This.VaranisArano wrote: »Anyway, the main cause of the lag-inducing fights in Cyrodiil is large numbers of players all fighting in the same area. Dropping the group size down to 12 or so isn't going to prevent multiple groups of 12 from stacking up until the crashes start.
This.VaranisArano wrote: »Anyway, the main cause of the lag-inducing fights in Cyrodiil is large numbers of players all fighting in the same area. Dropping the group size down to 12 or so isn't going to prevent multiple groups of 12 from stacking up until the crashes start.
And the stupid, idiotic hammer.
We've long since pushed for emp mechanic to be changed so that dethrone happens when 1 keep is left, instead of the current system which requires 0 keeps left. But of course ZOS does not listen...
The whole point of this change would be to FORCE the factions to DESTACK - because then there are 2 keeps which need to be attacked at the same time, instead of just 1!KingExecration wrote: »That’s such a terrible idea. Why lose emp when you got one keep left? The whole point to emp is a big fight or keep hold when you’re about to lose it.
It sure adds a lot... of crashes and lagouts/disconnectsKingExecration wrote: »Regarding the hammer I think it’s a great implementation to Cyro. Widely hated but it gets things moving. People are just salty an 10 man with it steam rolls their faction Zerg. They can play world war z simulator using 50 people for an empty keep but I think the hammer adds something Cyrodiil needed. That is the fear of something.
VaranisArano wrote: »The drop in Cyrodiil population right now is more likely due to:
Long term: persistent performance issues
Short term: Imperial City event, anyone?
Anyway, the main cause of the lag-inducing fights in Cyrodiil is large numbers of players all fighting in the same area. Dropping the group size down to 12 or so isn't going to prevent multiple groups of 12 from stacking up until the crashes start.
Imperial City...if ZOS is going to restrict boss loot to 12 people, it might make more sense to limit group size to 12, even though that doesnt guarantee only,12 people in the fight.
Given the popularity of battlegrounds and the constant rapid decline of Cyrodiil populations, its pretty clear that most players prefer the fast paced fairer combat of 4 man groups, so why not reduce all PVP group sizes to 4 max and have buffs and heals apply only to the people within your group. This would work well especially in the Imperial City where giant zergs and coordinated ballgroups just make the game a boring slow punish to play and with this reduced group size there will probably be an improvement of game performance that happens with it?
TBH, seeing posts/threads like this makes me seriously question why do I even continue playing the game at all, never mind playing what passes for PvP in it.
Cyrodiil is not a Battleground, get over it.
And it will never be, not unless ZOS someday reduces the player population caps to 4 players per faction
Besides, if anything, ZOS has been systematically diminishing the importance of smallscale in Cyrodiil, not empowering it further.
The direction this is going in should be quite obvious, considering the recent changes (DoTs, cast times on ultis, etc).