josh.lackey_ESO wrote: »I think they should try capping the group size at 8 or 12 first.
My observation over the years is that the really bad bouts of lag come not just from high population, but ball groups during high population.
You can have locked pop, with big fights, and the server can be mostly okay. But then like clockwork, when the ball group guilds start running, everything slows to a crawl. I am talking about server lag, not framerate.
InvictusApollo wrote: »I've noticed that a few hours before primetime, duriong this event, Cyrodill has lower population and much lower lag. Fights are still nice. No huge zerggrops or ballgroups. Every combatant means much more and even fps are higher.
I know that Cyrodill used to have a much higher population. But honestly I hate lag and if lowering the pop cap would alleviate it, then I wouldn't mind.
josh.lackey_ESO wrote: »I think they should try capping the group size at 8 or 12 first.
My observation over the years is that the really bad bouts of lag come not just from high population, but ball groups during high population.
You can have locked pop, with big fights, and the server can be mostly okay. But then like clockwork, when the ball group guilds start running, everything slows to a crawl. I am talking about server lag, not framerate.
The issue isn´t the ballgrp iteself really.
It´s that the game leaves them unable to kill the 3 to 10 times their number of enemys while they don´t die themselves - creating an endless fight.
A groupcap of 8 to 12 doesn´t solve that. The groups still would not die and create those really drawn out fights.
Though i agree with reducing groupsize it would have to be accompanied by making the ballgroups AND the zerg more vulnerable.
Turn those fights from an endless series of small engangements into a fight with one engagement where either the grp dies - or they´re able to finish a large enough portion of the zerg to afterwards clean the rest.
Less mobility for large groups.
Less impact of siege against players.
More impact for aoe bombs (more scaling mechanics like proxy).
Meaningful ways to hinder ressurection with instant combat return at full efficiency (camps + in combat rezzes).
Less tankiness for players on the ends of the spectrum (getting 30 to 35k HP + stacking radiating regen shouldn´t be a way to make yourself near invulnerable vs singletarget dmg).
In general higher mortality + less ability to recover for both sides.
It really has to get away from these endless encounters where you farm the same people in the same location over and over and over and over and over and over again.
Recovering should be hard for a group - but mistakes should be punished just as hard for the zerglings.
InvictusApollo wrote: »josh.lackey_ESO wrote: »I think they should try capping the group size at 8 or 12 first.
My observation over the years is that the really bad bouts of lag come not just from high population, but ball groups during high population.
You can have locked pop, with big fights, and the server can be mostly okay. But then like clockwork, when the ball group guilds start running, everything slows to a crawl. I am talking about server lag, not framerate.
The issue isn´t the ballgrp iteself really.
It´s that the game leaves them unable to kill the 3 to 10 times their number of enemys while they don´t die themselves - creating an endless fight.
A groupcap of 8 to 12 doesn´t solve that. The groups still would not die and create those really drawn out fights.
Though i agree with reducing groupsize it would have to be accompanied by making the ballgroups AND the zerg more vulnerable.
Turn those fights from an endless series of small engangements into a fight with one engagement where either the grp dies - or they´re able to finish a large enough portion of the zerg to afterwards clean the rest.
Less mobility for large groups.
Less impact of siege against players.
More impact for aoe bombs (more scaling mechanics like proxy).
Meaningful ways to hinder ressurection with instant combat return at full efficiency (camps + in combat rezzes).
Less tankiness for players on the ends of the spectrum (getting 30 to 35k HP + stacking radiating regen shouldn´t be a way to make yourself near invulnerable vs singletarget dmg).
In general higher mortality + less ability to recover for both sides.
It really has to get away from these endless encounters where you farm the same people in the same location over and over and over and over and over and over again.
Recovering should be hard for a group - but mistakes should be punished just as hard for the zerglings.
I personally enjoy long battles. Before that Cyrodill felt like a horse riding simulator. I agre howeer that we need more mechanics to harm larger groups. If in PvP every AOE had a mechanic like Imminent Detonation then that would be awesome. It would have similar effect to "Siege Bug": less lag, no ballgroups, spread out zergs, good players actually having an opportunity to shine and not just be a single gear in a clockwork.
Honestly, I wish they'd open a guild/group server. I love the GvG fights we get into. Would love to see a server that requires a minimum group size of 8, 10, 12 (pick one) to enter the server. Those who think guild groups are the root of all evil would be happy and those of us who love guild groups would be happy. Win/win.
josh.lackey_ESO wrote: »I think they should try capping the group size at 8 or 12 first.
My observation over the years is that the really bad bouts of lag come not just from high population, but ball groups during high population.
You can have locked pop, with big fights, and the server can be mostly okay. But then like clockwork, when the ball group guilds start running, everything slows to a crawl. I am talking about server lag, not framerate.
The issue isn´t the ballgrp iteself really.
It´s that the game leaves them unable to kill the 3 to 10 times their number of enemys while they don´t die themselves - creating an endless fight.
A groupcap of 8 to 12 doesn´t solve that. The groups still would not die and create those really drawn out fights.
Though i agree with reducing groupsize it would have to be accompanied by making the ballgroups AND the zerg more vulnerable.
Turn those fights from an endless series of small engangements into a fight with one engagement where either the grp dies - or they´re able to finish a large enough portion of the zerg to afterwards clean the rest.
Less mobility for large groups.
Less impact of siege against players.
More impact for aoe bombs (more scaling mechanics like proxy).
Meaningful ways to hinder ressurection with instant combat return at full efficiency (camps + in combat rezzes).
Less tankiness for players on the ends of the spectrum (getting 30 to 35k HP + stacking radiating regen shouldn´t be a way to make yourself near invulnerable vs singletarget dmg).
In general higher mortality + less ability to recover for both sides.
It really has to get away from these endless encounters where you farm the same people in the same location over and over and over and over and over and over again.
Recovering should be hard for a group - but mistakes should be punished just as hard for the zerglings.
Izanagi.Xiiib16_ESO wrote: »2019 and people are still blaming ball groups for lag. Must be all those new super strong ball groups running making the lag worse each patch eh. Also is it a ball group if the players don't stack on crown ?
InvictusApollo wrote: »Izanagi.Xiiib16_ESO wrote: »2019 and people are still blaming ball groups for lag. Must be all those new super strong ball groups running making the lag worse each patch eh. Also is it a ball group if the players don't stack on crown ?
Yes, as long as all of them get in range of aoe heals. It depends on how we define "stacked" as in what range it is.
Izanagi.Xiiib16_ESO wrote: »InvictusApollo wrote: »Izanagi.Xiiib16_ESO wrote: »2019 and people are still blaming ball groups for lag. Must be all those new super strong ball groups running making the lag worse each patch eh. Also is it a ball group if the players don't stack on crown ?
Yes, as long as all of them get in range of aoe heals. It depends on how we define "stacked" as in what range it is.
What do you consider an aoe heal.
Soul siphon is 28m radius does that count?
Any group of players that take a flag objective are in heal aoe radius. Are they also ball groups?
InvictusApollo wrote: »Izanagi.Xiiib16_ESO wrote: »InvictusApollo wrote: »Izanagi.Xiiib16_ESO wrote: »2019 and people are still blaming ball groups for lag. Must be all those new super strong ball groups running making the lag worse each patch eh. Also is it a ball group if the players don't stack on crown ?
Yes, as long as all of them get in range of aoe heals. It depends on how we define "stacked" as in what range it is.
What do you consider an aoe heal.
Soul siphon is 28m radius does that count?
Any group of players that take a flag objective are in heal aoe radius. Are they also ball groups?
Stop pretending that you don't know what is a ballgroup.