indigojulze wrote: »Must say I am not happy about this.
I do not see who benefits from this change?
I run this game on a Frankenstein rig with a cracked disc, what performance issues?
Are the pvp and console baby's crying over 59 fps with 400 players on screen at the same time?
Reduce the size, FIX your code, increase the size again.
Please please let this be a stop-gap measure while you fix the real problem.
JoeCapricorn wrote: »I will say I think the "performance" reason is a load of bologna because groups have been limited to 24 since launch
Hi all,
Just posted an update in the main stickied thread, but wanted to cross-post here as well for extra visibility.
As we approach the end of our scheduled tests, we’ve determined that we’d like to run at least two more tests to gather additional data, which are outlined below. Our goal here is to see how a combination of changes from previous tests affect the performance, as we’ve found they have not had a significant impact individually.
October 19 - 26:
Shared global AoE cooldown with a 3 second timer
Group size limited to 12 in Cyrodiil
Ally-targeted abilities only applied to group members
October 26 – November 2:
Shared global AoE cooldown with a 3 second timer
Group size limited to 12 in Cyrodiil
Ally-targeted abilities only applied to group members
Global ramping cost per successive AoE cast by 50%/100%/150%
Regen decrease per successive AoE cast by 33%/66%/99%
Our current plan is to disable all tests and double AP once Update 28 launches for PC on November 2. At that time, we’ll need to take some time to analyze the data collected from all the tests and determine next steps. Once we have a better idea of what that entails, we’ll let everyone know.
JoeCapricorn wrote: »I will say I think the "performance" reason is a load of bologna because groups have been limited to 24 since launch
Putting it bluntly, I am fairly sure that the group reduction from 24 to 12 is to improve performance so that they can add companions, which in their testing, hurt performance in large group situations.
JoeCapricorn wrote: »I will say I think the "performance" reason is a load of bologna because groups have been limited to 24 since launch
Putting it bluntly, I am fairly sure that the group reduction from 24 to 12 is to improve performance so that they can add companions, which in their testing, hurt performance in large group situations.
Then it would make sense to stop adding things that ruin performance instead of taking away things that people enjoy and don’t affect performance.
gariondavey wrote: »hands0medevil wrote: »gariondavey wrote: »Ironically, roleplayers are who spend the most on the game. So this move will only hurt zos financially. XD
no it wont, they will accept it and deal with it.
So you are telling me if 100 people quit over this (not an outrageous idea) that it won't hurt the company's bottom line, when those are some of the people who spend the most on the game?
To be clear, I don't rp, or run in groups bigger than 12 in pve, or pay for eso+, or buy crowns. I just think this is a bad idea and one that will hurt the company financially.
VaranisArano wrote: »JoeCapricorn wrote: »I will say I think the "performance" reason is a load of bologna because groups have been limited to 24 since launch
Putting it bluntly, I am fairly sure that the group reduction from 24 to 12 is to improve performance so that they can add companions, which in their testing, hurt performance in large group situations.
Then it would make sense to stop adding things that ruin performance instead of taking away things that people enjoy and don’t affect performance.
They can't. Extra features like Companions are the only reason that Chapters are sold for cash and not included in ESO+, instead of being treated like the DLC that they really are. ZOS cannot stop making new features because they've painted themselves into that corner.
It's pretty clear to me that the Companions are decidedly underbaked, neither meeting the hopes of the Devs as initially described to players nor performing well in terms of game performance, judging by the emergency testing on the PTS that might further reduce the usefulness of Companions.
But there's no way that ZOS can say "Hey, we're sorry, Companions clearly need more time in the oven. We need to wait until Q3 or Q4." They've already marketed and sold Blackwood. They are going to roll out Companions, no matter how flawed and no matter how much they have to cripple core game systems like group size in order to make room for them. Then hope and pray they can fix the most reviled aspects by Q3 and Q4 in order to make up for bad press on release.
I don't know if Companions is the main drive for the reduction in group size...but not releasing Companions is not an option for ZOS. They have to preserve their revenue stream from new features and Chapters, even at the expense of core gameplay for social groups of all types.
JoeCapricorn wrote: »I will say I think the "performance" reason is a load of bologna because groups have been limited to 24 since launch
Putting it bluntly, I am fairly sure that the group reduction from 24 to 12 is to improve performance so that they can add companions, which in their testing, hurt performance in large group situations.
