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Raise group cap

crazy_catman21
crazy_catman21
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As title says, I think that the group size limit should be lifted in cyrodil. 24 people just isn’t enough nowadays & I think it would be more fun to play with 32 or more. Cyrodil was meant to be played in a large group, so why should there be a group limit? :)
  • crazy_catman21
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    zyk wrote: »
    I hope this is sarcasm. Lower it to 12.

    I mean what reason do you have to want to limit/lower how many friends can play together?
  • crazy_catman21
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    enzoisadog wrote: »
    Nice troll 10/10

    I’m serious, it’s quite annoying having to be in 2 groups & use guild chat. Hard to coordinate 30+ ppl when half can’t see crown
  • emma666
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    Pure nightmare fuel, fitting for Halloween I guess.
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  • frostz417
    frostz417
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    Why
  • Vapirko
    Vapirko
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    *** no.
  • idk
    idk
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    zyk wrote: »
    I hope this is sarcasm. Lower it to 12.

    I mean what reason do you have to want to limit/lower how many friends can play together?

    In the event you are half way serious, form two groups if you want. The largest groups in Cyrodiil used to from three groups sometimes.
    Really, idk
  • Ackwalan
    Ackwalan
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    Just put everyone on the server in one group. That's how people run anyway.
  • GreenHere
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    Since your request is unlikely to get much traction, OP, allow me to suggest:

    You could try just having the "leaders" and important members of your squads in your actual group, that way you can all see each other on the map and in battle and whatnot; and just have the lower rank players assigned to follow a certain player's lead. Not everyone who's on your side or in your assault group needs to be in your actual group group, know what I mean?

    Sort of like how randoms will sometimes just follow you around if they see you doing well, and suddenly you're leading a mini zerg of strangers against your will who aren't even in your group. Only, you know... doing that on purpose. If y'all are in discord anyway, it shouldn't be hard. Split people up, tell them who to stick with, and there ya go, right?

    Have your squad leaders wear certain colors/silly hats/distinctive uniforms, or ride flashy mounts, or whatever. Like how Reagan used to ride a velociraptor into battle. (History is so neat!)
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  • Recremen
    Recremen
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    24 has evolved to be a really good middle ground between tryhard someVx and a horde of 60 players. It lets people form into formidable teams that can pull coordinated efforts without going so overboard as to directly encourage and enable the sort of play that causes so many of our lag issues. Thus I'm going to say "no thanks" to bumping up larger group sizes. If you want to run with more people than that then at some point we need a cutoff where the game no longer rewards you for it beyond the advantages already gained by stacking so deep. Have your raid lead wear a big white costume and everyone else wear black and there ya go, now everyone can follow leader even without crown.
    Men'Do PC NA AD Khajiit
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  • montjie
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    Only if they also add player collision.
  • frozywozy
    frozywozy
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    MattT1988 wrote: »
    *** no. If anything they need to be smaller. The servers are struggling as it is.

    ^ This
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    • Fix gap closer bug
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  • DisgracefulMind
    DisgracefulMind
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    uh. alright then.
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  • NBrookus
    NBrookus
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    Yes, this is a good idea, until the group raid bars cover the entire screen.
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  • Syhae
    Syhae
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    Yea I don't think anyone is for that. Groups are already too big.
    Reduce cap to 12, prevent players outside of your group from getting AoE heals a member in your group casts.
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  • Synapsis123
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    Running 24 people causes server lag. Reduce group size to 6 in pvp.
  • Recremen
    Recremen
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    BTW everyone they will literally never reduce the group cap to 12, all of the high-end PvP guilds grew up with the 24 cap and ZOS isn't going to do anything to jeopardize our camaraderie by making us break into two smaller groups. It is pure fantasy and would be bad for the game.
    Men'Do PC NA AD Khajiit
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  • Recremen
    Recremen
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    Recremen wrote: »
    BTW everyone they will literally never reduce the group cap to 12, all of the high-end PvP guilds grew up with the 24 cap and ZOS isn't going to do anything to jeopardize our camaraderie by making us break into two smaller groups. It is pure fantasy and would be bad for the game.

    There really aren't that many large 24 man groups and the ones that exist really don't mind running two 24 man groups together. IF they nerfed the group size people would just run more groups together.

    Pugs wouldn't give a crap about this type of change and it might actually improve overall server performance if people ran smaller groups.

    What server are you on? PC NA has Fantasia, Iron Legion, Dracarys, Legions of Mordor, Guardians of Daggerfall, Blood of Daggerfall, and more who run more than 12 but less than 25. The only guild I can think of that ever runs two 24-person guilds at once is Pact Militia (and maybe Ruin Gaming but they're a pug whisperer guild so I don't keep track of them much). I know for Fantasia we regularly run with 16 and when the stars and schedules align we can actually hit the full 24 cap. Each one of us is a valued team member and we would be absolutely loathe to drop anyone because some people on the forums had bad ideas about group size.

    Also your argument is internally inconsistent. If groups already "don't mind running two 24 man groups together" then how does splitting it into four 12-person groups change anything? They still won't mind stacking together. The only thing that would be accomplished by capping groups at 12 is disrupting existing guild cohesion and completely destroying what's left of the competitive Cyrodiil play.
    Men'Do PC NA AD Khajiit
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  •  Jules
    Jules
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    Best troll post 2018
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  • zyk
    zyk
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    Recremen wrote: »
    Also your argument is internally inconsistent. If groups already "don't mind running two 24 man groups together" then how does splitting it into four 12-person groups change anything? They still won't mind stacking together. The only thing that would be accomplished by capping groups at 12 is disrupting existing guild cohesion and completely destroying what's left of the competitive Cyrodiil play.

    Because there is a coordination cost to doing so. It's a lot easier to lead 1x24 player groups than 2x12, but the latter is doable without significantly reducing effectiveness. Running 4x12 (remember white dress daniel with 4x24?) would probably be prohibitive as the detriments, imo, would outweight the benefits -- which would be a good thing.

    IMO ZOS made a crucial error in setting the group cap at 24 in Cyrodiil. I have always felt this way, even when I ran in groups that large. The particular guilds I was in didn't actually want to run that big, but felt they had to because at the time there were so many others doing so and others that stacked raids.

    I think lowering the cap would take some stress off some guilds as many ultimately fail because they can't get enough players on. It may also encourage smaller groups because a strong 8 man group would be competitive against an average 12 player group.

    I like the vision expressed by some in the past of a battlefield composed of many smaller groups fighting alongside each other vs a few large raids dominating.
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