Or making their life harder at least.
They stress the server in one tiny place far too much, are not using any strategy for taking keeps or fighting the war at Cyrodiil and are quite big annoyance to everyone else.
People waste time taking these pests out and are missing other defenses or attacks.
Ball groups should do battlegrounds actually, not AvA. Please conisder it @ZOS_BrianWheeler
Any changes they so to groups will negatively impact the PuGs already struggling to take them down.
Izanagi.Xiiib16_ESO wrote: »Minnesinger wrote: »I have always held high respect for the good ballgoups. Having played in many of them to bust zergs and coordinate risky battles. Today I saw a ball group of decent players and low cp and to my surprise the HoTs and all that stuff made them unkillable. In my previous experience the mixmaxing and the right roles were the key to success let alone the thought of some players put in the group setup. Now it feels the game is quite broken and they made ballgroups strong no matter how much experience or skill they have.
Ironically it's actually easier than ever to kill or disrupt groups, it just requires some level of coordination and good timing/knowledge of how groups play.
NeillMcAttack wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
Nothing in here defines a group that contributes nothing to the game which is what OP said defined a ball group.NeillMcAttack wrote: »VaranisArano wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
ZOS said that before the Cyrodiil testing. During the testing, ZOS tried everything they could to nerf ball groups and found that nothing made a big difference in performance.
At this point, I don't know what you really do to ban ball groups. Tightly organized groups with set roles and gear are simply the most efficient tactic available for large group combat in Cyrodiil. Do you outlaw using voice comms?
You could further reduce group size to 6, if we agree that the alliance cross healing removal, and reduced group size from 24 to 12 helped get the game playable, at least outside prime time, we need to continue in this direction until we at least have basic functionality during peak hours. This helps balance the insane buffs that are so easy to maintain in 12 man ballstacks. Give a chance to somewhat compete against them in sub-optimized and solo players, help split combat to different areas of the map, and hopefully help performance. At least until we have more appropriate performance fixes. I’m not saying anything needs to be a permanent change.
Until we have a functional and balanced environment in Cyro, it’s popularity is destined to continue in decline.
Zos specifically stated that none of the testings offered a significant reduction to the server performance issue and that would include all the testing with the smaller group size. Zos also made clear they chose to reduce the group size and healing because they liked the behavior changes so this change was not to improve performance.
Perhaps not, but it does constitute an argument against a playstyle that degrades performance a great deal. And a lot of players first hand experiences show an agreement to that statement.
As for Gina’s statement;
"In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought."
She clearly states that the tests provided an average of a 25% reduction in the magnitude of server frame spikes, so to say otherwise is not true. She also states that “while these improvements look good on a spread sheet, they do not have a significant enough improvement on the overall player experience”, not to be confused with performance. Which I’m sure we can all agree with , as the overall player experience isn’t close to where it should be, for any of our play styles.
So your entire argument against any further limitations hinges on the argument of whether or not the limitations were made to influence “behavioural changes” and not “reduce server frame spikes”.
Or making their life harder at least.
They stress the server in one tiny place far too much, are not using any strategy for taking keeps or fighting the war at Cyrodiil and are quite big annoyance to everyone else.
People waste time taking these pests out and are missing other defenses or attacks.
Ball groups should do battlegrounds actually, not AvA. Please conisder it @ZOS_BrianWheeler
Minnesinger wrote: »Izanagi.Xiiib16_ESO wrote: »Minnesinger wrote: »I have always held high respect for the good ballgoups. Having played in many of them to bust zergs and coordinate risky battles. Today I saw a ball group of decent players and low cp and to my surprise the HoTs and all that stuff made them unkillable. In my previous experience the mixmaxing and the right roles were the key to success let alone the thought of some players put in the group setup. Now it feels the game is quite broken and they made ballgroups strong no matter how much experience or skill they have.
Ironically it's actually easier than ever to kill or disrupt groups, it just requires some level of coordination and good timing/knowledge of how groups play.
