WuChiWuGen wrote: »So lov housing here, but in cyr we can not get out of combat, sometimes opening the cash shop fixes it. It's so bad we can die to respawn across the map and still in combat.
Ball groups currently are making the game unplayable, We can even tell when they form up or move into our factions side of the map. It's so laggy most guilds that do play cyr love off or try to play off hours. This is making the large scale side of the game unplayable.
If possible can we get an update on a fix Please!
NeillMcAttack wrote: »WuChiWuGen wrote: »So lov housing here, but in cyr we can not get out of combat, sometimes opening the cash shop fixes it. It's so bad we can die to respawn across the map and still in combat.
Ball groups currently are making the game unplayable, We can even tell when they form up or move into our factions side of the map. It's so laggy most guilds that do play cyr love off or try to play off hours. This is making the large scale side of the game unplayable.
If possible can we get an update on a fix Please!
Quite a lot of people around here don't even believe that groups effect performance!
Might even be barking up the wrong tree.
thegreat_one wrote: »Yeah im getting disconnected everywhere I go lol. PVP is not built for an MMO with large scale battles
thegreat_one wrote: »Yeah im getting disconnected everywhere I go lol. PVP is not built for an MMO with large scale battles
VaranisArano wrote: »thegreat_one wrote: »Yeah im getting disconnected everywhere I go lol. PVP is not built for an MMO with large scale battles
Ironically, the problem is that it was...but it wasn't built for PVPers who cheat.
Cyrodiil used to support really large scale battles that dwarf what we have now by handing a lot of the calculations client-side. And you can guess where this is going. Players figured out how to start messing with the client side of things, and after some very public, very embarrassing displays of just how much cheating was possible in Cyrodiil, ZOS moved a lot of the PVP calculations server-side.
Performance never recovered in large scale combat. Even now, we only get glimpses of decent performance during Midyear Mayhem when ZOS redirects resources to account for the sky-high demand.
People. We're why we can't have nice things.
NeillMcAttack wrote: »WuChiWuGen wrote: »So lov housing here, but in cyr we can not get out of combat, sometimes opening the cash shop fixes it. It's so bad we can die to respawn across the map and still in combat.
Ball groups currently are making the game unplayable, We can even tell when they form up or move into our factions side of the map. It's so laggy most guilds that do play cyr love off or try to play off hours. This is making the large scale side of the game unplayable.
If possible can we get an update on a fix Please!
Quite a lot of people around here don't even believe that groups effect performance!
Might even be barking up the wrong tree.
NeillMcAttack wrote: »WuChiWuGen wrote: »So lov housing here, but in cyr we can not get out of combat, sometimes opening the cash shop fixes it. It's so bad we can die to respawn across the map and still in combat.
Ball groups currently are making the game unplayable, We can even tell when they form up or move into our factions side of the map. It's so laggy most guilds that do play cyr love off or try to play off hours. This is making the large scale side of the game unplayable.
If possible can we get an update on a fix Please!
Quite a lot of people around here don't even believe that groups effect performance!
Might even be barking up the wrong tree.
That is true, but most people agree that the onus is on zos ro fix their *** game. Performance in cyrodiil has been an issue since this game launched, and their year of performance fixes didnt do ***.
GrimTheReaper45 wrote: »NeillMcAttack wrote: »WuChiWuGen wrote: »So lov housing here, but in cyr we can not get out of combat, sometimes opening the cash shop fixes it. It's so bad we can die to respawn across the map and still in combat.
Ball groups currently are making the game unplayable, We can even tell when they form up or move into our factions side of the map. It's so laggy most guilds that do play cyr love off or try to play off hours. This is making the large scale side of the game unplayable.
If possible can we get an update on a fix Please!
Quite a lot of people around here don't even believe that groups effect performance!
Might even be barking up the wrong tree.
I fully believe that groups do impact performance, however I think groups are a core aspect of cyro and they need to find other ways to fix performance that eliminating big groups
NeillMcAttack wrote: »GrimTheReaper45 wrote: »NeillMcAttack wrote: »WuChiWuGen wrote: »So lov housing here, but in cyr we can not get out of combat, sometimes opening the cash shop fixes it. It's so bad we can die to respawn across the map and still in combat.
Ball groups currently are making the game unplayable, We can even tell when they form up or move into our factions side of the map. It's so laggy most guilds that do play cyr love off or try to play off hours. This is making the large scale side of the game unplayable.
If possible can we get an update on a fix Please!
Quite a lot of people around here don't even believe that groups effect performance!
Might even be barking up the wrong tree.
