a meta grp, lets say 2 or 3 Savages with 2 heals and supports, how is this better (or worse) than a stealth team using the element of surprise and killing smaller but also equally big enemy grps?

Im curious what you think.

Cheers
In a game like this there are two forms of protection from getting ran over. Numbers and stealth. Small mans, groups, zergs all utilize the first for a majority. The smaller the group the greater the risk there is of getting caught by larger numbers and getting killed. 7 classes have the option of stealth. Stealth obviously allows the user to be extremely choosy with their engagements. Solo stealthers are at risk if even one additional person runs up on them when they are engaged on a target. Getting added on often results in needing to vanish, blow IP, SoS, or die. Often times its just die

Stealth groups get to abuse both forms of protection. Let's be honest they are only preying on equal or lesser numbers if they have a pretty sure chance they aren't going to die in the process. The only time they really die or get wiped is when another small man or FG rolls up on them when they are currently engaged. It's completely idiotic they can sit in high traffic areas with essential impunity. The dock system of NF at least alleviates that somewhat. The story was very different in OF.

A solo player has a chance vs a duo to at least kill one or maybe both depending on class and RA availability. Once a third attacker is added to the situation their chances of survival or even killing someone goes to almost zero. They know most solos are no threat and just slaughter them. On this server in particular there are basically ZERO counters to stealth groups except forming up another stealth group. Even then there are realms(Albion) that have such a ridiculously drastic advantage in stealth group vs stealth group fights its laughable.

Thus, stealth groups are literally basest level of game play. They want the protection of both stealth and numbers and gleefully slaughter solos, duos, and most trios with no chance of death depending on the small man composition and stealth group size. They have almost no threats and plenty of escape tools to hedge their chances of even dying in the first place. Then when you do catch these stealth groupers solo. They tend to fold faster than a dollar bill. Which is extremely telling.

The biggest mistake this game/server made was no counter to groups of 3+ stealthers camping in a small area. Permastealth is easily one of the most broken mechanics any game can possibly implement without some sort of deterrent or hard counter. How many people do you think quit in OF when they could not get past their own Mile Gate due to stealth groups? I'd wager a lot. It's extremely aggravating to die to a stealth group and extremely difficult to do something about them. A solo stealth is extremely easy to counter however. The buddy system or just playing a strong solo class is all you need to basically be ignored or rob a solo stealth of a ton of kill opportunities. Most small mans, FGs, and Zergs aren't going to waste time hunting a stealth group. Again, unless they happen to get rolled up on when killing some poor bastard no one is going to do anything about them.

THAT is the difference.
Last edited by Mavella on Fri Oct 11, 2019 3:05 am, edited 1 time in total.

Re: /rofl after ganking

#17
RiffRaff wrote:
Thu Oct 10, 2019 5:33 pm
Its just funny when i watch you get attacked by whatever might be in the area and then your 2 NS friends and ranger buddy instantly pop on whatever you're attacking fight after fight. I believe not too long ago i even saw you guys had a rr10 friar hanging out giving a hand against mid's. Play how you want, but don't come here and make statements about "bad players" adding when I personally have witnessed you doing the same stuff.
Rest assured that if someone adds on something I am attacking he gets salty messages as I'm not the one asking for it, and it's lame. You roam solo, you die solo.
Another thing is having people recognising your playstyle and helping out when you get outnumbered, being it Hib stealthers or a friar.

If I see a hib solo attacked I mind my own business unless again it's a SM, BD or necro.

