Freakin_Hytte wrote: »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.
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.
Joy_Division 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.
A three faction fight of 70+ people is exactly what is suppose to happen in cyrodil.
Joy_Division 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.
Joy_Division 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 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.
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.
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.
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.
Joy_Division 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?
Joy_Division 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.
Crispen_Longbow 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
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.
Joy_Division wrote: »Joy_Division 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.
Crispen_Longbow 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.
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.