ZOS_GinaBruno wrote: »Just posted this in the main thread, but wanted to cross-post to ensure it's seen and can be discussed here.
First, we wanted to thank you all again for participating in Cyrodiil the last couple months while we held the various tests with AoE abilities. We know it was challenging to play at times, but running these tests on a live environment was the best way for us to test various hypotheses.
In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought. Starting on Monday, November 9 for consoles and November 16 for PC, we will be limiting group sizes in Cyrodiil to 12 players, and all ally-targeted abilities will only apply to those in your group.
As for next steps, we’re going to take some time to consider future tests we’d like to run; none of these will occur until sometime after the new year. We’ll be sure to let everyone know what types of tests we’ve decided on next and will reconvene here in early 2021.
I played with groups and solo so I know benefits of leading myself. I want freedom - if I want to go with scroll, I go with scroll. I want defend some keep I go and defend. I can check map and zone chat to react quickly and do whatever I want at moment. With groups, I can stuck in 30-minutes pointless fights just to achieve absurd goal, I must wait for new orders or people gather together. When I'm solo I can react quickly going to places where I can be useful. Also often I want to do daily quest for gladiator proofs, so if I want do 3 keeps as quickly as possible, I don't want to stuck in group defending some distant, meaningless keep for next 40 minutes. Don't forget about 40 kills quest which is bugged since forever and practically you need to be solo to make it in normal time.But that is your issue of "not wanting to follow weak leaders". You literally get nothing more from being a solo healer or support than you do from grouping.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought. Starting on Monday, November 9 for consoles and November 16 for PC, we will be limiting group sizes in Cyrodiil to 12 players, and all ally-targeted abilities will only apply to those in your group.
ZOS_GinaBruno wrote: »Just posted this in the main thread, but wanted to cross-post to ensure it's seen and can be discussed here.
First, we wanted to thank you all again for participating in Cyrodiil the last couple months while we held the various tests with AoE abilities. We know it was challenging to play at times, but running these tests on a live environment was the best way for us to test various hypotheses.
In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought. Starting on Monday, November 9 for consoles and November 16 for PC, we will be limiting group sizes in Cyrodiil to 12 players, and all ally-targeted abilities will only apply to those in your group.
As for next steps, we’re going to take some time to consider future tests we’d like to run; none of these will occur until sometime after the new year. We’ll be sure to let everyone know what types of tests we’ve decided on next and will reconvene here in early 2021.
NotTaylorSwift wrote: »techyeshic wrote: »@ZOS_GinaBruno You do realize that this 12 man group really empowers the already powerful groups that ball up and stack HOTs and Purge; right? I get wanting to reduce the zerg of faction stacks and like that to an extent, but it does impact PUGs and casual players a lot more than the organized groups who may contribute at least as much; if for nothing else other than attracting large responses
This wasn’t about nerfing coordinated groups, it was about improving performance. The group limit and ally target abilities did help performance. It also helped coordinated groups as well as small scale and solo players. The only people who have a bad time is solo healers. And the solution to that is join a group. Imo solo healing has no place in cyrodiil anyway, it’s more rewarding to simply group up as a healer.
This is the best thing they could have done as of now imo ❤️
Luke_Flamesword wrote: »Forcing people to be in groups is serious issue. In PC EU, a lot of DC players like solo playing and I bet that with this chances my faction will loose a lot of good people
Am I just being cynical or did anyone else notice that the one change they did decide on will make the new mythic ring a must have for a lot of players?
techyeshic wrote: »
2 grouped people take a resource. 2 randoms go from the castle to take it back. That should be an even fight. Now it's not because the randoms can't heal, buff, or do anything to assist each other while the two grouped can. That's incredibly unfair, inconsistent, dumb, and there is no reason why people should be playing by different rules - especially since ZOs admitted that there was no significant impact on the performance.
Which was 1000% obvious to anyone who played during those tests.
Not to mention a lot of abilities are going to get nerfed if people are solo. Many templar skills a balanced to provide a benefit to allies, and now they won't do that even though the people they are playing with are allies.
