Please ZOS, do tell us how we should be behaving in an open world pvp environment. Obviously healing allies when they need it is not the correct behavior.
I would LOVE to hear your input on why limiting group sizes and eliminating all ally abilities creates better behavior from us horribly misbehaving players.
Is the proper behavior for us to sit in ball groups of 12 spamming buffs heals and clenses continuously? Why not require players to be grouped in order to use the transitus network? After all, we are just rats in a lab for you to expirament behavioral changes on. Not customers who bought into your product 6 god damn years ago and have been enjoying said product up until you stupid and careless beta tests on live servers which have now ruined the part of the game that some of us are here for.
Joy_Division wrote: »Please ZOS, do tell us how we should be behaving in an open world pvp environment. Obviously healing allies when they need it is not the correct behavior.
I would LOVE to hear your input on why limiting group sizes and eliminating all ally abilities creates better behavior from us horribly misbehaving players.
Is the proper behavior for us to sit in ball groups of 12 spamming buffs heals and clenses continuously? Why not require players to be grouped in order to use the transitus network? After all, we are just rats in a lab for you to expirament behavioral changes on. Not customers who bought into your product 6 god damn years ago and have been enjoying said product up until you stupid and careless beta tests on live servers which have now ruined the part of the game that some of us are here for.
The behavior change is that it will make it easier for people in any group size, from two to twelve, to farm randoms.
It seriously hurts me to see them ignore the complaints of the few veteran players still bothering to post on the forums. They dictate, and we have no choice but to accept their terms. Or like many others have done before us, we can leave.
Alternatively,Behavior change:
Group up.
ExistingRug61 wrote: »Alternatively,Behavior change:
Group up.
Behaviour change:
Don't play.
Look, I'm not trying to be overdramatic here, as there are times when I'll want to group up and this is less of an isse.
But there are also times when I just want to go into Cyrodiil for a bit and do my own thing, decide my own objectives rather than follow a crown, not worry about being social but still assist allied players who happen to be around. Because I enjoy that when I'm just looking to chill and do some gaming for a little bit of time. So now, in those situations, I'll probably just find something else (not ESO) to do instead.
For me, the (unquantified) potential performance gain of this change is not worth the cost.
Behavior change:
Group up.
Guys, just spread out please!
Not really, they did not. All those additions are build around same mechanics which is: crown the Empire and get scrolls. Nothing else. Gates and bridges are supposed to eventually slow down progressing of attacking group from one keep to another and that is it. Nothing about spreading anyone - fight is just expected to start at the milegate and not keep. Similar for villages and outposts - they are intended to aid with some backdoor work but then this was never expected that suddenly more people will start doing that. Just a QoL improvement for already doing this kind of work and nothing else. Should they want to spread people it is needed to rework i.e. how emperor is crowned and not to add any more stuff that players just is slowing down attacking party without forcing them to spread.VaranisArano wrote: »
Here is a repost of mine:
Are you kidding me? This change:
"ally-targeted abilities will only apply to those in your group"
Is FORCED grouping, especially for healers since you wouldn't be able to heal others if not grouped (I play as a support Templar). If I just wanted to play with up to 12 folks, the game wouldn't need to be an MMO (M as in Massively), and certainly wouldn't be ESO with this change. Even worse, this change doesn't even help significantly with lag in Cyro.
As the OP pointed out, ZOS's reason for the change is for a desired "behavioral change" when any changes should actually be driven by the desire for customer satisfaction -- and this change is just the opposite, imo.
The question I have is, Does Zenimax see this and are intentionally reinforcing this behavior? Or are they simply to myopic to understand the implications of the changes they intend to make.
Here is a repost of mine:
Are you kidding me? This change:
"ally-targeted abilities will only apply to those in your group"
Is FORCED grouping, especially for healers since you wouldn't be able to heal others if not grouped (I play as a support Templar). If I just wanted to play with up to 12 folks, the game wouldn't need to be an MMO (M as in Massively), and certainly wouldn't be ESO with this change. Even worse, this change doesn't even help significantly with lag in Cyro.
As the OP pointed out, ZOS's reason for the change is for a desired "behavioral change" when any changes should actually be driven by the desire for customer satisfaction -- and this change is just the opposite, imo.
