Go read what i wrote earlier or if you want a TL:DR:
The proposals would directly contribute in focussing everything objective based even more around the large groups who coincidentally presented them.
It reads like a bad joke or a shallow disguise of these groups wanting to reinforce their grip on absolute unrivaled power in cyrodiil and i disagree vehemently with everything suggested should grp dynamics stay the same as they are.
The offensive and defensive tick thing I could see modified a little. On the one hand right now you can fight at a keep for an hour and if you leave before the tick, voluntarily or otherwise (crash, respawn from death too far away, and can't make it back before the tick), you get zilch. On the other hand I wouldn't want people who pass through and are there for 60 seconds, maybe kill a guy, and then leave to get full reward for it either. If I am understanding, this is how it would work. I would like to see a way implemented that reflects a person direct participation in acquiring or defending a keep, and when the tick drops update their AP regardless of where they are on the map at that time. Maybe something that clocks an individuals time in combat and divides it by the overall time of the engagement. So if a keep is under duress for 60 minutes someone who was in combat for 2 minutes would get a different portion of the tick than someone who was in combat for 10 or 30 or 50 minutes. Not sure if this is the best way to figure it or if there is a better alternative, but I think you get the point.
I believe your scoring system is a step in the right direction with the 5 to 30 minute updates based on population. Again, as with the faction swapping, I am probably a little more hardcore than what you are suggesting. I have offered up a strictly population based adjustment that goes about accomplishing the same thing through different means and has 10 break points rather than the the 5 you guys suggest. It increases 1000% from lowest level to highest vs 600% in your suggestion. I like what you guys suggest as well though. If attaining a keep becomes more time consuming than it currently is, to allow for more of a response from the defenders, your time frames may need a little tweaking.
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Izanagi.Xiiib16_ESO wrote: »Guilds and groups of friends are what make up the backbone of any long lived MMO. Reducing the max group size to 5 would be highly detrimental to this and cause further player dropout in the community. (terrible for everyone).
Izanagi.Xiiib16_ESO wrote: »It strikes me a little of saying "if I can't be happy no one should be happy" at this point.
Ideally in my opinion the maximum groupsize would be somewhere around 5 to an absolute maxium of 10% of one factions population and a good organized group can expect to fight 2 to 3 times their numbers of average players (i think 10% is too high but at the same time i think current pop caps are too low for 5).
Personally i think 12 is too big for an organized group but might be just right for pug groups - if you understand where i´m coming from.
I think twelve is too big for most social pvp guilds to have a reliable playerpool aswell (thus would do little to help alleviating issues with low number of guilds/groups due to high playercount requirement).
From a grp vs grp pov i´d go with 6 to 8 - from a pug pov i´d go with 12.
The problem i see with 12 currently would be that it do relatively little to larger organiszed group performance while it would definetly reduce the performance of factionzergs + pugs (exactly the scenario i personally would like to avoid).
So the large organized group players tell me - what groupsize do you think would begin to severely impact the ability of one group binding 50% of a faction to one fight location?
From a metagame pov on grp vs grp - one group would be of a size that required singletarget + aoe dps instead of just dedicated bombing + support. Currently i don´t see any singletarget ranged/melee DPS in grp rosters which im dumbs everything down a bit in terms of roles. As soon as this becomes vaible you also create room for counterplay with guard.
You are so disconnected and out of your mind. You still misunderstand the first approach Zenimax brought when releasing the game. Let me refresh this for you. They clearly stated that they were interested in LARGE siege battles with hundred of players on the screen at once. Now, before you go on your high heels and tell me "We all know that the game cannot support such game play with the poor performances blablabla", it does not mean that the game cannot support it that the incentive for large group play has disappeared forever.
People tend to focus alot on actual problems and bugs, rather than thinking of what has been fixed and how better the game runs compared to release. Yes, there have been up and down but, as an early beta tester, I can guarantee that the game performances nowadays are greatly improved and allow large scale PvP (large groups) without problems. I believe that reducing max population to what 3bars actually is, and adding campaigns dynamically as we need them rather then having empty campaigns would go a long way.
Back to the actual point. You are suggesting to bring the max group size to something alike of 5 players. This will never happen in Cyrodiil because taking a keep with 5 players would make no sense. I understand your desire to be able to fight a large amount of people (something different than a battleground) but this has never been the main goal to have small skirmishes in Cyrodiil. The goal was to get as many players as we can on the screen in a large warfare. Your vision simply doesn't fit the Cyrodiil Zenimax wanted from the beginning and probably even less from the majority of players (I cannot speak for everybody else but I have a good idea about it).
Do you truely believe the propaganda you´re writing about weighting objectives more would make people spread out? What it does is force randoms to care about objectives your groups can take at will and in the process forces them to run into your meatgrinder of an organized group. That´s what it does and you know it very well.
No i honestly believe that your suggested changes would make it worse than it currently is for anyone not wanting to run in 12+ person groups regularly.
I don't run in large groups much. My group sizes have been 5 or 6 max, but I'm usually going solo or duo with a friend. How on earth would these changes make it worse for me? I'm not really sure what game you want to play, but I'm very certain ESO isn't it. This game was focused on large scale pvp battles. If you don't like it at this point of the game's release, I think it's time for you to move on.