And the worse part is that people wont know if their opponents are grouped, which is going to completely warp perceptions of class balance. two players that can heal and buff each other are going to be and seem a more potent then their actual classes are and ungrouped solos wont realize they are playing at a disadvantage, which is a terrible mechanic. They will walk away trying to figure out why they lost and it's going to be natural to feel their opponents classes/abilities are too strong.
Bottom line, whenever a solo is matched up against someone in a group, they are playing at a disadvantage for no good reason. This applies 100% of the time. And who is the main beneficiary of this change? The very organized groups "ball groups" that people claim are already too strong. They are completely unaffected by these changes whereas the people who already are getting farmed by them are now weaker. This isn't speculation or guesswork, but 100% is the consequence of these changes.
NotTaylorSwift wrote: »
NotTaylorSwift wrote: »
No. Fighting a grouped player as an ungrouped player isn't always going to be a disadvantage. If you are an actual solo player with an actual solo build and not just a zerg surfer then you should be fine Solo players don't need buffs and heals from other 'solo' players because they have their own, that is part of playing solo.
LostToTheSea wrote: »This is exactly the type of smug response that I expected upon hearing these changes. Before I say anything, I'll say that I 1vX in Cyrodiil often and do it very well. When I fight other players, then I expect them to act as if they are faction members. If I'm fighting 3 damage dealers and an ungrouped healer shows up, then what are they going to do? Send those players a group invite mid-fight in order to heal their faction? No, they will watch their faction members die and be ignored *as a healer*. How does that make any sense?
A keep UA call is made? Why should any solo healers show up to defend? They won't. They will quit the game or be forced into grouping with likely less than desirable pug crowns and playstyles they themselves actively avoid. If you aren't dealing damage, then you are already dead to me as a faction member with this change.
This healing change fundamentally kills what dynamic ***Open World Faction-based PVP*** is all about. This is Cyrodiil. Not Grouprodiil.
If these changes go through, then I am 100% done with this game after playing since 2015. No discussion with the players in how this might impact the dynamic of open world faction warfare. Forced grouping for players of all skill levels in order to fight with their factionmates (and only selectively) to their full capability is a decision that shows how out of touch these developers are with this community. No fix to broken mechanics such as HoT stacking or reworking purge/aoe procs/etc. No reverting or tweaking old code from updates that drastically deteriorated this game. No, lets just make it to where it's 'Either I'm solo, you're in my group, or you're nobody to me.'
GG ZOS
NotTaylorSwift wrote: »But why do people want to play SOLO healers so badly? The whole point of healing is to heal other people, what is so bad about grouping?
NotTaylorSwift wrote: »LostToTheSea wrote: »This is exactly the type of smug response that I expected upon hearing these changes. Before I say anything, I'll say that I 1vX in Cyrodiil often and do it very well. When I fight other players, then I expect them to act as if they are faction members. If I'm fighting 3 damage dealers and an ungrouped healer shows up, then what are they going to do? Send those players a group invite mid-fight in order to heal their faction? No, they will watch their faction members die and be ignored *as a healer*. How does that make any sense?
A keep UA call is made? Why should any solo healers show up to defend? They won't. They will quit the game or be forced into grouping with likely less than desirable pug crowns and playstyles they themselves actively avoid. If you aren't dealing damage, then you are already dead to me as a faction member with this change.
This healing change fundamentally kills what dynamic ***Open World Faction-based PVP*** is all about. This is Cyrodiil. Not Grouprodiil.
If these changes go through, then I am 100% done with this game after playing since 2015. No discussion with the players in how this might impact the dynamic of open world faction warfare. Forced grouping for players of all skill levels in order to fight with their factionmates (and only selectively) to their full capability is a decision that shows how out of touch these developers are with this community. No fix to broken mechanics such as HoT stacking or reworking purge/aoe procs/etc. No reverting or tweaking old code from updates that drastically deteriorated this game. No, lets just make it to where it's 'Either I'm solo, you're in my group, or you're nobody to me.'
GG ZOS
But why do people want to play SOLO healers so badly? The whole point of healing is to heal other people, what is so bad about grouping? Just join a group and if you don't like pugs then find a guild to play with and make some friends along the way. There are plenty of pvp guilds on all campaigns... And I'm not talking from a perspective that is miles away. I play healer in Cyrodiil. In a group. Which is more rewarding than playing as a solo healer could ever be. But I do also play solo/duo/smallscale sometimes not as a healer. Just because this change forces healers to group doesn't destroy 'open world faction-based pvp'.
