I'm glad for the change. Despite the hate I'll get for daring to disagree with people. The defacto group size is better off at 12, capping it at that will maybe start letting pvpers know that it's staying for good. And frankly most pve activities are not impacted much. Easy to coordinate two 12 man groups (or more). I think folks are making it out to sound like a bigger problem than it is, but I can see why it's an annoyance to some activities. (Other activities, like farming bosses or dolmens, are better off at 12 IMO anyway). Sorry, just adding my two cents, don't expect to see anyone agreeing since the thread is about the opposite.
VaranisArano wrote: »I'm glad for the change. Despite the hate I'll get for daring to disagree with people. The defacto group size is better off at 12, capping it at that will maybe start letting pvpers know that it's staying for good. And frankly most pve activities are not impacted much. Easy to coordinate two 12 man groups (or more). I think folks are making it out to sound like a bigger problem than it is, but I can see why it's an annoyance to some activities. (Other activities, like farming bosses or dolmens, are better off at 12 IMO anyway). Sorry, just adding my two cents, don't expect to see anyone agreeing since the thread is about the opposite.
You're going to get a lot of disagreement because the people who do have experience coordinating multiple groups know it's a PITA.
Now, perhaps I'm wrong and you do have experience coordinating multiple groups of players through an activity without being able to track players on the map and being able to communicate in group chat. Maybe your experiences went great!
The Alikr Dolmems aren't a good example. Those are very much a case where everyone runs as fast as they can, with a clear goal, and nobody waits for stragglers. It's very much not a social activity.
I've done social activities with multiple groups. I've been in PVP groups that had to do it, well before the change to 12-man groups in Cyrodiil.
It's a PITA to coordinated multiple groups without a common group chat or the group markers on the map. This change means you can't share quests or even know that everyone is present for the World Boss fight.
But what about voice comms? Wouldn't that help?
If you use voice comms, people talk all over each other, and it's still super easy for the leader of Group 1 to leave Group 2 behind. Even when they don't, it's a constant stream of "Where are you?"/"We're here!"
"Are you all here?"
"Nope, waiting on two back at the wayshrine."
"Are you all here now?
"Yeah, we're all here now."
Imagine your voice comms filled with the equivalent of "Marco?" "Polo!" at regular intervals for the whole night. That's the closest I can get to describing what it was like.
It's a PITA.
But maybe I'm wrong, and you'll be happy to share your experiences leading and running in events that needed multiple groups, so you can convince all the other guild officers here that this isn't a terrible quality of life change for them and their guildmates who like running social activities.
The burden of this is mostly going to fall on the people who organize and lead activities for their guilds for fun and out of a desire to provide their guildies with a fun night. Make it too burdensome, and those people are going to stop leading those activities.
VaranisArano wrote: »I'm glad for the change. Despite the hate I'll get for daring to disagree with people. The defacto group size is better off at 12, capping it at that will maybe start letting pvpers know that it's staying for good. And frankly most pve activities are not impacted much. Easy to coordinate two 12 man groups (or more). I think folks are making it out to sound like a bigger problem than it is, but I can see why it's an annoyance to some activities. (Other activities, like farming bosses or dolmens, are better off at 12 IMO anyway). Sorry, just adding my two cents, don't expect to see anyone agreeing since the thread is about the opposite.
You're going to get a lot of disagreement because the people who do have experience coordinating multiple groups know it's a PITA.
Now, perhaps I'm wrong and you do have experience coordinating multiple groups of players through an activity without being able to track players on the map and being able to communicate in group chat. Maybe your experiences went great!
The Alikr Dolmems aren't a good example. Those are very much a case where everyone runs as fast as they can, with a clear goal, and nobody waits for stragglers. It's very much not a social activity.
I've done social activities with multiple groups. I've been in PVP groups that had to do it, well before the change to 12-man groups in Cyrodiil.
It's a PITA to coordinated multiple groups without a common group chat or the group markers on the map. This change means you can't share quests or even know that everyone is present for the World Boss fight.
But what about voice comms? Wouldn't that help?
If you use voice comms, people talk all over each other, and it's still super easy for the leader of Group 1 to leave Group 2 behind. Even when they don't, it's a constant stream of "Where are you?"/"We're here!"
"Are you all here?"
"Nope, waiting on two back at the wayshrine."
"Are you all here now?
"Yeah, we're all here now."
Imagine your voice comms filled with the equivalent of "Marco?" "Polo!" at regular intervals for the whole night. That's the closest I can get to describing what it was like.
It's a PITA.
But maybe I'm wrong, and you'll be happy to share your experiences leading and running in events that needed multiple groups, so you can convince all the other guild officers here that this isn't a terrible quality of life change for them and their guildmates who like running social activities.
The burden of this is mostly going to fall on the people who organize and lead activities for their guilds for fun and out of a desire to provide their guildies with a fun night. Make it too burdensome, and those people are going to stop leading those activities.
Yes, we've had to coordinate larger groups before, even going past 24 back in the day and more than 12 in pvp. Sure, it's a challenge, but I think it should be. And it's never more challenging than in the heat of combat IMO, when it's just about asking one leader if their group is at x spot or not, it's not as big a deal as it's being made out to be. I just personally feel like 12 is a good natural group size for this game. If you want to do more, then you gotta deal with it. Same as if you wanted to do more than 24 before.
And I like I said, I didn't expect anyone here to agree, and you are wasting your time arguing with me as much as I am arguing with you I'm sure. My point is just to say there are a lot of us out here who are good with the change despite the fact we don't bother arguing in these threads.
Not trying to take your argument away from you. You do you, fight your fight. Just saying there are a lot out here who like the change too.
I don't like this change, but I do see why they are doing it. I love fighting the dragons in Southern Elswehr, but sometimes there are way over 12 people and the server does seem to be taxed. However, I and other SOLO players don't like to be forced into groups to play this stuff either!
They already have it in Cyrodil where it cause major damage to pugs already.Thevampirenight wrote: »I figured they would be doing something like this and pretty much saw this coming. Though I do understand the headache it can cause especially for huge roleplay events or housing tours. But I figured they may reduce the group cap across the board, rather then keep in a code that works onto it to limit it for Cyrodiil, as that is just more code that could potentially cause lag in itself.
Plus there are situations in pve, that may cause huge amounts of lag, like world boss farming groups for dailies.
Its clear its not ever going to go back to 24 people, and for server performance its for the best that they do not. I know it will will be annoying for everyone, but eventually the player base will adjust to the new cap.
On a separate note.... at the end of the day, this is the purpose of the PTS! ZOS propose changes and we give feedback. Sometimes they change things as a result of the feedback and sometimes they don't. It depends on the extent of the feedback. If this truly is a big issue for your guild, I suggest you go back to your guild an encourage your members to give feedback to ZOS.