I am not sure the irony is there when a group of soloers can´t get one of the ballgroup members down. Sure in my case I have to say they couldn´t kill anyone either but constant spam of buffs and heals made them invinsible. If they are build for tankiness I am sure it is fairly easy. The group like yours is totally different case.
NeillMcAttack wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
Nothing in here defines a group that contributes nothing to the game which is what OP said defined a ball group.NeillMcAttack wrote: »VaranisArano wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
ZOS said that before the Cyrodiil testing. During the testing, ZOS tried everything they could to nerf ball groups and found that nothing made a big difference in performance.
At this point, I don't know what you really do to ban ball groups. Tightly organized groups with set roles and gear are simply the most efficient tactic available for large group combat in Cyrodiil. Do you outlaw using voice comms?
You could further reduce group size to 6, if we agree that the alliance cross healing removal, and reduced group size from 24 to 12 helped get the game playable, at least outside prime time, we need to continue in this direction until we at least have basic functionality during peak hours. This helps balance the insane buffs that are so easy to maintain in 12 man ballstacks. Give a chance to somewhat compete against them in sub-optimized and solo players, help split combat to different areas of the map, and hopefully help performance. At least until we have more appropriate performance fixes. I’m not saying anything needs to be a permanent change.
Until we have a functional and balanced environment in Cyro, it’s popularity is destined to continue in decline.
Zos specifically stated that none of the testings offered a significant reduction to the server performance issue and that would include all the testing with the smaller group size. Zos also made clear they chose to reduce the group size and healing because they liked the behavior changes so this change was not to improve performance.
Perhaps not, but it does constitute an argument against a playstyle that degrades performance a great deal. And a lot of players first hand experiences show an agreement to that statement.
As for Gina’s statement;
"In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought."
She clearly states that the tests provided an average of a 25% reduction in the magnitude of server frame spikes, so to say otherwise is not true. She also states that “while these improvements look good on a spread sheet, they do not have a significant enough improvement on the overall player experience”, not to be confused with performance. Which I’m sure we can all agree with , as the overall player experience isn’t close to where it should be, for any of our play styles.
So your entire argument against any further limitations hinges on the argument of whether or not the limitations were made to influence “behavioural changes” and not “reduce server frame spikes”.
If you cannot define the playstyle any better than "they do nothing for the game" then there is nothing to target.
And thanks for pointing out that the specific reason Zos reduced the group size and limited healing to those in your group for behavioral reasons. If it was one of the better results from the testing they would have noted that. Considering they did not it is pure speculation and grasping at straws to suggest otherwise. As such an argument for further limitations is sketchy at best.
Edit: Considering Zos is suggesting that the use, or overuse, of some AoE skills, is a significant culprit to the server issues it would make more sense to figure out how to reduce the server load from those skills. We know for a fact those skills are more complicated to calculate today than they were six years ago. We know this because Zos has moved client-side checks to the server-side as well as added more calculations to effect each skill via CP and new buffs and debuffs.
So it would seem much more logical for Zos to figure out how to manage what they do with this game than to blame players for learning how to actually play the game.
Izanagi.Xiiib16_ESO wrote: »Minnesinger wrote: »Izanagi.Xiiib16_ESO wrote: »Minnesinger wrote: »I have always held high respect for the good ballgoups. Having played in many of them to bust zergs and coordinate risky battles. Today I saw a ball group of decent players and low cp and to my surprise the HoTs and all that stuff made them unkillable. In my previous experience the mixmaxing and the right roles were the key to success let alone the thought of some players put in the group setup. Now it feels the game is quite broken and they made ballgroups strong no matter how much experience or skill they have.
Ironically it's actually easier than ever to kill or disrupt groups, it just requires some level of coordination and good timing/knowledge of how groups play.