I fully believe that groups do impact performance, however I think groups are a core aspect of cyro and they need to find other ways to fix performance that eliminating big groups
It's not so much the groups that cause the performance to tank. It's the very nature of PvP combat, combined with a meta that incentivizes the sole use of AOE skills when in large groups. ZOS's approach to addressing this is going to determine which of these areas they are going to tackle. From Rich's comments we are led to believe that they may change every skill in the game that has an AOE component, in other words, every skill that went on cooldown during the tests. And what happens when the PvP community just adapts the use of sets with AOE components to deal AOE damage, when the meta shifts to proc damage? This is a slippery slope IMO. What ZOS needs to do is build from a position of a functioning Cyro, and the only way to do that is to further reduce group size, or at least the amount of players that a spell can effect. They need to change the meta, and they will be going up against the players to do that. It's gonna be a long road before we see any significant changes to performance sadly.
YandereGirlfriend wrote: »There already is an AoE cap for both healing spells and damage abilities - for most abilities in the game it is 6 players.
IMO, 12-person groups feels pretty good and greatly reduces the degree to which any individual ball group can be min-maxed.
I also agree with the above poster in that the incentive structures of Cyrodiil could be tweaked to more evenly spread population across the map. That is an attractive option because it does not imply any nerfs to any existing playstyles, it is instead changing player behavior via carrots rather than sticks.
Of course there is still low-hanging fruit such as switching all PvP to non-CP format (seriously, play pop-locked Gray Host and then pop-locked Ravenwatch and you will notice a difference) and eliminating proc sets (or otherwise greatly streamlining their logic).
GrimTheReaper45 wrote: »YandereGirlfriend wrote: »There already is an AoE cap for both healing spells and damage abilities - for most abilities in the game it is 6 players.
IMO, 12-person groups feels pretty good and greatly reduces the degree to which any individual ball group can be min-maxed.
I also agree with the above poster in that the incentive structures of Cyrodiil could be tweaked to more evenly spread population across the map. That is an attractive option because it does not imply any nerfs to any existing playstyles, it is instead changing player behavior via carrots rather than sticks.
Of course there is still low-hanging fruit such as switching all PvP to non-CP format (seriously, play pop-locked Gray Host and then pop-locked Ravenwatch and you will notice a difference) and eliminating proc sets (or otherwise greatly streamlining their logic).
Do they only effect up to 6 players?
GrimTheReaper45 wrote: »YandereGirlfriend wrote: »There already is an AoE cap for both healing spells and damage abilities - for most abilities in the game it is 6 players.
IMO, 12-person groups feels pretty good and greatly reduces the degree to which any individual ball group can be min-maxed.
I also agree with the above poster in that the incentive structures of Cyrodiil could be tweaked to more evenly spread population across the map. That is an attractive option because it does not imply any nerfs to any existing playstyles, it is instead changing player behavior via carrots rather than sticks.
Of course there is still low-hanging fruit such as switching all PvP to non-CP format (seriously, play pop-locked Gray Host and then pop-locked Ravenwatch and you will notice a difference) and eliminating proc sets (or otherwise greatly streamlining their logic).
Do they only effect up to 6 players?
No.
GrimTheReaper45 wrote: »NeillMcAttack wrote: »GrimTheReaper45 wrote: »NeillMcAttack wrote: »WuChiWuGen wrote: »So lov housing here, but in cyr we can not get out of combat, sometimes opening the cash shop fixes it. It's so bad we can die to respawn across the map and still in combat.
Ball groups currently are making the game unplayable, We can even tell when they form up or move into our factions side of the map. It's so laggy most guilds that do play cyr love off or try to play off hours. This is making the large scale side of the game unplayable.
If possible can we get an update on a fix Please!
Quite a lot of people around here don't even believe that groups effect performance!
Might even be barking up the wrong tree.
I fully believe that groups do impact performance, however I think groups are a core aspect of cyro and they need to find other ways to fix performance that eliminating big groups
It's not so much the groups that cause the performance to tank. It's the very nature of PvP combat, combined with a meta that incentivizes the sole use of AOE skills when in large groups. ZOS's approach to addressing this is going to determine which of these areas they are going to tackle. From Rich's comments we are led to believe that they may change every skill in the game that has an AOE component, in other words, every skill that went on cooldown during the tests. And what happens when the PvP community just adapts the use of sets with AOE components to deal AOE damage, when the meta shifts to proc damage? This is a slippery slope IMO. What ZOS needs to do is build from a position of a functioning Cyro, and the only way to do that is to further reduce group size, or at least the amount of players that a spell can effect. They need to change the meta, and they will be going up against the players to do that. It's gonna be a long road before we see any significant changes to performance sadly.
I understand what you are saying however I really think reducing the group size is going to do more harm than good. That is an opinion, everyone has their own. Small groups isnt what i come to cyrodil for. Theres no point in fixing it if what we end up having afterwards isnt what players what.
