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!
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.
PC doesn't have native voice chat. There can be 500 people in a guild, a group of 12 "spamming" guild chat to everyone is a major pain point.
skyrimfantasy wrote: »Cyro spilling over into pve again, disappointing but not a surprise
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.
PC doesn't have native voice chat. There can be 500 people in a guild, a group of 12 "spamming" guild chat to everyone is a major pain point.
Ew, yuck. No voice chat on a system that doesn't even have its own system-wide chat system like PSN party chat? Why on earth would this be omitted? Isn't there even a plugin to integrate Discord voice chat or something?
I'm actually feeling sorry for you PC players now.
MasterWarrior wrote: »I don't like this change.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.
But this isn't Planetside though. ESO should have max party size of 24. In fact I would like that to be increased to 30 or 40, would make ESO a lot more fun and can organize activities for larger groups.
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.
PC doesn't have native voice chat. There can be 500 people in a guild, a group of 12 "spamming" guild chat to everyone is a major pain point.
Ew, yuck. No voice chat on a system that doesn't even have its own system-wide chat system like PSN party chat? Why on earth would this be omitted? Isn't there even a plugin to integrate Discord voice chat or something?
I'm actually feeling sorry for you PC players now.
Goregrinder wrote: »MasterWarrior wrote: »I don't like this change.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.
But this isn't Planetside though. ESO should have max party size of 24. In fact I would like that to be increased to 30 or 40, would make ESO a lot more fun and can organize activities for larger groups.
Nope it is not, however Cyrodiil is essentially the Sword and Stone version of a planetside map (RvRvR battle for control of the map by connecting nodes or bases to other ones). Planetside has squads of 12 players, with 4 squad making up a single platoon. effectively the platoon functions as a giant group...IF they all listen to the platoon lead, and if they can coordinate with each other. Squads are often broken up and sent to different bases, so 24 players don't need to be near each other in order to achieve a goal there. Platoon leads can talk to other platoon leads over comms and coordinate whatever objective they feel needs to be addressed.
While this is not Planetside, the point here is that 24 players being in a group vs 12 players being in a group is arbitrary if players can communicate and work as a team. Something similar can be achieved in ESO even without platoons or platoon chat etc. Really, you can have four12 man groups coordinating with each other, with each group lead coordinating via comms over which bases to hit or defend, with each group following what their group lead is telling them to do. That's large scale combat at it's best really. Coordination is the key, those who can coordinate the best usually come out on top.
Goregrinder wrote: »MasterWarrior wrote: »I don't like this change.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.
But this isn't Planetside though. ESO should have max party size of 24. In fact I would like that to be increased to 30 or 40, would make ESO a lot more fun and can organize activities for larger groups.
Nope it is not, however Cyrodiil is essentially the Sword and Stone version of a planetside map (RvRvR battle for control of the map by connecting nodes or bases to other ones). Planetside has squads of 12 players, with 4 squad making up a single platoon. effectively the platoon functions as a giant group...IF they all listen to the platoon lead, and if they can coordinate with each other. Squads are often broken up and sent to different bases, so 24 players don't need to be near each other in order to achieve a goal there. Platoon leads can talk to other platoon leads over comms and coordinate whatever objective they feel needs to be addressed.
While this is not Planetside, the point here is that 24 players being in a group vs 12 players being in a group is arbitrary if players can communicate and work as a team. Something similar can be achieved in ESO even without platoons or platoon chat etc. Really, you can have four12 man groups coordinating with each other, with each group lead coordinating via comms over which bases to hit or defend, with each group following what their group lead is telling them to do. That's large scale combat at it's best really. Coordination is the key, those who can coordinate the best usually come out on top.
I am not sure what your point is.
This is about overland PvE content, not Cyrodiil. And this is about casual social groups, not regimented platoons taking strategic locations.The 24 person limit is important for guild wb groups (and the like), mainly because there is a LACK of coordination.
Goregrinder wrote: »Goregrinder wrote: »MasterWarrior wrote: »I don't like this change.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.
But this isn't Planetside though. ESO should have max party size of 24. In fact I would like that to be increased to 30 or 40, would make ESO a lot more fun and can organize activities for larger groups.
Nope it is not, however Cyrodiil is essentially the Sword and Stone version of a planetside map (RvRvR battle for control of the map by connecting nodes or bases to other ones). Planetside has squads of 12 players, with 4 squad making up a single platoon. effectively the platoon functions as a giant group...IF they all listen to the platoon lead, and if they can coordinate with each other. Squads are often broken up and sent to different bases, so 24 players don't need to be near each other in order to achieve a goal there. Platoon leads can talk to other platoon leads over comms and coordinate whatever objective they feel needs to be addressed.