I am not sure the irony is there when a group of soloers can´t get one of the ballgroup members down. Sure in my case I have to say they couldn´t kill anyone either but constant spam of buffs and heals made them invinsible. If they are build for tankiness I am sure it is fairly easy. The group like yours is totally different case.
Because approaching the fight like fighting a solo player or Xv1ing someone down isn't the way to kill a group of players. Groups like mine spend quite some time trying different strategies /gear/ compositions to make the most of our setups. Players who put in similar dedication to making a variety of builds would also do better against us than just "a group of solo players"
NeillMcAttack wrote: »NeillMcAttack wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
Nothing in here defines a group that contributes nothing to the game which is what OP said defined a ball group.NeillMcAttack wrote: »VaranisArano wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
ZOS said that before the Cyrodiil testing. During the testing, ZOS tried everything they could to nerf ball groups and found that nothing made a big difference in performance.
At this point, I don't know what you really do to ban ball groups. Tightly organized groups with set roles and gear are simply the most efficient tactic available for large group combat in Cyrodiil. Do you outlaw using voice comms?
You could further reduce group size to 6, if we agree that the alliance cross healing removal, and reduced group size from 24 to 12 helped get the game playable, at least outside prime time, we need to continue in this direction until we at least have basic functionality during peak hours. This helps balance the insane buffs that are so easy to maintain in 12 man ballstacks. Give a chance to somewhat compete against them in sub-optimized and solo players, help split combat to different areas of the map, and hopefully help performance. At least until we have more appropriate performance fixes. I’m not saying anything needs to be a permanent change.
Until we have a functional and balanced environment in Cyro, it’s popularity is destined to continue in decline.
Zos specifically stated that none of the testings offered a significant reduction to the server performance issue and that would include all the testing with the smaller group size. Zos also made clear they chose to reduce the group size and healing because they liked the behavior changes so this change was not to improve performance.
Perhaps not, but it does constitute an argument against a playstyle that degrades performance a great deal. And a lot of players first hand experiences show an agreement to that statement.
As for Gina’s statement;
"In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought."
She clearly states that the tests provided an average of a 25% reduction in the magnitude of server frame spikes, so to say otherwise is not true. She also states that “while these improvements look good on a spread sheet, they do not have a significant enough improvement on the overall player experience”, not to be confused with performance. Which I’m sure we can all agree with , as the overall player experience isn’t close to where it should be, for any of our play styles.
So your entire argument against any further limitations hinges on the argument of whether or not the limitations were made to influence “behavioural changes” and not “reduce server frame spikes”.
If you cannot define the playstyle any better than "they do nothing for the game" then there is nothing to target.
And thanks for pointing out that the specific reason Zos reduced the group size and limited healing to those in your group for behavioral reasons. If it was one of the better results from the testing they would have noted that. Considering they did not it is pure speculation and grasping at straws to suggest otherwise. As such an argument for further limitations is sketchy at best.
Edit: Considering Zos is suggesting that the use, or overuse, of some AoE skills, is a significant culprit to the server issues it would make more sense to figure out how to reduce the server load from those skills. We know for a fact those skills are more complicated to calculate today than they were six years ago. We know this because Zos has moved client-side checks to the server-side as well as added more calculations to effect each skill via CP and new buffs and debuffs.
So it would seem much more logical for Zos to figure out how to manage what they do with this game than to blame players for learning how to actually play the game.
This is what you claimed;
Zos specifically stated that none of the testings offered a significant reduction to the server performance issue and that would include all the testing with the smaller group size. Zos also made clear they chose to reduce the group size and healing because they liked the behavior changes so this change was not to improve performance.
Yet Gina clearly stated that there was a significant reduction in server ping spikes averaging about 25% less. You are being continually disingenuous with your arguments on this issue. And I have previously stated that your argument on this hinges on a belief that the limitations were solely made for “behavioral” reasons and not a quick band-aid fix for the major performance issues we struggled with since U25. As such it’s pointless going around in circles on this topic with you.
