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Large groups cause lag so just remove large groups from PvP

Fawn4287
Fawn4287
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How many other approaches need to be taken and other avenues gone down before finally the devs accept what causes the horrendous lag and stop the formation of large groups in PvP. You can change anything and everything else but the reality is a 3 faction fight of 70 zerglings at the final emp keep is going to cause a ridiculous amount of lag. The fact that most people play in a massive zerg combined with 20%+ of group players are healers and throw down camps and the game is unplayable. Here is an easy guaranteed fix that will instantly stop most lag. Cap max group size in PvP at 4, cap max health at 30k, reduce healing to others by 50%, remove forward camps. If the proposed AOE changes go through the devs are literally destroying AOEs for the entire rather than butchering the effectiveness of the zergs that make up probably 5% of the games total population.
  • idk
    idk
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    Since we are speaking about facts, I see no fact that indicates there would be any significant difference between having seventy players ungrouped vs 70 players in large groups. We know for a fact most people go into Cyrodiil for PvP and that with that fact there is the other fact they tend to congregate where there is PvP which is why we have the last fact that many tend to show up at the same location.

    Real facts are needed on the subject. Maybe after Zos finishes with the AoE tests they can tests with different group sizes though we already do travel with different group sizes.
  • EmEm_Oh
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    PvP also means...People vs. People.

    No groups...no Cyro.
  • x48rph
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    A three faction fight of 70+ people is exactly what is suppose to happen in cyrodil. Asking for 4 man groups and a huge nerf to healing others just sounds like another nerf groups cause I don't like them post. The only baffling thing about the AOE stuff is they flat out say that the issue is that people have so much sustain nowadays compared to originally that they can keep these abilities up indefinitely but yet instead of looking at adjusting sustain, they are choosing to try to put a cooldown on it.
  • Freakin_Hytte
    Freakin_Hytte
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    Yes let's remove large groups from large scale pvp... Go play bgs if you hate large scale pvp so much, because people will always go to the place where there is fighting. It won't matter if you're in a group with others or not. And being in a group doesn't matter to organized groups, because they are all in voice chat, either discord on PC or guild chat on console.
    So your "solution" would do absolutely nothing, it would just be an annoyance, but it wouldn't fix anything at all.
  • Fawn4287
    Fawn4287
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    Yes let's remove large groups from large scale pvp... Go play bgs if you hate large scale pvp so much, because people will always go to the place where there is fighting. It won't matter if you're in a group with others or not. And being in a group doesn't matter to organized groups, because they are all in voice chat, either discord on PC or guild chat on console.
    So your "solution" would do absolutely nothing, it would just be an annoyance, but it wouldn't fix anything at all.

    BGs has become the worst thumbless potato light attack spam proc set dominated form of PvP thanks to the devs deciding to make EZ mode PvP the meta rather than forcing people to L2P, its because ESOs idea of “balance” is making It easier for bad players to improve without learning to get better, rather than balance fights between good players. I suppose thats the downside of playing a game that has questers, role players and over world flower pickers account for the bulk of its population.
  • Akinos
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    lol...another nerf thread. And people playing in cyrodil isn't the cause of lag, it's the crap servers that are supposed to be able to handle people playing on them.
    PC NA | @AkinosPvP 1vX/Small Scaler, Raid Leader, Youtuber and Twitch.tv Streamer.MAGICKA MELEE IS LIFE!Magplar, MagDK, Magden, Magblade, Magsorc & Magcro PvP/Build videos & moretwitch.tv/akinospvp
  • Joy_Division
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    Fawn4287 wrote: »
    How many other approaches need to be taken and other avenues gone down before finally the devs accept what causes the horrendous lag and stop the formation of large groups in PvP. You can change anything and everything else but the reality is a 3 faction fight of 70 zerglings at the final emp keep is going to cause a ridiculous amount of lag. The fact that most people play in a massive zerg combined with 20%+ of group players are healers and throw down camps and the game is unplayable. Here is an easy guaranteed fix that will instantly stop most lag. Cap max group size in PvP at 4, cap max health at 30k, reduce healing to others by 50%, remove forward camps. If the proposed AOE changes go through the devs are literally destroying AOEs for the entire rather than butchering the effectiveness of the zergs that make up probably 5% of the games total population.