Maybe working on how many players a skill can effect is a sacrifice we can make, I really would not have started with healing though. Reducing players affected by aoe dps seems a lot more reasonable, if people shift to proc set, I honestly wouldnt mind a nerf to those too.
Zos clearly wants us to spread out but I dont think reducing group size is good, not even sure it will be effective. Its just as likely that the former solo's will just get in a group and everyone will zerg to the same keep in groups. I think if they really want players to spread out they need to keep the 24 groups intact and encourage the 24 man groups to spread out instead of having multiple groups stack together.
Just brainstroming here but what are group magnets? scrolls, emp ring? Maybe scrolls and emp should be less important and more focus needs to be on playing the the map. AP is a draw maybe make adjustments to further reduce ap from keeps with a ton of people at them. I believe it currently shares the ap tic amongst everyone at the fight? which does reduce it but maybe if theres over x amount of allied players or groups, half the tic is just lost and the rest is shared amongst the participants.
Point is there are ways to spread us out without negatively impacting group structure and how we play
GrimTheReaper45 wrote: »NeillMcAttack wrote: »WuChiWuGen wrote: »So lov housing here, but in cyr we can not get out of combat, sometimes opening the cash shop fixes it. It's so bad we can die to respawn across the map and still in combat.
Ball groups currently are making the game unplayable, We can even tell when they form up or move into our factions side of the map. It's so laggy most guilds that do play cyr love off or try to play off hours. This is making the large scale side of the game unplayable.
If possible can we get an update on a fix Please!
Quite a lot of people around here don't even believe that groups effect performance!
Might even be barking up the wrong tree.
I fully believe that groups do impact performance, however I think groups are a core aspect of cyro and they need to find other ways to fix performance that eliminating big groups
Joy_Division wrote: »GrimTheReaper45 wrote: »NeillMcAttack wrote: »GrimTheReaper45 wrote: »NeillMcAttack wrote: »WuChiWuGen wrote: »So lov housing here, but in cyr we can not get out of combat, sometimes opening the cash shop fixes it. It's so bad we can die to respawn across the map and still in combat.
Ball groups currently are making the game unplayable, We can even tell when they form up or move into our factions side of the map. It's so laggy most guilds that do play cyr love off or try to play off hours. This is making the large scale side of the game unplayable.
If possible can we get an update on a fix Please!
Quite a lot of people around here don't even believe that groups effect performance!
Might even be barking up the wrong tree.
I fully believe that groups do impact performance, however I think groups are a core aspect of cyro and they need to find other ways to fix performance that eliminating big groups
It's not so much the groups that cause the performance to tank. It's the very nature of PvP combat, combined with a meta that incentivizes the sole use of AOE skills when in large groups. ZOS's approach to addressing this is going to determine which of these areas they are going to tackle. From Rich's comments we are led to believe that they may change every skill in the game that has an AOE component, in other words, every skill that went on cooldown during the tests. And what happens when the PvP community just adapts the use of sets with AOE components to deal AOE damage, when the meta shifts to proc damage? This is a slippery slope IMO. What ZOS needs to do is build from a position of a functioning Cyro, and the only way to do that is to further reduce group size, or at least the amount of players that a spell can effect. They need to change the meta, and they will be going up against the players to do that. It's gonna be a long road before we see any significant changes to performance sadly.
I understand what you are saying however I really think reducing the group size is going to do more harm than good. That is an opinion, everyone has their own. Small groups isnt what i come to cyrodil for. Theres no point in fixing it if what we end up having afterwards isnt what players what.
Maybe working on how many players a skill can effect is a sacrifice we can make, I really would not have started with healing though. Reducing players affected by aoe dps seems a lot more reasonable, if people shift to proc set, I honestly wouldnt mind a nerf to those too.
Zos clearly wants us to spread out but I dont think reducing group size is good, not even sure it will be effective. Its just as likely that the former solo's will just get in a group and everyone will zerg to the same keep in groups. I think if they really want players to spread out they need to keep the 24 groups intact and encourage the 24 man groups to spread out instead of having multiple groups stack together.
Just brainstroming here but what are group magnets? scrolls, emp ring? Maybe scrolls and emp should be less important and more focus needs to be on playing the the map. AP is a draw maybe make adjustments to further reduce ap from keeps with a ton of people at them. I believe it currently shares the ap tic amongst everyone at the fight? which does reduce it but maybe if theres over x amount of allied players or groups, half the tic is just lost and the rest is shared amongst the participants.
Point is there are ways to spread us out without negatively impacting group structure and how we play
You're right, but the only way ZOS will get players to spread out is to actually hire a PvP dev and make fundamental changes to the map, the scoring system, and add new features that will attract players to engage in.
GrimTheReaper45 wrote: »Zos clearly wants us to spread out but I dont think reducing group size is good, not even sure it will be effective.