Or making their life harder at least.
They stress the server in one tiny place far too much, are not using any strategy for taking keeps or fighting the war at Cyrodiil and are quite big annoyance to everyone else.
People waste time taking these pests out and are missing other defenses or attacks.
Ball groups should do battlegrounds actually, not AvA. Please conisder it @ZOS_BrianWheeler
Izanagi.Xiiib16_ESO wrote: »Minnesinger wrote: »I have always held high respect for the good ballgoups. Having played in many of them to bust zergs and coordinate risky battles. Today I saw a ball group of decent players and low cp and to my surprise the HoTs and all that stuff made them unkillable. In my previous experience the mixmaxing and the right roles were the key to success let alone the thought of some players put in the group setup. Now it feels the game is quite broken and they made ballgroups strong no matter how much experience or skill they have.
Ironically it's actually easier than ever to kill or disrupt groups, it just requires some level of coordination and good timing/knowledge of how groups play.
Izanagi.Xiiib16_ESO wrote: »Minnesinger wrote: »I have always held high respect for the good ballgoups. Having played in many of them to bust zergs and coordinate risky battles. Today I saw a ball group of decent players and low cp and to my surprise the HoTs and all that stuff made them unkillable. In my previous experience the mixmaxing and the right roles were the key to success let alone the thought of some players put in the group setup. Now it feels the game is quite broken and they made ballgroups strong no matter how much experience or skill they have.
Ironically it's actually easier than ever to kill or disrupt groups, it just requires some level of coordination and good timing/knowledge of how groups play.
As zos has said, either be a ball group or don't pvp. It's also incredibly clear where exactly the lag is coming from, yet zos doesn't do much about it.
Or making their life harder at least.
They stress the server in one tiny place far too much, are not using any strategy for taking keeps or fighting the war at Cyrodiil and are quite big annoyance to everyone else.
People waste time taking these pests out and are missing other defenses or attacks.
Ball groups should do battlegrounds actually, not AvA. Please conisder it @ZOS_BrianWheeler
One of the problems I see this causing is "What is a ballgroup?" Some people label things differently. I think the greater problem is that recent changes have empowered larger and larger groups. The only thing that can break up the faction stack or zerg is an organized, serious 24-man raid. We now have no 24-man raids. Eliminating cross healing has also given more power to the faction stack or zerg. Solo and small man players no longer benefit from a nearby healer if they need one so they can't take on the ball group either unless they have heals in their group therefore giving up some of their dps just to stay alive.
Whatever behavior ZOS was trying to change, if this is what they wanted then they really should take a second look at this. New players to cyrodiil are not enjoying their experience. Even 12-man groups who just want to run around and stick together are having issues especially with the increased lag every time they get around certain "ball groups".
I will submit to you, ZOS, that the issue isn't the size of the groups (we had big groups with less lag in days gone by), but the increase use of macros and exploited fears and other CCs. The system simply isn't built to take in all the added information when you have a ball group running through a keep and spamming their macros all over the place. 3x or more information is going through a system that cannot handle the load. Either do something about the macroing, or forever forget fixing the lag problem. Everything done so far has done little to fix anything except enable the exploits and macros further.
As zos has said, either be a ball group or don't pvp. It's also incredibly clear where exactly the lag is coming from, yet zos doesn't do much about it.
I have to agree with you. However, I've also discovered that there are some "ball groups" where the lag isn't present. Specific ball groups seem to bring the lag with them where ever they go. I think it would be much wiser to ask ourselves why only specific groups? There should be some kind of investigation as to why that is. Are these groups doing more macros overall and therefore causing more server stress? I would think that would be worthwhile to look at. Would it be that current fear exploit or other CC exploits are causing increased stress on the servers? I would think that would be a great place to start as far as fixing the problems. Fix the things that are already against the TOS and we might see an increase in performance.
During the testing phases, some of the ball groups simply were not in Cyro. That's why doing anything based on the 2 months of testing isn't a solution as it is based on inaccurate data.