    These make ZoS's tests almost sound appealing.
  • Gilvoth
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    Fawn4287 wrote: »
    remove large groups from PvP

    exactly
    good idea, i agree.
    if its causing lag - remove it please.
    and yes i am being serious.
  • ecru
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    I think limiting many heals and buffs to players you're grouped with would be a better solution. Abilities doing checks on every single friendly target in the area not limited to your group mates (basically any ability that reads "friendly" or "ally" target, like the necro mender) is probably what is causing a good amount of the lag. You'd get the choice of whether your regen or mender or whatever else healed random players, and there'd be less lag, which IMO is a win for everyone. If I'm surrounded by 50 players, is the mender really doing a check on 51 different targets to figure out which it heals? If so, that's a completely insane way to design an ability.

    I don't know a lot of other games that work like this. In most other games abilities like this that work on other players completely ignore friendly players until you're grouped with them.
    Edited by ecru on August 19, 2020 11:13PM
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  • Fawn4287
    Fawn4287
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    Fawn4287 wrote: »
    How many other approaches need to be taken and other avenues gone down before finally the devs accept what causes the horrendous lag and stop the formation of large groups in PvP. You can change anything and everything else but the reality is a 3 faction fight of 70 zerglings at the final emp keep is going to cause a ridiculous amount of lag. The fact that most people play in a massive zerg combined with 20%+ of group players are healers and throw down camps and the game is unplayable. Here is an easy guaranteed fix that will instantly stop most lag. Cap max group size in PvP at 4, cap max health at 30k, reduce healing to others by 50%, remove forward camps. If the proposed AOE changes go through the devs are literally destroying AOEs for the entire rather than butchering the effectiveness of the zergs that make up probably 5% of the games total population.

    These make ZoS's tests almost sound appealing.

    LMAO tell that to the small scale and solo templars, magdens and magcros, they will be playing runescape style PvP whilst the zerg throws a dozen single target DOT procs on them by light attacking while they can’t even spam their own cleanse to cleanse themselves any more. Large groups are the biggest lag causing, mechanical abusing crutch that exists in PvP, thankfully after years they have begun to recognise them spamming AOEs is a major issue, next hopefully the tests will show its not AOEs directly, but the fact that they allow people to group, then share the entirety of their buffs and heals without any drawbacks, once they see and start to target this it will finally start to make PvP fun and playable again.
  • Tommy_The_Gun
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    x48rph wrote: »
    A three faction fight of 70+ people is exactly what is suppose to happen in cyrodil.

    Agree, and it is happening. But, the thing is I can be in big fight of 50 vs 50, or 70 vs 70, or 70 vs 70 vs 70... And the game works. Sure there is some lag, but casting skills, bar swap, roll dodge, potions - it all works...
    ...But as soon as a "Ball Group" (24 man group) is near - you just know it as everything stops working. Worst case scenario is even a server kick. You might not even see that group - but you "feel" they are near.

    Now, I don't know if it has something to do with bad coding of "a group" or maybe there is some trick ball groups use (and keep as a secret) to lag everyone else out.. Wierd thing is that those groups don't seem to be affected by lag.

