we liked the behavioral changes they brought
relentless_turnip wrote: »Few months wasted to implement what Fengrush said years ago, laughable.
I wonder how long it will be until they stop heal stacking... Another idea Fengrush has pushed for for a long time and an idea that would actually hurt ball groups. I do imagine it would further upset the PvP healers...
MasterSpatula wrote: »This is an irredeemably bad decision. While this might not be the final nail into the coffin of the PVP community, it's a rather large nail in its coffin. You've just made entry into PVP for new players much more hostile. You've shredded playstyles many enjoy. And you've further empowered the most overpowered and toxic playstyle in Cyrodiil. You should be ashamed of yourselves.
The way people are talking about joining groups like its going to suddenly create a utopia of perfect gameplay is showing a great ignorance to how much work and strategy goes into running a proper group. Organized groups arent suddenly organized and strategic because of some markers above their heads. I would love to have a group of 12 good players to run with during the early morning hours that I usually play, but just like the game of russian roulette that is the dungeon group finder, I have zero expectations that forced grouping in cyrodiil is going to result in finding a guild of seasoned veteran pvpers who happen to play at the same tines I do, AND always have a spot open for me. More than likely I would be joining pugs and lecturing them on how not to get farmed at a resource tower. Its going to be similar to finding a good PUG to do the most difficult vet trials, I am sure it could happen, but its going to be the 1 in 100, not the norm.
The assumption that small groups do not look after new players as well as 24 man pug zergs is [snip]
The pug zerg sees a new player as an interchangeable rando person. Most of the time they do not even have coms.
Very big organized guilds are likely to have very set rules and playstyles.
Small teams are built from people who are experienced, know all the tricks to survive and do well.
A lot of those people also play solo or in BGs and are not going to force a playstyle down a new person's throat -they'll support what that person wants to do.
Been doing this game a long time -and while small man teams only pick up one or two new people, they're 100% interested in that person. And they're a hellva lot more fun.
[Edited for Censor Bypass]
Joy_Division wrote: »Why would a healer want to not group? Maybe they don't have voice coms. Maybe they are shy. Maybe they don't personally like the people who typically pugheard. Maybe they don't feel like following orders, Maybe they're only logging on for an hour and just want to do their own thing. Maybe they don't want to be in a useless 12 man that won't be able to do a thing except PvDoor. Maybe they enjoy the freedom to do what they feel is the correct strategy rather than listen to some know it all. Maybe they don't like being told what to put on their bars. Maybe they're hybrid healers/DPS. Maybe they like to play the game differently than you think it should be played.
Hell yeah. These were the only parts about the tests that were enjoyable, and now you're actually having them go live. I don't care what any of these doomers say, these changes did have a positive impact on the game (even during hours where everyone was pop locked). There's still a lot of work that needs to be done to make this game as good as it should be, but this is a wonderful step in the right direction.
I also noticed that the Stuck in Combat bug happened a lot less frequently when not being able to heal others (for obvious reasons). I can't wait for these changes.
LostToTheSea wrote: »
Of course the game ran smoother during those specific tests. Most of the ball groups stopped playing the game altogether during them, due to burnout/frustration with the tests. There will still be the same unplayable crippling lag during those hours with these changes live and the ball groups mowing down pugs. It's just now the ball groups will have a much easier time with it.
MasterSpatula wrote: »This is an irredeemably bad decision. While this might not be the final nail into the coffin of the PVP community, it's a rather large nail in its coffin. You've just made entry into PVP for new players much more hostile. You've shredded playstyles many enjoy. And you've further empowered the most overpowered and toxic playstyle in Cyrodiil. You should be ashamed of yourselves.
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.
Buffing the few guilds responsible for 95% of lags.
Smart.
NotTaylorSwift wrote: »Buffing the few guilds responsible for 95% of lags.
Smart.
I assume you mean ball groups? Then why was the game still laggy in a couple of the tests when ball groups were not running? The last test for example. I could go into cyro on days when no ball groups were raiding and it was still super laggy. Its not just ballgroups that spam aoes. Zergs do it too. The game is at its laggiest when entire factions stack in one place, doesnt matter if there is a ballgroup or not.
Though tbf since the tests have ended I think performance has improved. I dont know what they have done but its a lot better than during the tests and even before imo.
LostToTheSea wrote: »
The game performs poorly when faction stacks are facing one another and everyone knows that. That said, anybody that is not overly defensive of their ball group playstyle will tell you without flinching that there's a massive difference between ball group lag, ball group+faction stack lag, and just zerg clash lag. Does it shock you that layering stack upon stack of rapid regen and spamming purge/proxy/aoe synergies/massive group sets per target calcs/etc lags the entire server out? It shouldn't.
NotTaylorSwift wrote: »LostToTheSea wrote: »
The game performs poorly when faction stacks are facing one another and everyone knows that. That said, anybody that is not overly defensive of their ball group playstyle will tell you without flinching that there's a massive difference between ball group lag, ball group+faction stack lag, and just zerg clash lag. Does it shock you that layering stack upon stack of rapid regen and spamming purge/proxy/aoe synergies/massive group sets per target calcs/etc lags the entire server out? It shouldn't.
Ofc lag is associated with ball groups also, im not saying it isn't. I'm saying that people just like to blame ALL lag on ballgroups, probably because they already dislike them and don't want to admit that their own 40+ man zerg playstyles have an affect on the server also. Players take so much **** just for playing in a ballgroup from much of the pvp playerbase, being told all the time we are hackers, cheaters, exploiters, bad players bla bla bla. We are blamed all the time for the lag and whenever a conversation about lag comes up it is straight to throwing it all on ballgroups. So yes I'm aware that ballgroups DO affect server performance.
We can have gvg's out in the open with another ball group with no lag at all, we can take keeps with no lag at all. As soon as the entirety of AD shows up at Bloodmayne 5 mins after we have taken it the lag spikes horribly and continues to get worse as more and more people turn up. But it is not even consistent lag. This doesn't happen all the time, some days it is fine, other days it is unplayable under the same conditions. I just don't see how '95%' of the lag (probably an exaggerated number) as the person I quoted put it, can be attributed to ball groups when server performance can be just as bad on days when maybe 1 or even no ball groups are raiding at prime time to days when 3+ are raiding.