Or making their life harder at least.
They stress the server in one tiny place far too much, are not using any strategy for taking keeps or fighting the war at Cyrodiil and are quite big annoyance to everyone else.
People waste time taking these pests out and are missing other defenses or attacks.
Ball groups should do battlegrounds actually, not AvA. Please conisder it @ZOS_BrianWheeler
One of the problems I see this causing is "What is a ballgroup?" Some people label things differently. I think the greater problem is that recent changes have empowered larger and larger groups. The only thing that can break up the faction stack or zerg is an organized, serious 24-man raid. We now have no 24-man raids. Eliminating cross healing has also given more power to the faction stack or zerg. Solo and small man players no longer benefit from a nearby healer if they need one so they can't take on the ball group either unless they have heals in their group therefore giving up some of their dps just to stay alive.
Implying player has to work hard to kill your ragtag of heal stacking boys who did nothing but find designated spell spammers to be in their party for X hours. You are requesting too much to pay for your low effort game style.Izanagi.Xiiib16_ESO wrote: »Because approaching the fight like fighting a solo player or Xv1ing someone down isn't the way to kill a group of players. Groups like mine spend quite some time trying different strategies /gear/ compositions to make the most of our setups. Players who put in similar dedication to making a variety of builds would also do better against us than just "a group of solo players"
Implying player has to work hard to kill your ragtag of heal stacking boys who did nothing but find designated spell spammers to be in their party for X hours. You are requesting too much to pay for your low effort game style.Izanagi.Xiiib16_ESO wrote: »Because approaching the fight like fighting a solo player or Xv1ing someone down isn't the way to kill a group of players. Groups like mine spend quite some time trying different strategies /gear/ compositions to make the most of our setups. Players who put in similar dedication to making a variety of builds would also do better against us than just "a group of solo players"
Like come on, we were not able to drop ballblobs down as pugs, later called two bomblades and they have cleared ballgroup in faregyll within 5 seconds. You call that dedicated pvp, i name that as poorest balance i hav ever seen in mmorpg game. Being able to stack multiple hots on one target looks real in a game with target lock system so enemy players can coordinate, lock your frame and drop one by one with assisting fire, meanwhile in ESO you can hot yourself to teeth but never being focused hard due to no target system.
Teamplay must be based around teamwork, not around team gearing and buff stacking.
I mean, it is. In every game but eso.
VaranisArano wrote: »NeillMcAttack wrote: »NeillMcAttack wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
Nothing in here defines a group that contributes nothing to the game which is what OP said defined a ball group.NeillMcAttack wrote: »VaranisArano wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
ZOS said that before the Cyrodiil testing. During the testing, ZOS tried everything they could to nerf ball groups and found that nothing made a big difference in performance.
At this point, I don't know what you really do to ban ball groups. Tightly organized groups with set roles and gear are simply the most efficient tactic available for large group combat in Cyrodiil. Do you outlaw using voice comms?
You could further reduce group size to 6, if we agree that the alliance cross healing removal, and reduced group size from 24 to 12 helped get the game playable, at least outside prime time, we need to continue in this direction until we at least have basic functionality during peak hours. This helps balance the insane buffs that are so easy to maintain in 12 man ballstacks. Give a chance to somewhat compete against them in sub-optimized and solo players, help split combat to different areas of the map, and hopefully help performance. At least until we have more appropriate performance fixes. I’m not saying anything needs to be a permanent change.
Until we have a functional and balanced environment in Cyro, it’s popularity is destined to continue in decline.
Zos specifically stated that none of the testings offered a significant reduction to the server performance issue and that would include all the testing with the smaller group size. Zos also made clear they chose to reduce the group size and healing because they liked the behavior changes so this change was not to improve performance.
Perhaps not, but it does constitute an argument against a playstyle that degrades performance a great deal. And a lot of players first hand experiences show an agreement to that statement.