    That is why I think ZOS should try to reduce max group size in Cyro to 12 / 8 / 4 in a 1st place and test it. If it wont help with the lag - then they should consider adding cooldowns to AOEs... But the problem is it that AOE cooldown might not help. The lag issue is strictly related to "ball groups". Not AOE spam by those groups, but simply put - abilities (ultimates, single target & AOEs) spam by ball groups.
  • idk
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    Fawn4287 wrote: »
    Fawn4287 wrote: »
    How many other approaches need to be taken and other avenues gone down before finally the devs accept what causes the horrendous lag and stop the formation of large groups in PvP. You can change anything and everything else but the reality is a 3 faction fight of 70 zerglings at the final emp keep is going to cause a ridiculous amount of lag. The fact that most people play in a massive zerg combined with 20%+ of group players are healers and throw down camps and the game is unplayable. Here is an easy guaranteed fix that will instantly stop most lag. Cap max group size in PvP at 4, cap max health at 30k, reduce healing to others by 50%, remove forward camps. If the proposed AOE changes go through the devs are literally destroying AOEs for the entire rather than butchering the effectiveness of the zergs that make up probably 5% of the games total population.

    These make ZoS's tests almost sound appealing.

    LMAO tell that to the small scale and solo templars, magdens and magcros, they will be playing runescape style PvP whilst the zerg throws a dozen single target DOT procs on them by light attacking while they can’t even spam their own cleanse to cleanse themselves any more. Large groups are the biggest lag causing, mechanical abusing crutch that exists in PvP, thankfully after years they have begun to recognise them spamming AOEs is a major issue, next hopefully the tests will show its not AOEs directly, but the fact that they allow people to group, then share the entirety of their buffs and heals without any drawbacks, once they see and start to target this it will finally start to make PvP fun and playable again.

    So the real draw is to force everyone to play solo or small scale when Cyrodiil was designed for groups. Ok.

    This does not change the real fact that the suggestion will do little to nothing to curb the large groups showing up at the same keep and as such have little to no effect on server lag.

    As I said in my first post that pointed out some real facts, I would have no problem with Zos testing this after they are done with their other test. That would be much better than implementing something based on a guess, but in the end, Joy is right.
  • SmukkeHeks
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    Cyrodiil wasn’t designed for ballgroups.
    Cyrodiil are for huge scale fighting in open land. The general isn’t the one with the crown, it’s the one who gives you the scroll quest.

    The difference should be obvious.
  • Fawn4287
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    idk wrote: »
    Fawn4287 wrote: »
    Fawn4287 wrote: »
    How many other approaches need to be taken and other avenues gone down before finally the devs accept what causes the horrendous lag and stop the formation of large groups in PvP. You can change anything and everything else but the reality is a 3 faction fight of 70 zerglings at the final emp keep is going to cause a ridiculous amount of lag. The fact that most people play in a massive zerg combined with 20%+ of group players are healers and throw down camps and the game is unplayable. Here is an easy guaranteed fix that will instantly stop most lag. Cap max group size in PvP at 4, cap max health at 30k, reduce healing to others by 50%, remove forward camps. If the proposed AOE changes go through the devs are literally destroying AOEs for the entire rather than butchering the effectiveness of the zergs that make up probably 5% of the games total population.

    These make ZoS's tests almost sound appealing.

    LMAO tell that to the small scale and solo templars, magdens and magcros, they will be playing runescape style PvP whilst the zerg throws a dozen single target DOT procs on them by light attacking while they can’t even spam their own cleanse to cleanse themselves any more. Large groups are the biggest lag causing, mechanical abusing crutch that exists in PvP, thankfully after years they have begun to recognise them spamming AOEs is a major issue, next hopefully the tests will show its not AOEs directly, but the fact that they allow people to group, then share the entirety of their buffs and heals without any drawbacks, once they see and start to target this it will finally start to make PvP fun and playable again.

    So the real draw is to force everyone to play solo or small scale when Cyrodiil was designed for groups. Ok.

    This does not change the real fact that the suggestion will do little to nothing to curb the large groups showing up at the same keep and as such have little to no effect on server lag.

    As I said in my first post that pointed out some real facts, I would have no problem with Zos testing this after they are done with their other test. That would be much better than implementing something based on a guess, but in the end, Joy is right.