Then it would make sense to stop adding things that ruin performance instead of taking away things that people enjoy and don’t affect performance.
VaranisArano wrote: »make up for bad press on release.
JoeCapricorn wrote: »I will say I think the "performance" reason is a load of bologna because groups have been limited to 24 since launch
Putting it bluntly, I am fairly sure that the group reduction from 24 to 12 is to improve performance so that they can add companions, which in their testing, hurt performance in large group situations.
Then it would make sense to stop adding things that ruin performance instead of taking away things that people enjoy and don’t affect performance.
Yes, it would. It is possible that they have hit some sort of performance cap in some areas of the game. Every new system we get in that area will now have to come with a concession so that performance remains relatively the same.VaranisArano wrote: »make up for bad press on release.
They are not going to have bad press on release because of a reduction in group size. They will have bad press on release due to the sheer number of bugs and things that are broken on launch day, but won't start to be fixed for two weeks because that is their patch schedule.
ZOS_GinaBruno wrote: »Hi everyone,
First, we wanted to thank you all for providing so much valuable feedback on the change to group sizes in this update. We understand there are situations where having a larger group size is desired and makes some activities more enjoyable.
As some of you have guessed, this change ultimately comes down to performance. We’ve been continually looking at ways to improve performance and stability across the game and we found reducing the group size was an effective way to ensure there would be fewer situations where you hit critical memory. Additionally, there’s a fair amount of data that has to be exchanged on the backend for every person in your group. By limiting the group size to 12, we’re introducing additional performance gains.
Thanks again for taking the time to share your thoughts with us on this topic. We appreciate it, and we hope this helps provide additional context for the change.
VaranisArano wrote: »JoeCapricorn wrote: »I will say I think the "performance" reason is a load of bologna because groups have been limited to 24 since launch
Putting it bluntly, I am fairly sure that the group reduction from 24 to 12 is to improve performance so that they can add companions, which in their testing, hurt performance in large group situations.
Then it would make sense to stop adding things that ruin performance instead of taking away things that people enjoy and don’t affect performance.
Yes, it would. It is possible that they have hit some sort of performance cap in some areas of the game. Every new system we get in that area will now have to come with a concession so that performance remains relatively the same.VaranisArano wrote: »make up for bad press on release.
They are not going to have bad press on release because of a reduction in group size. They will have bad press on release due to the sheer number of bugs and things that are broken on launch day, but won't start to be fixed for two weeks because that is their patch schedule.
I was referring to bad press about Companions, and gradually adjusting the most reviled aspects of Companions, not the reduction in group size.
DocFrost72 wrote: »https://forums.elderscrollsonline.com/en/discussion/comment/6989406#Comment_6989406
From that thread;Hi all,
Just posted an update in the main stickied thread, but wanted to cross-post here as well for extra visibility.
As we approach the end of our scheduled tests, we’ve determined that we’d like to run at least two more tests to gather additional data, which are outlined below. Our goal here is to see how a combination of changes from previous tests affect the performance, as we’ve found they have not had a significant impact individually.
October 19 - 26:
Shared global AoE cooldown with a 3 second timer
Group size limited to 12 in Cyrodiil
Ally-targeted abilities only applied to group members
October 26 – November 2:
Shared global AoE cooldown with a 3 second timer
Group size limited to 12 in Cyrodiil
Ally-targeted abilities only applied to group members
Global ramping cost per successive AoE cast by 50%/100%/150%
Regen decrease per successive AoE cast by 33%/66%/99%
Our current plan is to disable all tests and double AP once Update 28 launches for PC on November 2. At that time, we’ll need to take some time to analyze the data collected from all the tests and determine next steps. Once we have a better idea of what that entails, we’ll let everyone know.
I'm not sure what to believe, now.
Poor Gina. They tell her what to post, and guess who gets to look bad when the stories conflict?
If Gina trots out and says, "Yup, group size to 12 is because of performance", will you nod with understanding and wander off in search of some other bit of trivia? Will you dig in and demand more? Argue? Dispute the claim? Rage?
Poor Gina. They tell her what to post, and guess who gets to look bad when the stories conflict?If Gina trots out and says, "Yup, group size to 12 is because of performance", will you nod with understanding and wander off in search of some other bit of trivia? Will you dig in and demand more? Argue? Dispute the claim? Rage?
So, dispute the claim.
