This is not a bashing message..but how are other MMOs can handle groups of more than 24 members? All MMOs have server calculations...but probably most of them have a better coding and better servers.
DerAlleinTiger wrote: »Why are we jumping the gun on something like this when we should be waiting to see how the performance is once the new servers are fully installed and running? One would think THAT will be the biggest performance bump possible.
DerAlleinTiger wrote: »Why are we jumping the gun on something like this when we should be waiting to see how the performance is once the new servers are fully installed and running? One would think THAT will be the biggest performance bump possible.
ZOS stated in the live stream that the new servers would not improve performance.
They did not elaborate.
I'd just like to note that we had a lovely crossguild RP event the other night on PC-EU - a talent show. Open World in the Rift. Within minutes, we filled up the first group and had to form a second; peak participation was somewhere around 35 to 40.
I expect the same to happen next week during the Night of Lights in Solitude. Even more groups is going to make any OOC communication a pain, and this is not that rare an event.
Is it possible to have addions that can in some way replicate larger groups? Tracking people, one common text box, etc? Is that a possible fix?
They already said it was "for performance reasons".
So scratching the bottom of the barrel for a few single FPS in circumstances where performance doesn't actually matter all that much, just to say "they've improved performance".
JanTanhide wrote: »Game use to be able to handle groups of 100. As time went on player base increased, proc sets dominate and the server hardware got older and older.
Servers need to be upgraded/replaced or at least change the game engine to an engine that can handle everything.
Changing to a limit of 12 just means there will be more 12 person groups. Won't change a thing as far as server loading goes.
VaranisArano wrote: »JanTanhide wrote: »Game use to be able to handle groups of 100. As time went on player base increased, proc sets dominate and the server hardware got older and older.
Servers need to be upgraded/replaced or at least change the game engine to an engine that can handle everything.
Changing to a limit of 12 just means there will be more 12 person groups. Won't change a thing as far as server loading goes.
I got into this in more detail above, but it does lower the amount of in-group communication. The in-group data going from 12 player to 12 players IS less than that of 24 players going to 24 players.
VaranisArano wrote: »JanTanhide wrote: »Game use to be able to handle groups of 100. As time went on player base increased, proc sets dominate and the server hardware got older and older.
Servers need to be upgraded/replaced or at least change the game engine to an engine that can handle everything.
Changing to a limit of 12 just means there will be more 12 person groups. Won't change a thing as far as server loading goes.
I got into this in more detail above, but it does lower the amount of in-group communication. The in-group data going from 12 player to 12 players IS less than that of 24 players going to 24 players.
But the result will be instead of in-group communication among 24, now they will be using zone chat to get the information out, and increasing the communication to 100-200 instead of 24.
I'm not following the reasoning here.
They already said it was "for performance reasons".
So scratching the bottom of the barrel for a few single FPS in circumstances where performance doesn't actually matter all that much, just to say "they've improved performance".
I am pretty sure that "performance" in this case is not "FPS". It is probably "latency" more than anything, and probably when the companions are being used. I am convinced that the group reduction is really just so that companions can be used when the player is grouped. Performance related to server-side calculations for companion AI.
Are we really going with a cap on groups outside of Cyrodiil? Bad idea. Bad bad BAD idea. I get it might help some performance but there's a lot of folks who make use of 24 player groups. Yes, roleplayers, but others as well.
Loving most of the notes but this would be a yuge mistake to keep this change. Yuge mistake.
JanTanhide wrote: »Game use to be able to handle groups of 100. As time went on player base increased, proc sets dominate and the server hardware got older and older.
Servers need to be upgraded/replaced or at least change the game engine to an engine that can handle everything.
VaranisArano wrote: »On the face of it, ZOS is making a pretty serious reduction in their data backend.
The caveat with that is, as I said, that this backend change didn't make a big difference in Cyrodiil, and it really doesn't touch the performance problems that happen when lots and lots of players show up in the same placed without being grouped up.
VaranisArano wrote: »On the face of it, ZOS is making a pretty serious reduction in their data backend.
The caveat with that is, as I said, that this backend change didn't make a big difference in Cyrodiil, and it really doesn't touch the performance problems that happen when lots and lots of players show up in the same placed without being grouped up.
That's what I don't understand. Since they stated that the reduction in group size in laggy Cyrodiil had no significant impact on performance, then how is it magically going to improve perfomance in a relatively smooth running PvE situation?
VaranisArano wrote: »On the face of it, ZOS is making a pretty serious reduction in their data backend.
The caveat with that is, as I said, that this backend change didn't make a big difference in Cyrodiil, and it really doesn't touch the performance problems that happen when lots and lots of players show up in the same placed without being grouped up.
That's what I don't understand. Since they stated that the reduction in group size in laggy Cyrodiil had no significant impact on performance, then how is it magically going to improve perfomance in a relatively smooth running PvE situation?