While this is not Planetside, the point here is that 24 players being in a group vs 12 players being in a group is arbitrary if players can communicate and work as a team. Something similar can be achieved in ESO even without platoons or platoon chat etc. Really, you can have four12 man groups coordinating with each other, with each group lead coordinating via comms over which bases to hit or defend, with each group following what their group lead is telling them to do. That's large scale combat at it's best really. Coordination is the key, those who can coordinate the best usually come out on top.
I am not sure what your point is.
This is about overland PvE content, not Cyrodiil. And this is about casual social groups, not regimented platoons taking strategic locations.The 24 person limit is important for guild wb groups (and the like), mainly because there is a LACK of coordination.
The same functionality can be carried over to groups outside of Cyrodiil. People constantly communicate with their fellow guild members all the time even when they aren't grouped with them. They also tend to help random other players kill random NPC's without being grouped with them. Being grouped with other players isn't really preventing anyone from doing anything.
So only being able to group up with 11 other people isn't going to prevent you from communicating or coordinating with anyone beyond those 11 you're grouped with.
Voice chat isn't a substitute for group text chat. Deaf people, HoH people and people with audio processing issues play this game and an in-game text channel through which things can be communicated and through which you can socialize is essential. The lack of custom chat channels is bad enough as it is, but with this change people who aren't 100% abled is even more alienated than they already are.
Goregrinder wrote: »Goregrinder wrote: »MasterWarrior wrote: »I don't like this change.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.
But this isn't Planetside though. ESO should have max party size of 24. In fact I would like that to be increased to 30 or 40, would make ESO a lot more fun and can organize activities for larger groups.
Nope it is not, however Cyrodiil is essentially the Sword and Stone version of a planetside map (RvRvR battle for control of the map by connecting nodes or bases to other ones). Planetside has squads of 12 players, with 4 squad making up a single platoon. effectively the platoon functions as a giant group...IF they all listen to the platoon lead, and if they can coordinate with each other. Squads are often broken up and sent to different bases, so 24 players don't need to be near each other in order to achieve a goal there. Platoon leads can talk to other platoon leads over comms and coordinate whatever objective they feel needs to be addressed.
While this is not Planetside, the point here is that 24 players being in a group vs 12 players being in a group is arbitrary if players can communicate and work as a team. Something similar can be achieved in ESO even without platoons or platoon chat etc. Really, you can have four12 man groups coordinating with each other, with each group lead coordinating via comms over which bases to hit or defend, with each group following what their group lead is telling them to do. That's large scale combat at it's best really. Coordination is the key, those who can coordinate the best usually come out on top.
I am not sure what your point is.
This is about overland PvE content, not Cyrodiil. And this is about casual social groups, not regimented platoons taking strategic locations.The 24 person limit is important for guild wb groups (and the like), mainly because there is a LACK of coordination.
The same functionality can be carried over to groups outside of Cyrodiil. People constantly communicate with their fellow guild members all the time even when they aren't grouped with them. They also tend to help random other players kill random NPC's without being grouped with them. Being grouped with other players isn't really preventing anyone from doing anything.
So only being able to group up with 11 other people isn't going to prevent you from communicating or coordinating with anyone beyond those 11 you're grouped with.
Our wb run actually involves 3 sister guilds, so guild chat is out. Not to mention guild chat is often filled with people who are just chatting. Sharing that space would be too chaotic.
And not everyone has discord, so voice command is out.
People also get dc’d, have to pause for phones or kids, and people simply get lost. They also have different speed mounts. Being able to open up a map and track where everyone is, is a huge deal.
Also we share quests, many times impromptu’ “Oh! I think I have a quest for this boss, let me share!”
Not to mention it helps everyone be in the correct shard.
Having large group wb runs have been really successful for so many years now, and they are fun! This will seriously cripple those runs.
SantieClaws wrote: »Or if you could link a number of separate groups somehow just for the purposes of chat?
So you don't share xp but you do share a common communication channel yes?
Yours with paws
Santie Claws
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!
I understand that in order to stay a good game that technically nothing should be off the table for consideration for enhancement. However there really are some things just core to what makes ESO... well, ESO, and should not be changed without a massively compelling reason.
This is one of those things. We have had 24 person groups for as far back as I can remember, and many many little in game traditions are built around this. Should NOT be changed unless it literally eradicated all disconnects, lag, crashes, and bad ping for all players everywhere with 100% consistency of improvement.
So my thinking on why they're going to limit PvE group sizes is because of companions. If it were to remain 24, you'd have a full trial group and each of them'd bring out their companions to add a bit more damage. ZoS doesn't want that.