TX12001rwb17_ESO wrote: »Maybe because loot only goes to 12 people.
About time, especially regarding IC. Not that it makes much difference considering you can heal outside your group again..
Either way, when engaging bosses only top 12 dps get loot. Anything exceeding 12 always left someone out.
observertim wrote: »I don't like to express my displeasure without providing some kind of alternative or way to make it work, so here it is.
For RP'ers and those who wish to coordiante large activities (like me), this could be mitigated somewhat by the ability to create an "extended group" chat channel which would allow members of multiple groups to chat in a semi-private space. Not totally sure of the mechanics of it, but it seems within capabilities of the chat subsystem.
Of course, I would also like a "friends" broadcast channel, but that's just me.
ObserverTim
The Rusty (Rusty Old Dragons)
observertim wrote: »I don't like to express my displeasure without providing some kind of alternative or way to make it work, so here it is.
For RP'ers and those who wish to coordiante large activities (like me), this could be mitigated somewhat by the ability to create an "extended group" chat channel which would allow members of multiple groups to chat in a semi-private space. Not totally sure of the mechanics of it, but it seems within capabilities of the chat subsystem.
Of course, I would also like a "friends" broadcast channel, but that's just me.
ObserverTim
The Rusty (Rusty Old Dragons)
Sounds like.. A guild?
VaranisArano wrote: »Okay, I could see the reason for lowering the group size in Cyrodiil back with Markarth. Organized raids in PVP get a lot of mileage out of stacking support sets and damage in a small area. Lowering the group size does help, though it doesn't hurt ball groups who tended to be on the smaller side. I didn't like it, but I could see the reasoning.
So what's the rationale for applying it to PVE?
Were the zergs of 24-player groups at the Alkir Dolmens starting to tank the server or something?
Did ZOS really see that much improvement in Cyrodiil (players did not see that much improvement, IMO) that they thought it was a good idea to extend this to Dragon Hunts, Harrowstorms, Oblivion Gates, and World Boss groups during events?
Like, really, what IS the point of reducing group size in PVE?
VaranisArano wrote: »Okay, I could see the reason for lowering the group size in Cyrodiil back with Markarth. Organized raids in PVP get a lot of mileage out of stacking support sets and damage in a small area. Lowering the group size does help, though it doesn't hurt ball groups who tended to be on the smaller side. I didn't like it, but I could see the reasoning.
So what's the rationale for applying it to PVE?
Were the zergs of 24-player groups at the Alkir Dolmens starting to tank the server or something?
Did ZOS really see that much improvement in Cyrodiil (players did not see that much improvement, IMO) that they thought it was a good idea to extend this to Dragon Hunts, Harrowstorms, Oblivion Gates, and World Boss groups during events?
Like, really, what IS the point of reducing group size in PVE?
Especially since most players in my experience join in dolmen runs and dragon hunts as solo players anyway, it's not like the Alik'r Dolmen Train is going to be reduced by limiting group size - it's not a guild event, people just run it solo and that accounts for the majority of players there. Similar with dragon hunts, people see a dragon symbol on the map/compass, they have a dragonhunt quest active or want a lead or loot and run along to join in.
The only people this change is affecting is casual/overland play groups - many of which may not hold records for getting on trial leaderboards or getting Emperor, but nevertheless form the backbone of ESO.
VaranisArano wrote: »VaranisArano wrote: »Okay, I could see the reason for lowering the group size in Cyrodiil back with Markarth. Organized raids in PVP get a lot of mileage out of stacking support sets and damage in a small area. Lowering the group size does help, though it doesn't hurt ball groups who tended to be on the smaller side. I didn't like it, but I could see the reasoning.
So what's the rationale for applying it to PVE?
Were the zergs of 24-player groups at the Alkir Dolmens starting to tank the server or something?
Did ZOS really see that much improvement in Cyrodiil (players did not see that much improvement, IMO) that they thought it was a good idea to extend this to Dragon Hunts, Harrowstorms, Oblivion Gates, and World Boss groups during events?
Like, really, what IS the point of reducing group size in PVE?
Especially since most players in my experience join in dolmen runs and dragon hunts as solo players anyway, it's not like the Alik'r Dolmen Train is going to be reduced by limiting group size - it's not a guild event, people just run it solo and that accounts for the majority of players there. Similar with dragon hunts, people see a dragon symbol on the map/compass, they have a dragonhunt quest active or want a lead or loot and run along to join in.