    If performance wasn’t steadily declining for years and the effect of large groups wasn’t so drastic to the overall performance I wouldn’t want everyone forced into playing small scale, however this isn't the case, things are even going a step further with the proposed massive changes to many skills in the game either looking to have a cooldown or a fatigue added. The reality is that you are impacted by the lag caused by large groups even if they aren’t close to them. Allocated server space dedicated to PvP has obviously been massively reduced over the years to cut costs, however if it boils down to either massively changing the games core mechanics in both PvE and PvP as opposed to dealing with the major cause of the problem which is large groups in cyrodil. How many more core mechanics on top of healing reduction, set nerfs (recently NMA) and now AOE changes have to be added to accomodate the most casual, least difficult, least effected by lag and balance change PvP playstyle?
  • Kartalin
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    SmukkeHeks wrote: »
    Cyrodiil wasn’t designed for ballgroups.
    Cyrodiil are for huge scale fighting in open land. The general isn’t the one with the crown, it’s the one who gives you the scroll quest.

    The difference should be obvious.

    The scroll quest giver is a grand warlord. A lot of us have at least one character that outranks them.

    Not that it means anything, grand overlord is more of a participation trophy nowadays as it is.
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  • SmukkeHeks
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    Kartalin wrote: »
    SmukkeHeks wrote: »
    Cyrodiil wasn’t designed for ballgroups.
    Cyrodiil are for huge scale fighting in open land. The general isn’t the one with the crown, it’s the one who gives you the scroll quest.

    The difference should be obvious.

    The scroll quest giver is a grand warlord. A lot of us have at least one character that outranks them.

    Not that it means anything, grand overlord is more of a participation trophy nowadays as it is.

    That’s semantics.

    I’m assuming the point got through
  • Juhasow
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    Instead of forcing people in Cyrodill to split I would rather like to see more encounters that will encourage them to do so. Some small short events happening randomly on the map and giving participants some benefits would be nice start. But not designed in the way that hammer was.
  • Fawn4287
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    Juhasow wrote: »
    Instead of forcing people in Cyrodill to split I would rather like to see more encounters that will encourage them to do so. Some small short events happening randomly on the map and giving participants some benefits would be nice start. But not designed in the way that hammer was.

    This would be good, but where would they occur?What about more AP for kills and less AP for PvDoor? I swear by the time the main campaigns lag is bearable its usually 1 faction slaughtering timber until the other 2 factions are gated. At which point the faction with the most players on has enemy keep bonus, enemy scroll bonus and emp buff. Smart idea make it more difficult for the already low pop factions want to play less against even stronger enemies.
  • Fawn4287
    Fawn4287
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    Kartalin wrote: »
    SmukkeHeks wrote: »
    Cyrodiil wasn’t designed for ballgroups.
    Cyrodiil are for huge scale fighting in open land. The general isn’t the one with the crown, it’s the one who gives you the scroll quest.

    The difference should be obvious.

    The scroll quest giver is a grand warlord. A lot of us have at least one character that outranks them.

    Not that it means anything, grand overlord is more of a participation trophy nowadays as it is.

    Alliance rank to me usually indicates how much they AP they farm, apart from the rare 5 star who mains 1 or 2 classes, high rank usually indicates someone runs in a zerg, I find its ranks around prefect, brigadier Are usually the most challenging, if they play small scale, duel and fight outnumbered this is the point where you usually have found a good grasping of the class. Prefect stamdk, stamnecro or warden With ~27-30k health is when I usually toggle on and prepare for a much harder fight than the usual 1 combo kill player.
  • Mortiis13
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    Some ppl should better play street fighter or afk arena then a MASSIVE MULTIPLAYER ONLINE ROLEPLAYING GAME with pvp and pve...

