This type of change worries me. I occasionally step into PVP. Usually I try to remain with a big group. I have always been a fan of large group pvp saftey in numbers etc. Keep siege was always fun. Not being able to pop in and join a large group just makes me not want to pvp at all. I've seen this happen before, example DoAC. Z don't do it, don't change things based on only their input because in the end those small group players will leave for greener grass.
Cirantille wrote: »Tbh this change didn't make sense
Because people still coordinate more than 1 groups, if they want they coordinate different guild groups in the same spot (3-4)
So it is not like it prevented people from being in the same spot
But they change what they want to change I guess
Knockmaker wrote: »This type of change worries me. I occasionally step into PVP. Usually I try to remain with a big group. I have always been a fan of large group pvp saftey in numbers etc. Keep siege was always fun. Not being able to pop in and join a large group just makes me not want to pvp at all. I've seen this happen before, example DoAC. Z don't do it, don't change things based on only their input because in the end those small group players will leave for greener grass.
True that. Just because they are more vocal shouldn't mean what they suggest is always true. I don't know about DoAC but I have never seen such restrictive measures implemented in any other mmos that I played.
Knockmaker wrote: »Yes, if they wanted to ensure that people are not gathered in one place, hoping that it would alleviate the lag, it certainly did not work. And such measures will never work. It is a competitive game in PvP, against real players. There will always be choke points on every map; there will always be X number of players in one place and fight, even if that one place makes no sense in terms of strategy. That is because it is a competitive game and played by real people.
Instead of low-key trying to manipulate the way people play the game, they should focus on how to deliver an acceptable experience. We don't want much. We don't want new features as the top priority. We simply want to be able to play smoothly, with friends and new people alike in Cyrodiil as it was designed an AvA.
Knockmaker wrote: »Exactly! I believe they introduced that cross-healing change solely on one streamer's suggestion, instead of the average community itself. I mean, that is what it looked like at least. It is ok to listen to the players, but it is better to listen to average, regular players instead of so-called celebrities, and to actually play it themselves perhaps. I mean, I would be willing to have one gm in my group (keeping their identity secret, if needed) for a test-drive, if they actually wanted to investigate.
I agree with everything you said but I think this has been done to death a bit and I don't see it changing back. From what I could see, zos came under a lot of pressure from a small but very vocal group of people who have a particular idea of what cyrodiil should look like and really don't like "scrubs" in pugs / zergs etc clogging up the server. Not unreasonably, they took the decision that they needed to appease that group or face persistent negative commentary on the game.
We're seeing exactly the same thing happening with the ongoing campaign against proc sets - I'm betting these "tests" are nothing of the sort. They'll run them for a month, admit they did nothing for performance, say something vague about "behavioural changes" and then just announce they're permanent at the end. The bottom line is, zeni is shifting cyrodiil into a 12x12x12 bg format aimed at serious pvp guilds, and the rest of us have to just adapt or go elsewhere.
I wonder if there's more mileage in pushing for some sort of alternative, more casual / beginner friendly pvp mode. I don't think zeni is up for a fight with the hard core.
I agree with everything you said but I think this has been done to death a bit and I don't see it changing back. From what I could see, zos came under a lot of pressure from a small but very vocal group of people who have a particular idea of what cyrodiil should look like and really don't like "scrubs" in pugs / zergs etc clogging up the server. Not unreasonably, they took the decision that they needed to appease that group or face persistent negative commentary on the game.
We're seeing exactly the same thing happening with the ongoing campaign against proc sets - I'm betting these "tests" are nothing of the sort. They'll run them for a month, admit they did nothing for performance, say something vague about "behavioural changes" and then just announce they're permanent at the end. The bottom line is, zeni is shifting cyrodiil into a 12x12x12 bg format aimed at serious pvp guilds, and the rest of us have to just adapt or go elsewhere.
I wonder if there's more mileage in pushing for some sort of alternative, more casual / beginner friendly pvp mode. I don't think zeni is up for a fight with the hard core.
At that point you might as well re-do the whole game in the creation engine.
One of the main reasons they used a different engine was to have more players in one instance especially for PvP.
Agree with this - This doesn't feel well thought out at all. Not only are newcomers in Cyrodiil extremely unlikely to get a group, but if you're the 11th or 12th person invited, there's a decent chance you'll get kicked out of the game (And have to re-queue when you relog)
Limiting groups to 12 players has really made clear how low the overall Pop cap for each faction is now. I remember when there were fights all over the map and almost every keep I showed up to had mobs of people. Now if feels like there are 75-80 people max on each alliance at a time and big wild fights that last more than a couple of minutes only happen once or twice an hour.
Knockmaker wrote: »
Limiting groups to 12 players has really made clear how low the overall Pop cap for each faction is now. I remember when there were fights all over the map and almost every keep I showed up to had mobs of people. Now if feels like there are 75-80 people max on each alliance at a time and big wild fights that last more than a couple of minutes only happen once or twice an hour.
Glad to know that I wasn't hallucinating about the pop cap, lol. It definitely is lower. What bothers me more is that not only they seem to have done this, but they seem to have done it without any announcement or anything. Then again, I think that would also mean that they cannot actually fix it, so I understand why.
The group change hurt pugs a lot, an organized group can set up to have healers and various class buffs, not pugs you can not even be sure to have enough siege to take an keep hold by 2-3 enemies.
Worse its way harder to get into an pug as most people who pick up pugs can only pick up 11 rater than 23, this is worse if its an 4-6 man group wanted more numbers.
SgtNuttzmeg wrote: »I think this issue was caused by the last set of PVP tests. These tests caused many PVP guilds to die. Alot of these guilds were the more casual zerg oriented guilds that would actively run these open groups every night of the week. These guilds were the cornerstone of getting new players into the game. This combined with the abundance of overtuned proc sets makes PVP far more challenging to enter as traditional PVE setups cannot compete against the free damage created by these procs. Returning the meta to a state that based on stats, reducing some of the overtuned aspects of optimized ball groups (layered healing and the abundance of purge), improving performance and providing some new fresh PVP content would see a lot of players returning to this content. It would also create a far more welcoming place for new PVPers to get involved.