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Can you explain to me why a large scale battle needs large groups and how these large groups make these battles more fun for all players involved?
Because i can give an idea why i believe they don´t and having smaller groups would make these battles more fun for everyone involved (except those currently in a large grp) based on admittedly anecdotal evidence (not that anyone would be in a position to provide anything else) from having played multiple games that focused on large scale objective pvp (with small and large groups).
If you give objectives an actual purpose, then yes, people would actually spread out and hold those objectives until the keep has been taken. This spreads out the fight instead of "everyone stack front door with siege". There's really no reason to even go after the resources, unless you don't want people traveling to the keep.
to siege a well defended keep successfully. I agree that 24 is too much, 16 would be ideal.
Groups of 24 people were designed for a campaign that can support thousands of players. Not a few hundred.
Agrippa_Invisus wrote: »Is it me, or is this thread devolving into a "Large guilds hurt the game!" vs "No they don't!" pair of camps?
Because when it comes to lag and performance issues, remember there is only one group of individuals that should be held accountable: Zenimax Online Studios.
If Guild Wars 2 can have 80+ man zergs in their WvWvW with minimal performance issues, and even DAoC could handle its zergs better back in the day, that shows us quite clearly that the performance issues are systemic, and not predicated on player behavior.
Yes, we have found ways in which player behavior can exacerbate the issue, but that exaggeration of the problem is only highlighting the systemic failures of the technical architecture behind the ESO PvP experience.
Groups of 24 people were designed for a campaign that can support thousands of players.
Not necessarily. Making objectives relevant to spread the fights requires a very large number of people to support those fights. When an entire faction can only support 2 full groups and when an organised raid can distract half of the population of cyrodiil in one keep then making objectives relevant doesnt necessarily mean spread fights cause there are simply no people left to support those smaller fights in the first place. Making objectives relevant is good, but it will fail to do what its suppose to do without reducing the size of groups.
Groups of 24 people were designed for a campaign that can support thousands of players. Not a few hundred.
Vilestride wrote: »
Which is where we want to get back to. As I said, the changes we are trying to discuss here are with the hope of improving cyrodil to a point where we can begin to raise the pop cap again. Reactivity making changes that are overly pragmatic based on only the 'current' state of game play is a sure way to continue a spiral of decline.
If you're sick, the ultimate goal is to become healthy again no? not just find ways of better dealing with being perpetually sick.
Wonder were the supposed 2 group limit comes from, at least on PC the limit is substatially higher. I have seen 3 big raidgroups and randoms on the same place so the max number of players in an alliance is most probably at least 100, most probably more.
More important, removing large groups solves nothing, you dont need to be in a group to go to the closest fight. Lagg is due to the number of players in one place, please look at the evidences, instead of trying to destroy the fun for many players in cyro. You can have more friends than 4 or 5, I have.
Vilestride wrote: »
Which is where we want to get back to. As I said, the changes we are trying to discuss here are with the hope of improving cyrodil to a point where we can begin to raise the pop cap again. Reactivity making changes that are overly pragmatic based on only the 'current' state of game play is a sure way to continue a spiral of decline.
If you're sick, the ultimate goal is to become healthy again no? not just find ways of better dealing with being perpetually sick.
Pieratos reducing group size does not solve anything, on the contrary, ungrouped an smallscalers go to next fight so the stacking will be worser. Larger organized groups can go anywhere om the map and do that, thus spreading the fighting.
The-Baconator summs up the argument for smaller groups ”I definitely believe”. We need to look at evidences not beliefes!
Groups of 24 people were designed for a campaign that can support thousands of players. Not a few hundred.
I see what you are saying. It'll have a better fit for the population of the servers. The only problem is, I see more people that would be against it at first, like I was, but still not take the time to think about it.
I am wondering where ZOS is to really comment and acknowledge this thread, because it seems that the crappy "nerf this" threads are the ones with ZOS in them. But this right here is very constructive.
How do you even know that it doesnt solve anything? Do you have actual evidence to support that argument? Have you done any tests with reduced group size and changed objectives and it was the same? Do you play in a small group or solo? Why is ur word an evidence but baconator's word just his belief? If anything, its the exact opposite that is happening. He explained why he believes that this is the case with actual evidence from the live servers. You just repeat the same thing "it wont solve anything", you dont provide any evidence to back up ur argument and you ignore any points people make.
When at any given time there are just 2-3 fights on the map because 1 full group makes up a quarter of an entire faction's population then those solo/small group players dont have a choice as to where they should fight. They go where the rest of the groups are because thats the only option they have. This isnt a belief. This is evidence and common sense. I play solo and this is what is happening. I open the map and my only options are the bridge and maybe another keep fight where there is a full organised raid farming 50 pugs for like half an hour. Those are my options. Where am i supposed to go? And we are not even touching on group effectiveness and skill which reinforces the zerg/zergsurfing mentality.
You believe that it wont solve anything. And this belief is based on zero evidence. The only argument you made is that you want to play with ur friends. Which isnt even an argument cause no one is telling you not to. Feel free to play with 50 people if you want. Reducing group size doesnt prohibit you from doing that. You just have to make more groups.