The only people this change is affecting is casual/overland play groups - many of which may not hold records for getting on trial leaderboards or getting Emperor, but nevertheless form the backbone of ESO.
About the only time I see groups is for daily sharing, like during Events. Then, it's all "Type G for Graveld" in Summerset chat.
Otherwise, yeah, I'm joining as a solo player.
Yes, social events is one, like Cyrodil groups are much harder to organize with an 12 man group so will they-for small noob guilds it's annoying anyway that PvP was limited to 12, you need 2 leaders for everything, etc. I don't understand why it has to be the same in other areas. In dungeons the group is separated anyway if there are too many, but now you need registrations even for planned open world guild events, world bosses etc. and not everyone can join. We were never 24, but always more than 12. Bad decision for all guild players who value community
observertim wrote: »I don't like to express my displeasure without providing some kind of alternative or way to make it work, so here it is.
For RP'ers and those who wish to coordiante large activities (like me), this could be mitigated somewhat by the ability to create an "extended group" chat channel which would allow members of multiple groups to chat in a semi-private space. Not totally sure of the mechanics of it, but it seems within capabilities of the chat subsystem.
Of course, I would also like a "friends" broadcast channel, but that's just me.
ObserverTim
The Rusty (Rusty Old Dragons)
Sounds like.. A guild?
observertim wrote: »observertim wrote: »I don't like to express my displeasure without providing some kind of alternative or way to make it work, so here it is.
For RP'ers and those who wish to coordiante large activities (like me), this could be mitigated somewhat by the ability to create an "extended group" chat channel which would allow members of multiple groups to chat in a semi-private space. Not totally sure of the mechanics of it, but it seems within capabilities of the chat subsystem.
Of course, I would also like a "friends" broadcast channel, but that's just me.
ObserverTim
The Rusty (Rusty Old Dragons)
Sounds like.. A guild?
Actually, our World Boss run is a 3-guild event. It allows people from multiple guilds to get together and throw a party where we eat Group Bosses (note new terminology, lol). Would you sacrifice a guild slot for one weekly event? What if you were in several?
observertim wrote: »observertim wrote: »I don't like to express my displeasure without providing some kind of alternative or way to make it work, so here it is.
For RP'ers and those who wish to coordiante large activities (like me), this could be mitigated somewhat by the ability to create an "extended group" chat channel which would allow members of multiple groups to chat in a semi-private space. Not totally sure of the mechanics of it, but it seems within capabilities of the chat subsystem.
Of course, I would also like a "friends" broadcast channel, but that's just me.
ObserverTim
The Rusty (Rusty Old Dragons)
Sounds like.. A guild?
Actually, our World Boss run is a 3-guild event. It allows people from multiple guilds to get together and throw a party where we eat Group Bosses (note new terminology, lol). Would you sacrifice a guild slot for one weekly event? What if you were in several?
3 Guilds could be 1500 people.. Sounds like you were a little over the 24 cap to begin with!
Can only speak for the RPers here, but a lot of Roleplayers, especially in large community gatherings, rely on large groups for organization. It can already be a headache to hold large-scale RP events with "just" 24 slots, and splitting that up surely won't make things easier.
They really goofed us on this one.
observertim wrote: »observertim wrote: »observertim wrote: »I don't like to express my displeasure without providing some kind of alternative or way to make it work, so here it is.
For RP'ers and those who wish to coordiante large activities (like me), this could be mitigated somewhat by the ability to create an "extended group" chat channel which would allow members of multiple groups to chat in a semi-private space. Not totally sure of the mechanics of it, but it seems within capabilities of the chat subsystem.
Of course, I would also like a "friends" broadcast channel, but that's just me.
ObserverTim
The Rusty (Rusty Old Dragons)
Sounds like.. A guild?
Actually, our World Boss run is a 3-guild event. It allows people from multiple guilds to get together and throw a party where we eat Group Bosses (note new terminology, lol). Would you sacrifice a guild slot for one weekly event? What if you were in several?
3 Guilds could be 1500 people.. Sounds like you were a little over the 24 cap to begin with!
We don't get 100% participation, lol. We usually get 18-22 people.