As for Gina’s statement;
"In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought."
She clearly states that the tests provided an average of a 25% reduction in the magnitude of server frame spikes, so to say otherwise is not true. She also states that “while these improvements look good on a spread sheet, they do not have a significant enough improvement on the overall player experience”, not to be confused with performance. Which I’m sure we can all agree with , as the overall player experience isn’t close to where it should be, for any of our play styles.
So your entire argument against any further limitations hinges on the argument of whether or not the limitations were made to influence “behavioural changes” and not “reduce server frame spikes”.
If you cannot define the playstyle any better than "they do nothing for the game" then there is nothing to target.
And thanks for pointing out that the specific reason Zos reduced the group size and limited healing to those in your group for behavioral reasons. If it was one of the better results from the testing they would have noted that. Considering they did not it is pure speculation and grasping at straws to suggest otherwise. As such an argument for further limitations is sketchy at best.
Edit: Considering Zos is suggesting that the use, or overuse, of some AoE skills, is a significant culprit to the server issues it would make more sense to figure out how to reduce the server load from those skills. We know for a fact those skills are more complicated to calculate today than they were six years ago. We know this because Zos has moved client-side checks to the server-side as well as added more calculations to effect each skill via CP and new buffs and debuffs.
So it would seem much more logical for Zos to figure out how to manage what they do with this game than to blame players for learning how to actually play the game.
This is what you claimed;
Zos specifically stated that none of the testings offered a significant reduction to the server performance issue and that would include all the testing with the smaller group size. Zos also made clear they chose to reduce the group size and healing because they liked the behavior changes so this change was not to improve performance.
Yet Gina clearly stated that there was a significant reduction in server ping spikes averaging about 25% less. You are being continually disingenuous with your arguments on this issue. And I have previously stated that your argument on this hinges on a belief that the limitations were solely made for “behavioral” reasons and not a quick band-aid fix for the major performance issues we struggled with since U25. As such it’s pointless going around in circles on this topic with you.
I have to admit, I'm not understanding this distinction between "player experience" and "performance."
Is it really a performance improvement if it doesn't have a significant enough improvement on the overall player experience to warrant any major changes? Last I checked, spreadsheets didn't play in Cyrodiil. Players do.
I remind you that the full quote is: https://forums.elderscrollsonline.com/en/discussion/544305/details-for-aoe-testing-in-cyrodiil
"In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought. Starting on Monday, November 9 for consoles and November 16 for PC, we will be limiting group sizes in Cyrodiil to 12 players, and all ally-targeted abilities will only apply to those in your group."
A common sense reading of those two distinct paragraphs is that ZOS saw improvements in certain areas but did not make any major changes based on their spreadsheet performance improvements because their wasn't a significant enough impact on player experience.
Instead, ZOS enabled the changes with the testing elements because they liked the behavioral changes they brought.
If there's a "belief" here, its pretty solidly based in what ZOS told us was their reasoning for not making performance changes and instead because they liked the player behavior. You seem to be the one hypothesizing that its really a quick band-aid fix for the issues since U25 and those server frame spikes.
You have any ZOS quotes to back that up?
NeillMcAttack wrote: »
If we turned cross alliance healing on in the morning. Do you believe performance and the player experience would change significantly? And do you think either of those would be positive or negative?
Serious questions now. It may help us understand the differences between what you deem "player experience" and perhaps we can de-couple it from performance. Because in my eyes;
Greasytengu wrote: »NeillMcAttack wrote: »
If we turned cross alliance healing on in the morning. Do you believe performance and the player experience would change significantly? And do you think either of those would be positive or negative?
Serious questions now. It may help us understand the differences between what you deem "player experience" and perhaps we can de-couple it from performance. Because in my eyes;
Well, I dont think turning on out of group heals would hurt performance any, the heals still have to check for targets regardless if there is only one viable.