Some ppl can't resist the temptation of adding before the end of the fight, again some rps on the short run but less on the long run as ppl get pissed of getting ganked before getting any rp and either quit or join the zerg.
Killaloth - BM very sexy

VORTI/DEIRA: Killaloth - Bluntmaster OFF

Past Shards:
Uthgard 1 - Hlin - Sham
Thidranki Classic: Troya - NS ; Troya - Healer

Re: /rofl after ganking

#19
Mavella wrote:
Thu Oct 10, 2019 9:59 pm

In a game like this there are two forms of protection from getting ran over. Numbers and stealth. Small mans, groups, zergs all utilize the first for a majority. The smaller the group the greater the risk there is of getting caught by larger numbers and getting killed. 7 classes have the option of stealth. Stealth obviously allows the user to be extremely choosy with their engagements. Solo stealthers are at risk if even one additional person runs up on them when they are engaged on a target. Getting added on often results in needing to vanish, blow IP, SoS, or die. Often times its just die

Stealth groups get to abuse both forms of protection. Let's be honest they are only preying on equal or lesser numbers if they have a pretty sure chance they aren't going to die in the process. The only time they really die or get wiped is when another small man or FG rolls up on them when they are currently engaged. It's completely idiotic they can sit in high traffic areas with essential impunity. The dock system of NF at least alleviates that somewhat. The story was very different in OF.

A solo player has a chance vs a duo to at least kill one or maybe both depending on class and RA availability. Once a third attacker is added to the situation their chances of survival or even killing someone goes to almost zero. They know most solos are no threat and just slaughter them. On this server in particular there are basically ZERO counters to stealth groups except forming up another stealth group. Even then there are realms(Albion) that have such a ridiculously drastic advantage in stealth group vs stealth group fights its laughable.

Thus, stealth groups are literally basest level of game play. They want the protection of both stealth and numbers and gleefully slaughter solos, duos, and most trios with no chance of death depending on the small man composition and stealth group size. They have almost no threats and plenty of escape tools to hedge their chances of even dying in the first place. Then when you do catch these stealth groupers solo. They tend to fold faster than a dollar bill. Which is extremely telling.

The biggest mistake this game/server made was no counter to groups of 3+ stealthers camping in a small area. Permastealth is easily one of the most broken mechanics any game can possibly implement without some sort of deterrent or hard counter. How many people do you think quit in OF when they could not get past their own Mile Gate due to stealth groups? I'd wager a lot. It's extremely aggravating to die to a stealth group and extremely difficult to do something about them. A solo stealth is extremely easy to counter however. The buddy system or just playing a strong solo class is all you need to basically be ignored or rob a solo stealth of a ton of kill opportunities. Most small mans, FGs, and Zergs aren't going to waste time hunting a stealth group. Again, unless they happen to get rolled up on when killing some poor bastard no one is going to do anything about them.

THAT is the difference.
Very good summary, just want to add that on top of having the benefit of both numbers and stealth as defense...it is also FAR harder to avoid them. I mostly only play in visible smallmen anymore, and we don't get attacked by stealthgroups at all...even when we are only 4people. So i don't have the problem myself anymore. But as long as we are on our guard and paying attention we can avoid 90% of 8mans that cross our path and all zergs. I don't know which size these stealthgroups stop being afraid of attcking, but i guess every solo-speeder or speeder-duo regularly gets stealthzerged with basically no chance of avoiding it. While visible can be avoided by just paying attention and being quick in turning.



The only stealthzerg that engaged our 4people smallman ever was a fullgroup of 8stealthers in OF Odins Gate. Task was in Emain and the action was VERY slow in Odins. We caught them while they were travelling near AMG unstealthed and wiped the floor with them, because only 2of8 stealthed when we approached, despite coming from the front (that's how much attention they were paying). After killing them we moved to Hibgate without meating anyone and then back to amg where they had set up behind the gate with a halfcircle of archers, 2infis near gate and a minstrel each on the far left and far right. Our only healer instantly died from assisting archers and the infis we could reach vanished when low.

Task wouldn't hit Odins for another 80+minutes at that time, and action was slow because it was late in the night. Noone can tell me, that this group set up their camp with the intent to engage an 8man with surprise effect. Half an hour later someone complained in region about them and told me that they were now more than 10. THAT's where stealthzergs get their bad reputation from. There is no way for anyone to flush them out, since they are spread and you at best catch 1-2offguard but they can be back there in less than 3minutes. What is fun about that? Even taking empty keeps with 150people is more intresting than that, because there is at least the possibility that a bombgroup or two might try an ambush.