Much much better idea, primary as it would have an very low impact in PvE, yes it will make it harder to mob dragons and hard world bosses as you can not heal or buff the others but not much else as its either solo or group based.
The AoE nerf on the other hand will hurt everybody from new players in delves to trial groups very hard.
Pugging group dungeons will be an nightmare the first months and yes this will hit the bottom line.
Just doing public dungeons with this sounds painful, obvious doable just slow and tedious.
Ectheliontnacil wrote: »I suspect more experienced players would prefer this over Zeni's approach. Newer players (zerglings) however would probably quit the game in droves.
I think that this proposal does not change anything at all. Ball groups communicate in discord or TM. However, this will affect other players. They will be scattered and easily broken by the very same ball groups.Hello,
I propose a solution with two parts. The first solution would be to limit the amount of players in a PvP group to either 4 or 6. This combined with the second part of the solution I believe will eliminate most of the server stress while maintaining the core values of ESO.
I think that this proposal does not change anything at all. Ball groups communicate in discord or TM. However, this will affect other players. They will be scattered and easily broken by the very same ball groups.Hello,
I propose a solution with two parts. The first solution would be to limit the amount of players in a PvP group to either 4 or 6. This combined with the second part of the solution I believe will eliminate most of the server stress while maintaining the core values of ESO.
Shared this in the rep discord—obviously I’m NDA’d from sharing any dev responses, though. I would prefer this approach myself, or the escalating costs. Anything aside from a complete gutting of the core combat mechanics.
It's supposed to be Alliance vs Alliance. Not some small scale turf war/clan feuds. We have Battlegrounds for your needs.
If ZOS can't solve the problems (or investing in better server structure, which I suspect would mean a lot) without turning this into The Banner Saga Online, perhaps it's time to say farewell to Cyrodiil - and make it a PVE zone instead. It's not like I want it, but this is getting as old as it is silly. This latest "AOE experiment" is just a bit too much, it's not the same game anymore.
It's supposed to be Alliance vs Alliance. Not some small scale turf war/clan feuds. We have Battlegrounds for your needs.
If ZOS can't solve the problems (or investing in better server structure, which I suspect would mean a lot) without turning this into The Banner Saga Online, perhaps it's time to say farewell to Cyrodiil - and make it a PVE zone instead. It's not like I want it, but this is getting as old as it is silly. This latest "AOE experiment" is just a bit too much, it's not the same game anymore.
Well, I would agree with you, but battlegrounds is no CP. Plus, Cyrodiil is amazing compared to BG's because it is a free open world. Besides, I do not think they should ruin large group play. Everyone has the way they like to play. Some prefer solo, some like 3-4 people, some like 20. I just do not think we should shred the core of ESO game play and harm small group/solo play. At the very least, large groups should probably receive some sort of penalty. Giving the penalty to those who are playing solo or in smaller groups just is not fair. Especially when they are not usually causing the problem. I would rather people have to stack in many different groups and be coordinated compared to a massive zerg in which everyone (including those who aren't even in the zergs group) being able to just spam heals and AOE's that can effect anyone and everyone.
I can see an major difference between an instant AoE like Whirling Blades and an ground based AoE DoT like wall of elements or Arrow Barrage.Ectheliontnacil wrote: »I suspect more experienced players would prefer this over Zeni's approach. Newer players (zerglings) however would probably quit the game in droves.
That would be very unfortunate if they did. I believe ZOS will make up for it if these changes are made. I imagine skills like Biting Jabs etc would possibly be changed to single target or somehow given a major buff. I think these changes could potentially be good for PvP, but only if they heavily rework skills and sets also. That would also take a lot of time to do though as well. I think limiting PvP groups and making abilities/sets to those only in your group would make for a great test as well.
I can see an major difference between an instant AoE like Whirling Blades and an ground based AoE DoT like wall of elements or Arrow Barrage.Ectheliontnacil wrote: »I suspect more experienced players would prefer this over Zeni's approach. Newer players (zerglings) however would probably quit the game in droves.
That would be very unfortunate if they did. I believe ZOS will make up for it if these changes are made. I imagine skills like Biting Jabs etc would possibly be changed to single target or somehow given a major buff. I think these changes could potentially be good for PvP, but only if they heavily rework skills and sets also. That would also take a lot of time to do though as well. I think limiting PvP groups and making abilities/sets to those only in your group would make for a great test as well.
