What Papachico is trying to say is:
"I like to go deep into enemy territory with small scale group, take some resoruce and have fun killing small/medium waves of enemy pugs. When big group is comming (zergs) i need to start fun from beggining and thats why i want smaller group cap. I never do small scale with other small scallers becasue i respect small scallers."
To be fair I love to get a full zerg on my farming spot if only we would be able to use our abilities.
Since we know that zos won't invest any money into servers or anything related to increase performance I have a simple solution that would passively fix overall server performance:
LIMIT GROUP SIZE IN CYRODIIL TO 12 PEOPLE.
This would prevent large group to stack up at the same place, or it would at least encourage more communication to do so.
Since we know that zos won't invest any money into servers or anything related to increase performance I have a simple solution that would passively fix overall server performance:
LIMIT GROUP SIZE IN CYRODIIL TO 12 PEOPLE.
This would prevent large group to stack up at the same place, or it would at least encourage more communication to do so.
The problem are less the 24man PUG zergs, but the organized 12-16 man ball groups and their AoE spamming. Limiting the max group size will do next to nothing to fix this. You can have large scale fights between 30 and 50 players of each faction with very little lag if those guys are using single target skills. But as soon as one of these ball groups joins the fray FPS plummet and lag gones through the roof.
The only way this fix this is to make AoE useless or unattractive in PvP. Obviously, not every single AoE can be made useless, but those spammed by these groups surely can - i.e. steel tornado, healing springs, etc.
Exactly my point. What satisfaction do you think a 12 man organized group will get by killing 12 man pug group? 0. And that is exactly why PvP in Cyrodill will be more focussed around 4-6 man groups trying to take on the 12 man pug groups.