    But atleast we finally can build intlo full health builds and let zos do the dmg for us. Feels like those self playing Korean mobile games ;D while other classes get the good ol' run escape combat experience.
    They reay thought of everyones fav playstyle :trollface:
  • idk
    idk
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    Fawn4287 wrote: »
    idk wrote: »
    Fawn4287 wrote: »
    Fawn4287 wrote: »
    How many other approaches need to be taken and other avenues gone down before finally the devs accept what causes the horrendous lag and stop the formation of large groups in PvP. You can change anything and everything else but the reality is a 3 faction fight of 70 zerglings at the final emp keep is going to cause a ridiculous amount of lag. The fact that most people play in a massive zerg combined with 20%+ of group players are healers and throw down camps and the game is unplayable. Here is an easy guaranteed fix that will instantly stop most lag. Cap max group size in PvP at 4, cap max health at 30k, reduce healing to others by 50%, remove forward camps. If the proposed AOE changes go through the devs are literally destroying AOEs for the entire rather than butchering the effectiveness of the zergs that make up probably 5% of the games total population.

    These make ZoS's tests almost sound appealing.

    LMAO tell that to the small scale and solo templars, magdens and magcros, they will be playing runescape style PvP whilst the zerg throws a dozen single target DOT procs on them by light attacking while they can’t even spam their own cleanse to cleanse themselves any more. Large groups are the biggest lag causing, mechanical abusing crutch that exists in PvP, thankfully after years they have begun to recognise them spamming AOEs is a major issue, next hopefully the tests will show its not AOEs directly, but the fact that they allow people to group, then share the entirety of their buffs and heals without any drawbacks, once they see and start to target this it will finally start to make PvP fun and playable again.

    So the real draw is to force everyone to play solo or small scale when Cyrodiil was designed for groups. Ok.

    This does not change the real fact that the suggestion will do little to nothing to curb the large groups showing up at the same keep and as such have little to no effect on server lag.

    As I said in my first post that pointed out some real facts, I would have no problem with Zos testing this after they are done with their other test. That would be much better than implementing something based on a guess, but in the end, Joy is right.

    If performance wasn’t steadily declining for years and the effect of large groups wasn’t so drastic to the overall performance I wouldn’t want everyone forced into playing small scale, however this isn't the case, things are even going a step further with the proposed massive changes to many skills in the game either looking to have a cooldown or a fatigue added. The reality is that you are impacted by the lag caused by large groups even if they aren’t close to them. Allocated server space dedicated to PvP has obviously been massively reduced over the years to cut costs, however if it boils down to either massively changing the games core mechanics in both PvE and PvP as opposed to dealing with the major cause of the problem which is large groups in cyrodil. How many more core mechanics on top of healing reduction, set nerfs (recently NMA) and now AOE changes have to be added to accomodate the most casual, least difficult, least effected by lag and balance change PvP playstyle?

    It is easy to blame large groups without any real information to back that up. This is all based on a guess without any real facts to back it up. That is the worst way to make changes to a game.

    The reality is we are impacted by large groups of players at the same location which has little to do with how many are actually grouped together. The fact is that we enter Cyrodiil for PvP and ironically we end up going to the same keeps to fight because that is where the PvP is. Players go there regardless of the size of the group they are in and this is a real fact.

    I have presented real facts in this thread that suggests the premise of the idea is wrong. Read the first reply in this thread for most of that. Another actual fact that suggests all this is wrong is we have fewer large groups in Cyrodiil today because the pop cap used to be significantly higher. We used to have more large groups and more people, at keeps under attack than we do today and the lag was not as bad back then.

    That strongly demonstrates that this idea is very much looking at the wrong issues and I suggest you reply to these actual facts (which again includes the first reply in this thread as I am not going to repeat everything again).
    Edited by idk on August 20, 2020 5:15PM
  • Crash427
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    You guys know you can lag people pretty bad with a 6 person group if you know which skills/sets to stack right? Cutting group size won't fix Cyro
  • Crispen_Longbow
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    The sad reality is most people don't have a clue how the game works or what known bugs exist in the game. So you have so many tinfoil hat theories that go around.

