ZOS_GinaBruno wrote: »Hi everyone,
First, we wanted to thank you all for providing so much valuable feedback on the change to group sizes in this update. We understand there are situations where having a larger group size is desired and makes some activities more enjoyable.
As some of you have guessed, this change ultimately comes down to performance. We’ve been continually looking at ways to improve performance and stability across the game and we found reducing the group size was an effective way to ensure there would be fewer situations where you hit critical memory. Additionally, there’s a fair amount of data that has to be exchanged on the backend for every person in your group. By limiting the group size to 12, we’re introducing additional performance gains.
Thanks again for taking the time to share your thoughts with us on this topic. We appreciate it, and we hope this helps provide additional context for the change.
It will suck about 8 months.
Then it won't. Going by PvP...
-people value the spot -they turn up on time, they're prepared and you don't have 6 of them off afk needing catching up later
-voice coms are more relaxed -people can talk without it being impossible/they get to know each other
-the people who rock up late and have to find new friends are motivated to scroll through their friend's list -guilds grow -people step up and run things which takes pressure of crowns
-stuff takes much less time to do/less goes wrong
24 people is impersonal - 12 not so much - it'll grow on you, maybe
ZOS_GinaBruno wrote: »Hi everyone,
First, we wanted to thank you all for providing so much valuable feedback on the change to group sizes in this update. We understand there are situations where having a larger group size is desired and makes some activities more enjoyable.
As some of you have guessed, this change ultimately comes down to performance. We’ve been continually looking at ways to improve performance and stability across the game and we found reducing the group size was an effective way to ensure there would be fewer situations where you hit critical memory. Additionally, there’s a fair amount of data that has to be exchanged on the backend for every person in your group. By limiting the group size to 12, we’re introducing additional performance gains.
Thanks again for taking the time to share your thoughts with us on this topic. We appreciate it, and we hope this helps provide additional context for the change.
I don't remember anyone ever complaining about performance in overland to the extent that it needs this "improvement." I wonder if the real issue is that the game can't handle more than 6 companions in a group so they're making sure it can never happen.
ZOS_GinaBruno wrote: »Hi everyone,
First, we wanted to thank you all for providing so much valuable feedback on the change to group sizes in this update. We understand there are situations where having a larger group size is desired and makes some activities more enjoyable.
As some of you have guessed, this change ultimately comes down to performance. We’ve been continually looking at ways to improve performance and stability across the game and we found reducing the group size was an effective way to ensure there would be fewer situations where you hit critical memory. Additionally, there’s a fair amount of data that has to be exchanged on the backend for every person in your group. By limiting the group size to 12, we’re introducing additional performance gains.
Thanks again for taking the time to share your thoughts with us on this topic. We appreciate it, and we hope this helps provide additional context for the change.
@ZOS_GinaBruno When people complain about performance, they're generally complaining about performance in Cyrodiil or in trials: two places where group sizes are already limited to 12.
This change extends that limit to places like Deshaan. When was the last time someone complained about performance in Deshaan? I can't recall any cases of this; can you?
I don't remember anyone ever complaining about performance in overland to the extent that it needs this "improvement." I wonder if the real issue is that the game can't handle more than 6 companions in a group so they're making sure it can never happen.
It's the Elder Scrolls' version of Skynet. Think about it........ at some point, Companions will be the only ones left.
"Performance improvements" will only become complete when there is no one left to complain about it.
gariondavey wrote: »I don't remember anyone ever complaining about performance in overland to the extent that it needs this "improvement." I wonder if the real issue is that the game can't handle more than 6 companions in a group so they're making sure it can never happen.
It's the Elder Scrolls' version of Skynet. Think about it........ at some point, Companions will be the only ones left.
"Performance improvements" will only become complete when there is no one left to complain about it.
They are adding companions so when we all get sucked into the game log horizon style, we have more npcs to befriend
ZOS_GinaBruno wrote: »Hi everyone,
First, we wanted to thank you all for providing so much valuable feedback on the change to group sizes in this update. We understand there are situations where having a larger group size is desired and makes some activities more enjoyable.
As some of you have guessed, this change ultimately comes down to performance. We’ve been continually looking at ways to improve performance and stability across the game and we found reducing the group size was an effective way to ensure there would be fewer situations where you hit critical memory. Additionally, there’s a fair amount of data that has to be exchanged on the backend for every person in your group. By limiting the group size to 12, we’re introducing additional performance gains.