And you think being ALONE and not cooperating with anyone is participating in an MMOs large scale combat?
What mental gymnastics do you have to do to think that playing alone is a better MMO experience that playing in a group of 12?
VaranisArano wrote: »Guys, just spread out please!
That doesn't work. ZOS had already added more objectives with the bridges, milegates, and more outposts. Has it helped?
No. Players can figure out what's the most important objective (or the fight worth the most AP) and head in that direction en masse. Adding more, as in your suggestions, really won't help..
And this is how the "Just spread out" idea works in practice:
"Just spread out! Get off the emp ring! Go for other objectives!"
"No, don't PvDoor the tri-keeps! When I said spread out, I didn't mean like that, you fools! Nobody's back there, don't you want real PVP?"
"Gah, get your ball group out of Brindle/Dragon/Drake farming that faction stack of PUGs! Can't you tell its making the server lag?"
"Why are you all running rings around the emp keeps again? ZOS needs you to spread out!"
"Oh, great, "Its Hammer time!" Thanks, ZOS, we really needed a zerg magnet right now, thanks."
If that last didn't make it clear, even the objectives ZOS introduced to get players to spread out (Volendrung and extra AP from corner keeps) haven't worked. "Just spread out" fails because Cyrodiil really is designed fantastically well to create large fights
VaranisArano wrote: »Guys, just spread out please!
That doesn't work. ZOS had already added more objectives with the bridges, milegates, and more outposts. Has it helped?
No. Players can figure out what's the most important objective (or the fight worth the most AP) and head in that direction en masse. Adding more, as in your suggestions, really won't help..
And this is how the "Just spread out" idea works in practice:
"Just spread out! Get off the emp ring! Go for other objectives!"
"No, don't PvDoor the tri-keeps! When I said spread out, I didn't mean like that, you fools! Nobody's back there, don't you want real PVP?"
"Gah, get your ball group out of Brindle/Dragon/Drake farming that faction stack of PUGs! Can't you tell its making the server lag?"
"Why are you all running rings around the emp keeps again? ZOS needs you to spread out!"
"Oh, great, "Its Hammer time!" Thanks, ZOS, we really needed a zerg magnet right now, thanks."
If that last didn't make it clear, even the objectives ZOS introduced to get players to spread out (Volendrung and extra AP from corner keeps) haven't worked. "Just spread out" fails because Cyrodiil really is designed fantastically well to create large fights
Pretty much this, but we do not always see what the most important objective actually is just what seems to be the most important objective.
In the first couple of months of this game, there was a strong push to dethrone the Emporer of from my alliance who happened to be a guildmate. It all came down to one keep so everyone was there and the fight seemed to go on and on and on.
So what did we end up doing? We went and took one of the other keeps where no one was at and took it which removed all the stress from the other keep. Something I rarely see done today.
BTW, that fight was before several max pop reductions Zos did in Cyrodiil. While the server did not perform perfectly it was able to handle much more than it does today. We did not lag out during that fight. The reason the servers perform so poorly today is Zos has added significantly more load to them without making adjustments to accommodate such changes.
Did the changes go live today? I don't see any mention in the patch notes?
Now that you mentioned Volendrung and small fights. Based on today in Grey Host EU little change really, just perhaps that fight itself had faster pace. Other than that still ton of people (considering current population to) running from Aleswell to Chalman and back again.Interesting though that they have introduced mechanics counter to their desired behavior.
The manipulate group size and ally targeted effects, to manipulate player behavior and force smaller fights, but keep Volundrung in the game to favor the highest population and encourage faction stacking (else lose the map).
They remove deer and glow bugs to reduce server calculations, but they put buffed NPCs at spawn locations all over the map. Also scores of crown store mounts with heavy particle effects.
They obviously have no clear direction.
StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Tbh my exact observation from yesterdays GH EU. Also performance more less same really but overall picture again all DC running Chalman with all EP pushing Aleswell. And those 1 - 2 leaders trying to make some difference but this time counting on no more than 12 people respectively in their groups (while before it was up to 24).techyeshic wrote: »So far I don't see any change of behavior. Everyone stacks in the same place , just subdivided in smaller groups. Maybe zerg surfers were reduced, but ate they really causing any issue? Really?