    This is a side by side video of VE and Army of the Pact and the crazy theories that come out of some people. I love how they mass reports of players when they have no clue what is going on but let's blame the players anyway. No wonder Zos has no clue what to do when they try and get player feedback.

    https://www.youtube.com/watch?v=aA8Ca9lq3eU
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  • Joy_Division
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    Fawn4287 wrote: »
    Fawn4287 wrote: »
    How many other approaches need to be taken and other avenues gone down before finally the devs accept what causes the horrendous lag and stop the formation of large groups in PvP. You can change anything and everything else but the reality is a 3 faction fight of 70 zerglings at the final emp keep is going to cause a ridiculous amount of lag. The fact that most people play in a massive zerg combined with 20%+ of group players are healers and throw down camps and the game is unplayable. Here is an easy guaranteed fix that will instantly stop most lag. Cap max group size in PvP at 4, cap max health at 30k, reduce healing to others by 50%, remove forward camps. If the proposed AOE changes go through the devs are literally destroying AOEs for the entire rather than butchering the effectiveness of the zergs that make up probably 5% of the games total population.

    These make ZoS's tests almost sound appealing.

    LMAO tell that to the small scale and solo templars, magdens and magcros, they will be playing runescape style PvP whilst the zerg throws a dozen single target DOT procs on them by light attacking while they can’t even spam their own cleanse to cleanse themselves any more. Large groups are the biggest lag causing, mechanical abusing crutch that exists in PvP, thankfully after years they have begun to recognise them spamming AOEs is a major issue, next hopefully the tests will show its not AOEs directly, but the fact that they allow people to group, then share the entirety of their buffs and heals without any drawbacks, once they see and start to target this it will finally start to make PvP fun and playable again.

    To the small scale and solo templars, magdens and magcros: the OP's suggestions make ZoS's tests almost sound appealing.

    I, a magplar whose main will be unplayable for a month (which I dont really care about because I hardly play this game as it is), would much rather suffer through ZOS's tests because at the end of it, they at least *will* learn something, and in a month I can go back and at least try and play the game without ridiculous restrictions that are entirely catered to players who get bent out of shape when in a Alliance Vs Alliance format, allies heal each other and people group up in order to have a tangible effect on the map.
  • ecru
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    The sad reality is most people don't have a clue how the game works or what known bugs exist in the game. So you have so many tinfoil hat theories that go around.

    This is a side by side video of VE and Army of the Pact and the crazy theories that come out of some people. I love how they mass reports of players when they have no clue what is going on but let's blame the players anyway. No wonder Zos has no clue what to do when they try and get player feedback.

    https://www.youtube.com/watch?v=aA8Ca9lq3eU

    You don't need a tinfoil hat theory to recognize that abilities that check the health of every. single. player. around them instead of just the health of their group could potentially cause lag. At the very least these types of abilities that perform checks on all players instead of just your group need to be changed.
    Fawn4287 wrote: »
    Kartalin wrote: »
    SmukkeHeks wrote: »
    Cyrodiil wasn’t designed for ballgroups.
    Cyrodiil are for huge scale fighting in open land. The general isn’t the one with the crown, it’s the one who gives you the scroll quest.

    The difference should be obvious.

    The scroll quest giver is a grand warlord. A lot of us have at least one character that outranks them.

    Not that it means anything, grand overlord is more of a participation trophy nowadays as it is.

    Alliance rank to me usually indicates how much they AP they farm, apart from the rare 5 star who mains 1 or 2 classes, high rank usually indicates someone runs in a zerg, I find its ranks around prefect, brigadier Are usually the most challenging, if they play small scale, duel and fight outnumbered this is the point where you usually have found a good grasping of the class. Prefect stamdk, stamnecro or warden With ~27-30k health is when I usually toggle on and prepare for a much harder fight than the usual 1 combo kill player.