Say I have a heal that hits up to 6 people, but im ungrouped but in a zerg, the ability still has to look for 6 targets to hit regardless if im in a group or not. So that one cast has to check every single person in its radius to see if can apply, and knowing the spaghetti coding were dealing with, it might not even be constrained to radius.
The problem is in the coding sadly.
NeillMcAttack wrote: »Greasytengu wrote: »NeillMcAttack wrote: »
If we turned cross alliance healing on in the morning. Do you believe performance and the player experience would change significantly? And do you think either of those would be positive or negative?
Serious questions now. It may help us understand the differences between what you deem "player experience" and perhaps we can de-couple it from performance. Because in my eyes;
Well, I dont think turning on out of group heals would hurt performance any, the heals still have to check for targets regardless if there is only one viable.
Say I have a heal that hits up to 6 people, but im ungrouped but in a zerg, the ability still has to look for 6 targets to hit regardless if im in a group or not. So that one cast has to check every single person in its radius to see if can apply, and knowing the spaghetti coding were dealing with, it might not even be constrained to radius.
The problem is in the coding sadly.
So a spell having to check 12 people or 25 people before it decides who needs it most, as that is what it does, hence the term 'smart' healing, makes no difference on server ping. And all the other smart heals, healing ward, cauterize, rapid regen that players slot as self heals.... these always just applying to the caster instead of doing radius checks make little difference. Can you not remember the performance prior to the limitations? It was brutal.
NeillMcAttack wrote: »VaranisArano wrote: »NeillMcAttack wrote: »NeillMcAttack wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
Nothing in here defines a group that contributes nothing to the game which is what OP said defined a ball group.NeillMcAttack wrote: »VaranisArano wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
ZOS said that before the Cyrodiil testing. During the testing, ZOS tried everything they could to nerf ball groups and found that nothing made a big difference in performance.
At this point, I don't know what you really do to ban ball groups. Tightly organized groups with set roles and gear are simply the most efficient tactic available for large group combat in Cyrodiil. Do you outlaw using voice comms?
You could further reduce group size to 6, if we agree that the alliance cross healing removal, and reduced group size from 24 to 12 helped get the game playable, at least outside prime time, we need to continue in this direction until we at least have basic functionality during peak hours. This helps balance the insane buffs that are so easy to maintain in 12 man ballstacks. Give a chance to somewhat compete against them in sub-optimized and solo players, help split combat to different areas of the map, and hopefully help performance. At least until we have more appropriate performance fixes. I’m not saying anything needs to be a permanent change.
Until we have a functional and balanced environment in Cyro, it’s popularity is destined to continue in decline.
Zos specifically stated that none of the testings offered a significant reduction to the server performance issue and that would include all the testing with the smaller group size. Zos also made clear they chose to reduce the group size and healing because they liked the behavior changes so this change was not to improve performance.
Perhaps not, but it does constitute an argument against a playstyle that degrades performance a great deal. And a lot of players first hand experiences show an agreement to that statement.
As for Gina’s statement;
"In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought."
She clearly states that the tests provided an average of a 25% reduction in the magnitude of server frame spikes, so to say otherwise is not true. She also states that “while these improvements look good on a spread sheet, they do not have a significant enough improvement on the overall player experience”, not to be confused with performance. Which I’m sure we can all agree with , as the overall player experience isn’t close to where it should be, for any of our play styles.
So your entire argument against any further limitations hinges on the argument of whether or not the limitations were made to influence “behavioural changes” and not “reduce server frame spikes”.
If you cannot define the playstyle any better than "they do nothing for the game" then there is nothing to target.
And thanks for pointing out that the specific reason Zos reduced the group size and limited healing to those in your group for behavioral reasons. If it was one of the better results from the testing they would have noted that. Considering they did not it is pure speculation and grasping at straws to suggest otherwise. As such an argument for further limitations is sketchy at best.
