Lord_Bashu wrote: »Are there limits in the real world like that?
Sandman929 wrote: »I don't understand why the group cap of 12 remains, and is spreading, when group limited healing/buffing was reverted.
The cap no longer serves a purpose at 12 besides reducing the social aspect of the game.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »I don't understand why the group cap of 12 remains, and is spreading, when group limited healing/buffing was reverted.
The cap no longer serves a purpose at 12 besides reducing the social aspect of the game.
The cap is 12 because it reduces the amount of calculations made by group buffs which also have a cap of 12. Now it only needs to be 'in range yes/no' (Also sets)
Also with the reduced max player count smaller groups are needed to make the numbers add up in a better way. When it was 24cap 1 group was around 1/4 of your whole faction.
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »I don't understand why the group cap of 12 remains, and is spreading, when group limited healing/buffing was reverted.
The cap no longer serves a purpose at 12 besides reducing the social aspect of the game.
The cap is 12 because it reduces the amount of calculations made by group buffs which also have a cap of 12. Now it only needs to be 'in range yes/no' (Also sets)
Also with the reduced max player count smaller groups are needed to make the numbers add up in a better way. When it was 24cap 1 group was around 1/4 of your whole faction.
Hard to say what's a "rule" when there are sets like Meritorious that buffs 6. Maybe 6 is the better number.
It was 24, then 12 with group limited healing..now 12 without group limited healing. Now for some reason it's supposed to be 12 everywhere, so I'd think all buff sets should conform to 12
Lord_Bashu wrote: »It is video game.. of course.. but for a video game.. does it not have a great deal of non logical changes, features.. quirks.. more so than any other major game...
I mean.. how does a Class, like Templar.. for what 5 years.. a feature.. then lose it? From even a design standpoint.. who does that... if u were one of those people.. and that happen to you..
You can go on and on.. In real magical world, U can't wear heavy armor and cast spells.. not effectively.. I mean even gandalf knows that.. right?
So.. the discussion is can u name other items.. in the game.. that just have no basis...
And the central question.. is.. why do groups have to any limits..??? If guild has 500 possible members.. its not a software or hardware issue. So... why don't we demand.. that groups have no limits.. I mean would not improve the social exp.. to make this a better exp.
I mean.. once again.. a guild house can only have 24 ppl... they say.. get this big house for your guild.. ESO words.. not mine and only small percent can go to it..
What about in Cyro.. why did they reduce group size.. it did not improve anything.. what they say.. they liked the behavior?? What did that mean? Did u like the Behavior.. this forum is full of.. no it did nothing to change what happens.. other than NEW ppl have a lot less chance to join a group in cyro.. and Guilds have to make groups where 12 are in the main one.. and 3 or 5 ppl are a smaller little one.. How do those smaller groups feel...???? not good.. I can tell you that.. To me.. well.. I can't say.. cause it might cause this Post to be terminated.. But its not good for anybody.. except for some ZOS folks.. i guess.. and yet they won't tell us why.. does that not seem strange to you all?
Also will this now change to 12 for house's? u can only have 12 ppl in your house in the new patch? with all groups going to 12..
Groups should not have limits.. I know lots of other games.. where they do not.. time to demand!!! We are the ones paying for it.. reminder that!!!
colossalvoids
VaranisArano wrote: »Cyrodiil Group size and the new group size changes for PVE? Well, there ZOS hasn't given any reason aside from design intentions, and like you, I find that insufficient reason to compensate for the loss of gameplay I enjoyed.
Sandman929 wrote: »So once again we're just a bunch of players of different sides of guessing at reasons....if only there were some way for ZOS to communicate with the player base and explain the decision to standardize 12 everywhere instead of reverting back to 24 in Cyrodiil.
Sadly, there is no such technology and all of our communication must be one directional.
Sandman929 wrote: »So once again we're just a bunch of players of different sides of guessing at reasons....if only there were some way for ZOS to communicate with the player base and explain the decision to standardize 12 everywhere instead of reverting back to 24 in Cyrodiil.
Sadly, there is no such technology and all of our communication must be one directional.
If Gina trots out and says, "Yup, group size to 12 is because of performance", will you nod with understanding and wander off in search of some other bit of trivia? Will you dig in and demand more? Argue? Dispute the claim? Rage?
Sandman929 wrote: »Sandman929 wrote: »So once again we're just a bunch of players of different sides of guessing at reasons....if only there were some way for ZOS to communicate with the player base and explain the decision to standardize 12 everywhere instead of reverting back to 24 in Cyrodiil.
Sadly, there is no such technology and all of our communication must be one directional.
If Gina trots out and says, "Yup, group size to 12 is because of performance", will you nod with understanding and wander off in search of some other bit of trivia? Will you dig in and demand more? Argue? Dispute the claim? Rage?
