While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought. Starting on Monday, November 9 for consoles and November 16 for PC, we will be limiting group sizes in Cyrodiil to 12 players
This is an awful change. We have very active guild WB runs that are almost always full.
This is a bad change.
Edit: Oh! I almost forgot about my housing guilds house tours! This will be a problem for them as well!
It's fine. It's not like this game is an MMO or something where you have group content and complete objectives with friends...
Oh...wait... NVM. Skyrim Flashback! My bad.
Wow. As the leader of a weekly WB run and a zone run for a big guild alliance I'm super angry.
This does not make any sense whatsoever. When you did that to Cyrodiil you literally said yourself that it doesnt result in a better performance (which, from a technical perspective, also wouldn't make much sense), or to quote Gina:While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought. Starting on Monday, November 9 for consoles and November 16 for PC, we will be limiting group sizes in Cyrodiil to 12 players
Trying to penalize zergs in a PvP zone is one thing but what in Oblivion does that have to do with PvE where people only use it and need it for zone runs, RP groups and other big guild events?? If you try to enrage your playerbase, you already do that well enough with your non-performing servers, endless maintenances and trillions of bugs, even without such nonsense changes!
This is an awful change. We have very active guild WB runs that are almost always full.
This is a bad change.
Edit: Oh! I almost forgot about my housing guilds house tours! This will be a problem for them as well!
This does seem like a totally unnecessary change, but you've still got X channels of guild voice chat as well as guild text chat. Can always have multiple groups and use the guild channels for voice comms, guild text for descriptive text walls for RP. I'm guessing there are few RP guilds that are so busy they have multiple large-scale (>12 player) RP events running simultaneously. Still, hopefully they hear you and reverse it.
master_vanargand wrote: »I agree with group size to 12.
12 is just the right size for a squad.
master_vanargand wrote: »I agree with group size to 12.
12 is just the right size for a squad.
Goregrinder wrote: »master_vanargand wrote: »I agree with group size to 12.
12 is just the right size for a squad.
Having played tons of Planetside, I agree. 12 is a nice round number and has enough players to coordinate with each other to performance whatever task is at hand.
Anyone else find it hilarious this is the thread with the most pts feedback? Break the game, change everything, turn end game upside down, that's perfectly acceptable. But mess with the role players party's sizes, there's gonna be hell to pay!