Edit: Considering Zos is suggesting that the use, or overuse, of some AoE skills, is a significant culprit to the server issues it would make more sense to figure out how to reduce the server load from those skills. We know for a fact those skills are more complicated to calculate today than they were six years ago. We know this because Zos has moved client-side checks to the server-side as well as added more calculations to effect each skill via CP and new buffs and debuffs.
So it would seem much more logical for Zos to figure out how to manage what they do with this game than to blame players for learning how to actually play the game.
This is what you claimed;
Zos specifically stated that none of the testings offered a significant reduction to the server performance issue and that would include all the testing with the smaller group size. Zos also made clear they chose to reduce the group size and healing because they liked the behavior changes so this change was not to improve performance.
Yet Gina clearly stated that there was a significant reduction in server ping spikes averaging about 25% less. You are being continually disingenuous with your arguments on this issue. And I have previously stated that your argument on this hinges on a belief that the limitations were solely made for “behavioral” reasons and not a quick band-aid fix for the major performance issues we struggled with since U25. As such it’s pointless going around in circles on this topic with you.
I have to admit, I'm not understanding this distinction between "player experience" and "performance."
Is it really a performance improvement if it doesn't have a significant enough improvement on the overall player experience to warrant any major changes? Last I checked, spreadsheets didn't play in Cyrodiil. Players do.
I remind you that the full quote is: https://forums.elderscrollsonline.com/en/discussion/544305/details-for-aoe-testing-in-cyrodiil
"In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought. Starting on Monday, November 9 for consoles and November 16 for PC, we will be limiting group sizes in Cyrodiil to 12 players, and all ally-targeted abilities will only apply to those in your group."
A common sense reading of those two distinct paragraphs is that ZOS saw improvements in certain areas but did not make any major changes based on their spreadsheet performance improvements because their wasn't a significant enough impact on player experience.
Instead, ZOS enabled the changes with the testing elements because they liked the behavioral changes they brought.
If there's a "belief" here, its pretty solidly based in what ZOS told us was their reasoning for not making performance changes and instead because they liked the player behavior. You seem to be the one hypothesizing that its really a quick band-aid fix for the issues since U25 and those server frame spikes.
You have any ZOS quotes to back that up?
So they say they are not making any significant changes and then make the biggest change Cyro PvP has ever seen. I think we should all be pretty worried at what ZOS deems significant.
Anyway, let's forget Gina's statement which I don't believe should be this open to interpretation, but it is PR speak, so, I guess it is what it is.
If we turned cross alliance healing on in the morning. Do you believe performance and the player experience would change significantly? And do you think either of those would be positive or negative?
Serious questions now. It may help us understand the differences between what you deem "player experience" and perhaps we can de-couple it from performance. Because in my eyes;
"While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time."
This statement is simply stating that they understand that these changes aren't ideal solutions to Cyro, but they intend to go deeper in the future.
When we understand that NOBODY, you me or anyone, were gonna be happy with this. Yet they NEEDED to happen. And it is up to you to believe that they were for "behavioral" reasons, or that the official statement was to be that. "We see no other means of making Cyro somewhat playable right now". A little bit of critical thinking, and basic understanding of PR, you would have to conclude that "Behavioral Changes" was just that, PR speak.
NeillMcAttack wrote: »
If we turned cross alliance healing on in the morning. Do you believe performance and the player experience would change significantly? And do you think either of those would be positive or negative?
When we understand that NOBODY, you me or anyone, were gonna be happy with this. Yet they NEEDED to happen. And it is up to you to believe that they were for "behavioral" reasons, or that the official statement was to be that. "We see no other means of making Cyro somewhat playable right now". A little bit of critical thinking, and basic understanding of PR, you would have to conclude that "Behavioral Changes" was just that, PR speak.
It will never happen, because people love to run in the security of groups supporting them, but i would like to see ZOS abolish ALL group skills, but allow grouping of any size for coordination purposes. Then you would see a very different game, and solos or pugs would have a much more even chance against any group.