I assume she'd have some detail about how it improves performance, but I'd accept an answer even if it wasn't too detailed. At the moment, I'm in the camp thinking it seems like an arbitrary choice. Any explanation is better than none.
There have been a lot of valid concerns from players who want to group with more of their guild for overland, delves, socializing...whatever. I don't have to do what they do to think their concerns are valid.
The group size reduction to 12 seemed to coincide with the decision to limit healing to group members, and that decision has been reverted because it didn't significantly improve performance. If the group size, but not the healing cap, is a significant enough performance improvement, I'm happy it's in place.
However, I think if ZOS found it to be a significant factor in improving performance they'd be shouting their victory from the mountaintops. Which leads me back to "it's an arbitrary choice".
Sandman929 wrote: »So once again we're just a bunch of players of different sides of guessing at reasons....if only there were some way for ZOS to communicate with the player base and explain the decision to standardize 12 everywhere instead of reverting back to 24 in Cyrodiil.
Sadly, there is no such technology and all of our communication must be one directional.
If Gina trots out and says, "Yup, group size to 12 is because of performance", will you nod with understanding and wander off in search of some other bit of trivia? Will you dig in and demand more? Argue? Dispute the claim? Rage?
Lord_Bashu wrote: »ESO is a “Mechanical Machine” which creates a system. System design and testing has been around more than 2000 years. The basic’s of it are fairly straight forward, when your designing for a Performance System, i.e. a System that needs to perform at high level, you need to design it to meet certain metrics and tolerances to maintain the desired performance level. PvP combat in a game is an example of something that needs to meet a desired performance level.
When designing the system you must take into account all the limitations in your design. You must ensure you design to those limitations. If you do not, then the system will be flawed. You use testing procedures to ensure compliance with the desired metrics and tolerances. Then you have a process of sizing and “refining” the system until it meets the desired metrics and tolerances. Or you find you have to change your metrics and tolerances because your unable to design the system to the desired metrics. So after proper testing is concluded certifying that your system is meeting the design criteria, you can then put the system into production.
As the system is updated and change’s are made by design, each new feature must be viewed as to its effect on the total system. You must then retest to ensure compliance to the metrics before implementing the new updated system.
Management of the performance system
If the system mangers deviate from the above process typically by not ensuring proper testing for the desired metrics for any reason, or changing the metrics, then the system could and will likely start to degenerate with each new change.
None of us in this forum, has the required inside knowledge and research to determine why we have a specific issue with ESO. We can’t even determine if the current performance fits the desired metrics. The only thing we can do, is decide if it good enough for us on personal level, if its not acceptable we can try to express that to the system managers or move to another system.
I see a lot of assumptions being made, without the proper internal knowledge.
As an end user:
I want to see unlimited Group sizes (i.e. my org post)
House’s that can hold larger amount’s of folks. i.e. my entire guild
House’s where groups can fight each other
When I hit a key, the skill goes off.
Significantly less change to long standing items, i.e. skills, etc i.e. A stable world! One where significant changes are not made on an almost a quarterly basis.
I do not want to be a tester/system designer unless I am really well paid for it, 150k plus real dollars yearly. btdt
Sandman929 wrote: »So once again we're just a bunch of players of different sides of guessing at reasons....if only there were some way for ZOS to communicate with the player base and explain the decision to standardize 12 everywhere instead of reverting back to 24 in Cyrodiil.
Sadly, there is no such technology and all of our communication must be one directional.
If Gina trots out and says, "Yup, group size to 12 is because of performance", will you nod with understanding and wander off in search of some other bit of trivia? Will you dig in and demand more? Argue? Dispute the claim? Rage?
They've already said that lowering the group size did nothing to improve performance, so, no.... she's not going to come out and say that.
She said they kept the 12 man limit after the tests because they "liked the behavioral changes."
ZOS_GinaBruno wrote: »Hi everyone,
First, we wanted to thank you all for providing so much valuable feedback on the change to group sizes in this update. We understand there are situations where having a larger group size is desired and makes some activities more enjoyable.
As some of you have guessed, this change ultimately comes down to performance. We’ve been continually looking at ways to improve performance and stability across the game and we found reducing the group size was an effective way to ensure there would be fewer situations where you hit critical memory. Additionally, there’s a fair amount of data that has to be exchanged on the backend for every person in your group. By limiting the group size to 12, we’re introducing additional performance gains.
Thanks again for taking the time to share your thoughts with us on this topic. We appreciate it, and we hope this helps provide additional context for the change.
Sandman929 wrote: »Well, apparently it is a performance improvement. So now we've see that it both is and isn't.