For Whirling Blades you will only affect damage to enemies near you once so once check on nearby enemies.
An ground dot need to be set up in an list of ground effects who you then test who nearby enemies is inside any of them looping trough nearby dots x nearby targets and map out the effects, you also need to handle effect timing out or effect getting re-cast, in short its more work than an instant AoE and you need to do it for every tick its active.
Here its also an question how optimized the code is.
Note that some casts like Cleave and Acid Spray are AoE and Dots but not ground based ones, if you get hit you get the dot just like any other single target attack with an dot effect.
Now not differentiating here will reduce the accuracy of test a lot. You also has secondary AoE effects on many skills like endless furry and force pulse, many monster and proc sets with AoE effects how would this work out?
It would nice if OP would actually state why forcing everyone into small groups would have a significant reduction in lag instead of just saying that it combined with the second point would reduce lag.
Even when combined with the second point the fact remains that we tend to go to the same areas and we would still be casting the same skills which means that the idea would do little to reduce the lag. OP even states there is no doubt in their mind that the spamming of AoE overloads the server.
It seems this is all predicated on eliminating large groups with the thought that we would no longer see large groups. Back in the day when the pop caps were significantly larger some groups ran multiple 24 man groups simultaneously. Basically we saw 70+ player zergs. As such, there is no reason to believe we would no longer see 20 man zergs as the same people who run the zergs now will just coordinate it via a few groups and still have the same net effect. At that, we tend to congregate at the same location as that is where the actual PvP is. It is the nature of the beast.
NupidStoob wrote: »I don't see how limiting teamplay and actually forcing it into small groups is a better solution at all. Soloplayers would be forced to join groups and stay together in bigger fights which many don't want and big groups would be broken up which obviously anyone who values teamplay wouldn't want either. Just the thought of having to def a keep while staying close together with a group of 3-5 others most likely randoms to benefit from their heals is disgusting. It would also devalue healers effectiveness , but we would need way more for each group to have one and we are already lacking a lot in this department.
This would create as many if not more issues than the approaches ZoS wants to test.
If you read ZoS post and have been around long enough you also know that there was a time where we couldn't spam AOE abilities in cyro and guess what it was fine. You all are freaking out before anything even happened. It's called "tests" for a reason, not just for ZoS to see what impacts the server the most, but also to see which approaches might be better and which just won't work.
Gandrhulf_Harbard wrote: »@Xzysts
Surely limiting the size of PvP Groups is breaking the core principles of ESO.
That of having 100 vs 100 vs 100 PVP.
I mean if we aren't allowed to change a core "non combat" system like the abysmal Trade Kiosks, surely changing a core combat system like PvP by so severely limiting group sizes is a no no as well?
All The Best
It's supposed to be Alliance vs Alliance. Not some small scale turf war/clan feuds. We have Battlegrounds for your needs.
If ZOS can't solve the problems (or investing in better server structure, which I suspect would mean a lot) without turning this into The Banner Saga Online, perhaps it's time to say farewell to Cyrodiil - and make it a PVE zone instead. It's not like I want it, but this is getting as old as it is silly. This latest "AOE experiment" is just a bit too much, it's not the same game anymore.
Well, I would agree with you, but battlegrounds is no CP. Plus, Cyrodiil is amazing compared to BG's because it is a free open world. Besides, I do not think they should ruin large group play. Everyone has the way they like to play. Some prefer solo, some like 3-4 people, some like 20. I just do not think we should shred the core of ESO game play and harm small group/solo play. At the very least, large groups should probably receive some sort of penalty. Giving the penalty to those who are playing solo or in smaller groups just is not fair. Especially when they are not usually causing the problem. I would rather people have to stack in many different groups and be coordinated compared to a massive zerg in which everyone (including those who aren't even in the zergs group) being able to just spam heals and AOE's that can effect anyone and everyone.
I am sure you could expect them to include CP BG's, if Cyrodiil closed for good for PVP. But that's not the point. I don't like BG's much, I like the huge large scale battles, especially defending/taking a keep - in battles that can last for hours. Couldn't care less for Battlegrounds, really. It's nowhere near the same thing. And with changes like these, or the ones suggested by OP, this would be the end of it. I have patiently been waiting for another 6 months for performance to improve (the promised "plan" doesn't seem to work), but all I hear is it keeps getting worse.