Thanks again for taking the time to share your thoughts with us on this topic. We appreciate it, and we hope this helps provide additional context for the change.
You're free to agree with it if you like, but if you genuinely don't understand how it's a major issue for a lot of people after 10 pages of people explaining the numerous problems then I don't know how else it can be explained. Alternatively you just didn't bother reading them and you're being willfully ignorant/dismissive. Either way, "Do what you need to do to fix X" is a dangerous mentality to apply in a blanket manner, especially when it eventually comes at the expense of a feature you personally do use and enjoy.TheAlphaRaider wrote: »I agree with it. Do what you need to do to fix the servers? Idk how this limits anyone severly or more than an inconvenience.
TheAlphaRaider wrote: »Idk
ZOS_GinaBruno wrote: »Hi everyone,
First, we wanted to thank you all for providing so much valuable feedback on the change to group sizes in this update. We understand there are situations where having a larger group size is desired and makes some activities more enjoyable.
As some of you have guessed, this change ultimately comes down to performance. We’ve been continually looking at ways to improve performance and stability across the game and we found reducing the group size was an effective way to ensure there would be fewer situations where you hit critical memory. Additionally, there’s a fair amount of data that has to be exchanged on the backend for every person in your group. By limiting the group size to 12, we’re introducing additional performance gains.
Thanks again for taking the time to share your thoughts with us on this topic. We appreciate it, and we hope this helps provide additional context for the change.
ZOS_GinaBruno wrote: »Hi everyone,
First, we wanted to thank you all for providing so much valuable feedback on the change to group sizes in this update. We understand there are situations where having a larger group size is desired and makes some activities more enjoyable.
As some of you have guessed, this change ultimately comes down to performance. We’ve been continually looking at ways to improve performance and stability across the game and we found reducing the group size was an effective way to ensure there would be fewer situations where you hit critical memory. Additionally, there’s a fair amount of data that has to be exchanged on the backend for every person in your group. By limiting the group size to 12, we’re introducing additional performance gains.
Thanks again for taking the time to share your thoughts with us on this topic. We appreciate it, and we hope this helps provide additional context for the change.
By the way, for all the people saying "just have two groups of twelve"... if the point is to reduce back end data exchanged due to group size, ultimately wouldn't this cause the exact same amount of performance problems?
VaranisArano wrote: »I'm not in favor. To me, this seems like ZOS is cannibalizing core aspects of gameplay to chase minor gains in performance.
VaranisArano wrote: »I'm not in favor. To me, this seems like ZOS is cannibalizing core aspects of gameplay to chase minor gains in performance.
Except this is, as you assumed, actually about Companions, and a group of 12 players + 12 companions would eat more resources than 24 players, for some internal reason, so they feel like they need to prevent that from happening.
Okay, this is veering into the territory of wild speculation, but what can you do when ZOS refuses to communicate with honesty.
TheWorldsLastChance wrote: »I am predicting that the annoyance of this change will likely do more net damage to your playerbase's experiences than the minimal lag that you're preventing.
It's clear that some people, for legitimate reasons, have found groups larger than 12 useful.
We'll have to take ZoS's word for it that groups of larger than 12 somehow impact performance because of calculations done between each member of the group.
OK. So what compromise might suit everyone?
On console each guild has a number of voice chat channels. (Voice chat is a core game feature on console; I realise that's not the case on PC.)
But why couldn't each guild have a number of text chat channels too, which you could join or leave in the same way as you join or leave the existing console voice chat channels? That way RP events (which I'm gathering from the discussion are typically the kind that require lots of text-channel group discussion) could just grab guild chat 2 or guild chat 3 or whatever and carry on with no limit (or a really high limit, at any rate) to channel size, so GMs would be happy. It doesn't even seem like it would require much new functionality in the game, text chat is already there as a feature. It wouldn't require heavy computation among channel members as they wouldn't actually be grouped, so ZoS would be happy.
Extinct_Solo_Player wrote: »don't know why you care about group caps when you should actually be asking for zos to fix the damn horrible performance with the huge delay in casting skills and such lol.
VaranisArano wrote: »Extinct_Solo_Player wrote: »don't know why you care about group caps when you should actually be asking for zos to fix the damn horrible performance with the huge delay in casting skills and such lol.
Out of curiosity, where in overland PVE are you experiencing a huge delay in casting skills and such horrible performance?
Extinct_Solo_Player wrote: »don't know why you care about group caps when you should actually be asking for zos to fix the damn horrible performance with the huge delay in casting skills and such lol.