tomofhyrule wrote: »Most of the caps they report do have a bit of wiggle room - like the cap is set to 36, but if you have the 35th person group with two friends and they port to leader, it would let the instance have 37.
However, there is a real cap, so eventually it would give an "instance is full" message.
AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
I've read on these forums what the Night Market as a whole (plaza plus 3 districts) has a player cap at 36 players. Does anyone know what happens if you open a new 12 people group through the group finder if there are already more than 24 people in the zone? Would players teleporting to group get an error message when trying to enter the zone or end up in a different instance than their group?
katanagirl1 wrote: »AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
I disagree, unless those teams are seasoned players who know their builds. The group finder groups are randoms like in group dungeon queue so there is no vetting for skills and gear.
frogthroat wrote: »AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
Can confirm.
I am not much of a tank, but we went yesterday as 1t 3dd group to introduce one guy to Night Market. He got through the intro quest, picked up the dailies and the main quest and off we went to do the main quest for him. No Brazen gave us any trouble. Had to reset an Ardent or two, but managed to kill any that we took on. We even joined a couple Skirmishes so he could see what they are. So, a 4 player group with a noob tank like me, and one player there for the first time, Brazens were not much of a challenge, Ardents required some concentration.
And yeah, our trial group did a skirmish while holding a wandering. More than once. With a 12 player group everything already becomes trivial.
twisttop138 wrote: »I've read on these forums what the Night Market as a whole (plaza plus 3 districts) has a player cap at 36 players. Does anyone know what happens if you open a new 12 people group through the group finder if there are already more than 24 people in the zone? Would players teleporting to group get an error message when trying to enter the zone or end up in a different instance than their group?
Talking about this in guild last night, I really think something is bugged. Like it's spinning up a new instance when just a few people are in one instead of 36 players. That's not to say I agree with the cap. 36 per district maybe but not the whole thing. I can see what they were going for but this didn't work out. Let's get this cap thing fixed and hopefully see if the instances are spinning up while under 36 players.
katanagirl1 wrote: »AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
I disagree, unless those teams are seasoned players who know their builds. The group finder groups are randoms like in group dungeon queue so there is no vetting for skills and gear.
Building around the lowest common denominator makes it meaningless content for the majority of players.
twisttop138 wrote: »But I took a group of 16 casuals in the next night from my social guild with only a trial tank and healer, no requirements. We managed most things but funnily enough, it was harder and took much longer
katanagirl1 wrote: »AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
I disagree, unless those teams are seasoned players who know their builds. The group finder groups are randoms like in group dungeon queue so there is no vetting for skills and gear.
tomofhyrule wrote: »twisttop138 wrote: »I've read on these forums what the Night Market as a whole (plaza plus 3 districts) has a player cap at 36 players. Does anyone know what happens if you open a new 12 people group through the group finder if there are already more than 24 people in the zone? Would players teleporting to group get an error message when trying to enter the zone or end up in a different instance than their group?
Talking about this in guild last night, I really think something is bugged. Like it's spinning up a new instance when just a few people are in one instead of 36 players. That's not to say I agree with the cap. 36 per district maybe but not the whole thing. I can see what they were going for but this didn't work out. Let's get this cap thing fixed and hopefully see if the instances are spinning up while under 36 players.
I think it’s related to the Faceted bug that’s been mentioned.
The game’s normal logic is likely to spread players evenly across multiple instances so none of them start to have performance issues. But the Night Market opened loads of instances and doesn’t seem to be shutting them down properly, which means the game prefers to spread players thinly across too many instances instead of trying to fill them and remove the unnecessary instances. That would explain why you can look at a guild roster and see everyone in the Market, but when you go in there are only like two other people.
If they just managed to make instances shut down properly, the Market would feel more alive.
EDIT: Anecdotal information to this extent - I was in with a guild group on Saturday, we had like two groups of ten and then ran across another large group. It really felt like 30+ people in one area… and it was already at the “enemies die when you look at them” state. Not to mention that the performance had degraded so badly during the Skirmish that we all thought we were on the verge of d/cing.
That’s why I say increased instance caps ARE NOT the answer. 36 is fine. It just needs to get to 36.
The_Drop_Bear wrote: »katanagirl1 wrote: »AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
I disagree, unless those teams are seasoned players who know their builds. The group finder groups are randoms like in group dungeon queue so there is no vetting for skills and gear.
Building around the lowest common denominator makes it meaningless content for the majority of players.
Players who can take down the Argent bosses in 4 man groups are the lowest common denominator.
The most common reasonable complaint about the night market is the player cap is too low to be split across 3 districts and the hub.
twisttop138 wrote: »But I took a group of 16 casuals in the next night from my social guild with only a trial tank and healer, no requirements. We managed most things but funnily enough, it was harder and took much longer
But did you complete it? That's the point.
Less experienced players will find it more difficult, and so they should. You wouldn't expect a bunch of 12 casuals to walk into vSE and nail a trifecta after a few tries, would you?
katanagirl1 wrote: »AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
I disagree, unless those teams are seasoned players who know their builds. The group finder groups are randoms like in group dungeon queue so there is no vetting for skills and gear.
Building around the lowest common denominator makes it meaningless content for the majority of players.
The_Drop_Bear wrote: »katanagirl1 wrote: »AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
I disagree, unless those teams are seasoned players who know their builds. The group finder groups are randoms like in group dungeon queue so there is no vetting for skills and gear.
Building around the lowest common denominator makes it meaningless content for the majority of players.
Players who can take down the Argent bosses in 4 man groups are the lowest common denominator.
The most common reasonable complaint about the night market is the player cap is too low to be split across 3 districts and the hub.
"Lowest common denominator" in society refers to targeting, catering to, or catering for the least capable members to ensure maximum appeal. This concept often leads to "dumbing down" aiming for simple, non-offensive, or sensationalist content that everyone can understand.
i.e. making it easier to cater to the least skilled, which are not the majority, will render the content meaningless for the majority.
The_Drop_Bear wrote: »The_Drop_Bear wrote: »katanagirl1 wrote: »AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
I disagree, unless those teams are seasoned players who know their builds. The group finder groups are randoms like in group dungeon queue so there is no vetting for skills and gear.
Building around the lowest common denominator makes it meaningless content for the majority of players.
Players who can take down the Argent bosses in 4 man groups are the lowest common denominator.
The most common reasonable complaint about the night market is the player cap is too low to be split across 3 districts and the hub.
"Lowest common denominator" in society refers to targeting, catering to, or catering for the least capable members to ensure maximum appeal. This concept often leads to "dumbing down" aiming for simple, non-offensive, or sensationalist content that everyone can understand.
i.e. making it easier to cater to the least skilled, which are not the majority, will render the content meaningless for the majority.
Except in this case the least skilled are the majority
katanagirl1 wrote: »katanagirl1 wrote: »AllenaNightWood wrote: »Given difficulty of the content and lack of people i see cap should be at least doubled from what it is now
A dedicated 4-man can kill any of the Brazen and even Argents
6 can kill a wandering boss without much hassle
12 can kill a skirmish while also holding a wandering
Increasing the cap will make the encounters as meaningless as the camps were in Solstice.
I disagree, unless those teams are seasoned players who know their builds. The group finder groups are randoms like in group dungeon queue so there is no vetting for skills and gear.
Building around the lowest common denominator makes it meaningless content for the majority of players.
We’re just asking for more players around in instances to do soft grouping for quick things instead of using the group finder for everything including oddities. I don’t think the instances I always get in while solo have anywhere near 36 players in them. They are empty.