But it seems to be the case with all things you love, it goes away. Only the boring and ugly stays... ;-)
I agree with OP on all points.
And it's cute to see all people who are like:
We need to wait and test and collect feedback so zos can make the right decisiona. You can't tell anything until it's been tried.
This is the kind of response I would expect from a new player who has no clue about zos track record when it comes to fixing things, but zos has failed time and time again, and even made things worse.
So everyone who is criticising these "tests" (which is more than likely to be actual real changes) have all rights to be concerned. Because lets face it, none of the 4 suggested changes are good for the game. Would personally keep the current lag in Cyrodil than dealing with any of the AoE changes.
I really hope ZoS doesn't get cold feet and goes ahead with the tests, this might amount to a hill of beans and [snip]. I hear some [snip] that it will affect their DPS playstyle all the while they had been [snip]
[snip]
I want ZoS and ESO to be successful, and it won't be if accessibility and engagement is ignored [snip]
FYI to others, the best I am hoping for is a cost increase, at least they can attempt to boost the power of the AoE if they decided to stick with harder changes anyway.
While this approach may help...it is still just a band aid. The ONLY way they will ever solve this is to separate PvP skills and sets from PvE versions. Yes, you will have to swap skills and sets when you go PvP....this is NOT A BIG DEAL. There are already add-ons like dressing room that will do this for you at the touch of 1 button, so it would not be difficult to make a quick change feature part of the main game. That way, in PvP you can limit skills and sets however you want without affecting PvE
Hallothiel wrote: »Whilst I appreciate what the op is trying to do, it would ruin pvp for many in my pvp guild.
When we have a guild group, there is a huge social aspect, as well as the fighting. People join the large group as they can join in as & when they please - they do not have to talk if they don’t want. If the groups were smaller, this could be problematic for the shyer, less confident members. The large group can also help newer players get more confidence & learn strategy & tactics.
We also like to pick up random ‘lfg’s as is a good way to build the guild.
Then there is the issue of who takes the crown in these small groups - again, not everyone is happy to do that.
We have people in the guild who do go and organise their own ball groups (usually 4/6) but they communicate with the main group & work with us.
And as has been pointed out, you would still have oodles of calculations as if we had to do this, we would either be in guild chat or psn chat co-ordinating where to go, so there would still be the same areas with lots of players all spamming the same as before. Causing the same problems. Even if the calculations were done within the group, there would still be a huge amount necessary.
And a bit unfair to solo players if aos only affected the group - can’t give a bit of a health boost to an ally at a keep defence?
Edit: I thought that the problem was ball groups NOT the big groups, as the big groups are rarely well co-ordinated! Well, at least in our guild 🤣🤣
It would nice if OP would actually state why forcing everyone into small groups would have a significant reduction in lag instead of just saying that it combined with the second point would reduce lag.
Even when combined with the second point the fact remains that we tend to go to the same areas and we would still be casting the same skills which means that the idea would do little to reduce the lag. OP even states there is no doubt in their mind that the spamming of AoE overloads the server.
It seems this is all predicated on eliminating large groups with the thought that we would no longer see large groups. Back in the day when the pop caps were significantly larger some groups ran multiple 24 man groups simultaneously. Basically we saw 70+ player zergs. As such, there is no reason to believe we would no longer see 20 man zergs as the same people who run the zergs now will just coordinate it via a few groups and still have the same net effect. At that, we tend to congregate at the same location as that is where the actual PvP is. It is the nature of the beast.
as stated, the problem is all of these abilities that are being casted effect literally everyone nearby. If you enjoy zerging, that is fine. I just think you should be penalized instead of solo or small group players. I believe larger groups are somewhat necessary to accomplish keep captures and defenses in PvP. The notion that these changes would somehow not effect lag or that I wish to ruin large group play are misguided. I will give the run down again.
50 players in one area. Lets say that 5 out of 50 are spamming rapid regen. The heal goes to the lowest health nearby ally. The server now has to scan through 50 different players at once to decide who gets to be healed. Imagine this over and over again. Constantly. Multiple players over and over and over again.
Now lets take the same amount. 50 players. This time they are spread into groups of 5. A total of 10 groups. Lets say half of these groups have 1 player who is spamming rapid regen. Instead of it having to calculate the same amount of 50 people. It now only has to decide between the remaining individuals in the given group. Meaning less calculations.