    agreed, the mid rank player standing off and constantly rebuffing is probably what you need to watch out for ;)
    Edited by ecru on August 21, 2020 4:08AM
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  • idk
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    .
    Fawn4287 wrote: »
    Fawn4287 wrote: »
    How many other approaches need to be taken and other avenues gone down before finally the devs accept what causes the horrendous lag and stop the formation of large groups in PvP. You can change anything and everything else but the reality is a 3 faction fight of 70 zerglings at the final emp keep is going to cause a ridiculous amount of lag. The fact that most people play in a massive zerg combined with 20%+ of group players are healers and throw down camps and the game is unplayable. Here is an easy guaranteed fix that will instantly stop most lag. Cap max group size in PvP at 4, cap max health at 30k, reduce healing to others by 50%, remove forward camps. If the proposed AOE changes go through the devs are literally destroying AOEs for the entire rather than butchering the effectiveness of the zergs that make up probably 5% of the games total population.

    These make ZoS's tests almost sound appealing.

    LMAO tell that to the small scale and solo templars, magdens and magcros, they will be playing runescape style PvP whilst the zerg throws a dozen single target DOT procs on them by light attacking while they can’t even spam their own cleanse to cleanse themselves any more. Large groups are the biggest lag causing, mechanical abusing crutch that exists in PvP, thankfully after years they have begun to recognise them spamming AOEs is a major issue, next hopefully the tests will show its not AOEs directly, but the fact that they allow people to group, then share the entirety of their buffs and heals without any drawbacks, once they see and start to target this it will finally start to make PvP fun and playable again.

    To the small scale and solo templars, magdens and magcros: the OP's suggestions make ZoS's tests almost sound appealing.

    I, a magplar whose main will be unplayable for a month (which I dont really care about because I hardly play this game as it is), would much rather suffer through ZOS's tests because at the end of it, they at least *will* learn something, and in a month I can go back and at least try and play the game without ridiculous restrictions that are entirely catered to players who get bent out of shape when in a Alliance Vs Alliance format, allies heal each other and people group up in order to have a tangible effect on the map.

    Very well said.
  • idk
    idk
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    ecru wrote: »
    The sad reality is most people don't have a clue how the game works or what known bugs exist in the game. So you have so many tinfoil hat theories that go around.

    This is a side by side video of VE and Army of the Pact and the crazy theories that come out of some people. I love how they mass reports of players when they have no clue what is going on but let's blame the players anyway. No wonder Zos has no clue what to do when they try and get player feedback.

    https://www.youtube.com/watch?v=aA8Ca9lq3eU

    You don't need a tinfoil hat theory to recognize that abilities that check the health of every. single. player. around them instead of just the health of their group could potentially cause lag. At the very least these types of abilities that perform checks on all players instead of just your group need to be changed.

    And that does not mean it is the major factor at play causing lag.

    In fact, we used to have more players in Cyrodiil which means we had more players in combat at a keep which in turn means we have more people healing and the server had to make even more checks than it has to now. All that with less server lag than we currently experience.

    That means there are other issues causing the lion's share of the problems. Ignoring that is just asking for performance to continue to degrade as it has been. Let us focus on the real issue.
  • Pauwer
    Pauwer
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    I've been playing pvp in cyro for years and before the lag, or skills not working, or crashes or loading screens, they were not an issue. I've always played in full groups against full groups. It just used to work differently. There always was aoe damage and healing. I swear it used to work. Some part of the coding is not working. Could you put the pre-Morrowind Eso online to the test server and check? I bet it would work better.
  • Crash427
    Crash427
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    It was a clever move. Blame the players and the skills they use for the lag. Now all the players are at each others throats instead of being mad at the folks whose job it is to make the game work.
    Edited by Crash427 on August 21, 2020 6:26PM
  • Kaysha
    Kaysha
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    Pauwer wrote: »
    I've been playing pvp in cyro for years and before the lag, or skills not working, or crashes or loading screens, they were not an issue. I've always played in full groups against full groups. It just used to work differently. There always was aoe damage and healing. I swear it used to work. Some part of the coding is not working. Could you put the pre-Morrowind Eso online to the test server and check? I bet it would work better.

    It won´t. We do not have the same server capacity anymore. This is a money problem for the most part.
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