Maintenance for the week of November 18:
• PC/Mac: No maintenance – November 18
• ESO Store and Account System for maintenance – November 19, 9:00AM EST (14:00 UTC) - 6:00PM EST (23:00 UTC)
• PlayStation®: EU megaserver for maintenance – November 19, 23:00 UTC (6:00PM EST) - November 20, 17:00 UTC (12:00PM EST)
https://forums.elderscrollsonline.com/en/discussion/668861

Grouping mechanisms of other mmorpgs

Ranger209
Ranger209
✭✭✭✭✭
Maybe it is time ZOS consider how some other games handle grouping/raiding to help alleviate some of the performance issues that we are experiencing while still allowing for larger raids. Specifically I am looking at EQ, EQ2, and Vanguard. These games differentiated between groups and raids. A group consisted of up to 6 players, while raids consisted of many groups. The healing and buffing mechanics of individual abilities could be separated into those that were single target, group only, and raid. This allowed certain AOE abilities to be limited to group only while others could affect the entire raid.

If a 24 man raid consisted of 6 - 4 person groups maybe it would be possible assign certain buffs/heals to only affect the 4 man group while a limited few abilities could affect the entire raid. Worst case scenario all abilities of these types would be group only. This would potentially still allow for larger raid sizes as far as the UI would allow it while removing the smart healing calculations an now that logic would be dictated by who was in the same group tile as the person casting it. Synergies would also be well advised to follow these rules.

As far as single target buffs/heals maybe it is time that the tab targeting system went to a hard tab target for defensive abilities such as these. That way certain burst heals could be hard targeted at a specific target that made no difference if that target was in your group or raid or not at all. These abilities could be cast on anyone of your alliance, your raid, or your group by targeting them and using that specific defensive ability on them. Vanguard went as far as assigning an offensive and defensive target allowing you to set the tank, or off tank, or yourself as the defensive hard target and leave it set there until you tab targeted another member of your group, raid, or alliance to switch that hard defensive target at any time you wanted. It kept offensive targeting independent of defensive targeting. Offensive targeting would be left as it is with the soft offensive target allowing for the more fps feel of fighting while healing/buffing would have its logic changed to affect a specific ally, or just the members of your group, or potentially some abilities your entire raid if possible.

Maybe that is too radical a change for this game, or maybe it is not, but with the things that are currently on the table to fix performance maybe it is time to consider other approaches that have been successful in other games to keep raid sizes larger with more limiting group only mechanics within those raids to reduce server stress.
  • silky_soft
    silky_soft
    ✭✭✭✭✭
    Need a complete overhall of the engine and a top down clear out of the devs. Maybe MS will do something next year when they take over. ESO could be the tester for thier updated engine.

    Doubt it very much since their focus has been on their new engine most likely for a new mmo that MS wants released.
    Here $15, goat mount please. Not gambling or paying 45 : lol :
    20% base speed for high ping players.
    Streak moves you faster then speed cap.
    They should of made 4v4v4v4 instead of 8v8.
  • BRogueNZ
    BRogueNZ
    ✭✭✭✭✭
    I like the idea of 6 per group, x groups per raid.
    Even a commander like raid role with crowns under him.
    Seems a more flexible structure when groups can go do their own thing then rally etc
Sign In or Register to comment.