People will cry over the change for a while and then go back into cyrodiil as a healer, join a group and then do exactly the same as they were doing previously when they were ungrouped. And if you join a group you don't like there will likely be others to join.
Though I can agree with some of your last paragraph.
And this is a really great idea! I vote for this!How about you open two campaigns? One campaign with nothing changed and another with your proposed changes? Let the pvp population decide which it prefers.
Few months wasted to implement what Fengrush said years ago, laughable.
NotTaylorSwift wrote: »But why do people want to play SOLO healers so badly? The whole point of healing is to heal other people, what is so bad about grouping? Just join a group and if you don't like pugs then find a guild to play with and make some friends along the way. There are plenty of pvp guilds on all campaigns... And I'm not talking from a perspective that is miles away. I play healer in Cyrodiil. In a group. Which is more rewarding than playing as a solo healer could ever be. But I do also play solo/duo/smallscale sometimes not as a healer. Just because this change forces healers to group doesn't destroy 'open world faction-based pvp'.
NotTaylorSwift wrote: »LostToTheSea wrote: »This is exactly the type of smug response that I expected upon hearing these changes. Before I say anything, I'll say that I 1vX in Cyrodiil often and do it very well. When I fight other players, then I expect them to act as if they are faction members. If I'm fighting 3 damage dealers and an ungrouped healer shows up, then what are they going to do? Send those players a group invite mid-fight in order to heal their faction? No, they will watch their faction members die and be ignored *as a healer*. How does that make any sense?
A keep UA call is made? Why should any solo healers show up to defend? They won't. They will quit the game or be forced into grouping with likely less than desirable pug crowns and playstyles they themselves actively avoid. If you aren't dealing damage, then you are already dead to me as a faction member with this change.
This healing change fundamentally kills what dynamic ***Open World Faction-based PVP*** is all about. This is Cyrodiil. Not Grouprodiil.
If these changes go through, then I am 100% done with this game after playing since 2015. No discussion with the players in how this might impact the dynamic of open world faction warfare. Forced grouping for players of all skill levels in order to fight with their factionmates (and only selectively) to their full capability is a decision that shows how out of touch these developers are with this community. No fix to broken mechanics such as HoT stacking or reworking purge/aoe procs/etc. No reverting or tweaking old code from updates that drastically deteriorated this game. No, lets just make it to where it's 'Either I'm solo, you're in my group, or you're nobody to me.'
GG ZOS
But why do people want to play SOLO healers so badly? The whole point of healing is to heal other people, what is so bad about grouping? Just join a group and if you don't like pugs then find a guild to play with and make some friends along the way. There are plenty of pvp guilds on all campaigns... And I'm not talking from a perspective that is miles away. I play healer in Cyrodiil. In a group. Which is more rewarding than playing as a solo healer could ever be. But I do also play solo/duo/smallscale sometimes not as a healer. Just because this change forces healers to group doesn't destroy 'open world faction-based pvp'.
People will cry over the change for a while and then go back into cyrodiil as a healer, join a group and then do exactly the same as they were doing previously when they were ungrouped. And if you join a group you don't like there will likely be others to join.
Though I can agree with some of your last paragraph.
ZOS_GinaBruno wrote: »Just posted this in the main thread, but wanted to cross-post to ensure it's seen and can be discussed here.
First, we wanted to thank you all again for participating in Cyrodiil the last couple months while we held the various tests with AoE abilities. We know it was challenging to play at times, but running these tests on a live environment was the best way for us to test various hypotheses.
In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought. Starting on Monday, November 9 for consoles and November 16 for PC, we will be limiting group sizes in Cyrodiil to 12 players, and all ally-targeted abilities will only apply to those in your group.
As for next steps, we’re going to take some time to consider future tests we’d like to run; none of these will occur until sometime after the new year. We’ll be sure to let everyone know what types of tests we’ve decided on next and will reconvene here in early 2021.
Awesome so your basically screwing over healers, pugs, and casuals for what you already admitted was no gain. Great. Guess it might help with performance when you make a bunch of people stop going there. Nothing like watching an alliance mate die next to you and being able to do absolutely nothing about it....