Poor Gina. They tell her what to post, and guess who gets to look bad when the stories conflict?If Gina trots out and says, "Yup, group size to 12 is because of performance", will you nod with understanding and wander off in search of some other bit of trivia? Will you dig in and demand more? Argue? Dispute the claim? Rage?
So, dispute the claim.
To what end? ZOS is gonna do what ZOS is gonna do regardless of whether it makes sense or is in direct conflict with earlier statements. They could tell us that they are reducing group size to 12 because the moon is made of green cheese and it wouldn't matter one bit.
DocFrost72 wrote: »https://forums.elderscrollsonline.com/en/discussion/comment/6989406#Comment_6989406
From that thread;Hi all,
Just posted an update in the main stickied thread, but wanted to cross-post here as well for extra visibility.
As we approach the end of our scheduled tests, we’ve determined that we’d like to run at least two more tests to gather additional data, which are outlined below. Our goal here is to see how a combination of changes from previous tests affect the performance, as we’ve found they have not had a significant impact individually.
October 19 - 26:
Shared global AoE cooldown with a 3 second timer
Group size limited to 12 in Cyrodiil
Ally-targeted abilities only applied to group members
October 26 – November 2:
Shared global AoE cooldown with a 3 second timer
Group size limited to 12 in Cyrodiil
Ally-targeted abilities only applied to group members
Global ramping cost per successive AoE cast by 50%/100%/150%
Regen decrease per successive AoE cast by 33%/66%/99%
Our current plan is to disable all tests and double AP once Update 28 launches for PC on November 2. At that time, we’ll need to take some time to analyze the data collected from all the tests and determine next steps. Once we have a better idea of what that entails, we’ll let everyone know.
I'm not sure what to believe, now.
Poor Gina. They tell her what to post, and guess who gets to look bad when the stories conflict?
The real question is where exactly there will be the performance increase when using two 12-player character groups instead of one 24-player character group.
Character visuals, positioning, skill and set visuals, health transmitted to other players? No, just the same.
Combat effects? With the reversal of group-only effects the answer is no.
Emotes and mementos? Again, just the same.
Text chat? Bingo. Then again, why not start with the zone chat? It should be much more stressful for performance than group chat.
Health is already shown even to non-grouped players, so it should be something else. Magicka and stamina? I don't remember whether it is possible to turn it on for all allies around.JoeCapricorn wrote: »It's back-end stuff like the health level of each group member, but still I don't see how that can affect performance. Some add-ons are able to read more data from each group member as well, such as what loot they acquire.
Well, the question is how much is actually needed. If (if, because there is no data for us as players) existing features are cut because of something that simply can't be used (like loot transmitting from example above), it is hardly fair.The real question is where exactly there will be the performance increase when using two 12-player character groups instead of one 24-player character group.
Character visuals, positioning, skill and set visuals, health transmitted to other players? No, just the same.
Combat effects? With the reversal of group-only effects the answer is no.
Emotes and mementos? Again, just the same.
Text chat? Bingo. Then again, why not start with the zone chat? It should be much more stressful for performance than group chat.
We don't know enough about how the backend systems work to be able to itemize things and then cross them off like you are doing.
However, we do know that the information processed between group members is not exactly the same as what you get just by being next to them, ungrouped. I believe that they have said as much when talking about Cyrodiil performance.
While this is the response I expected, it still does not make any sense. I can only assume that you mean performance gains on ZoS’s end because the 12-man in Cyrodiil has not shown any performance gains on the player end of things.
The 12-man group in Cyrodiil did not stop faction stacking or large groups from running, guilds just run 4-6 groups instead of 2-3 groups. Reduced group size in overland content will not stop guild like mine from bring 50 people to kill world bosses, attack dolmens or having 100 of our members taking up space in one instance of Daggerfall when we have our guild meetings.
I know my guild will adjust, we have adjusted in Cyrodiil and we will continue to make our events work one way or another for our 400+ member social guild. I sympathize with the RP guilds and their leadership which are going to be the most affected by the 12-man group limit. Smaller to midsize social guilds are also going to have a harder time as they attempt to adjust.
I hope these performance gains that ZoS sees are real and not just players leaving the game. Many players are becoming more and more alienated with every update by a company that is becoming famous for “HEY LOOK a new shiny for you” do not mind the increased crown prices, all the bugs, or the QoL things we continue to take away from you as a player just look at the new shiny.
I do thank you @ZOS_GinaBruno for the response and I will make the excuses for ZoS to our guilds members as I always do with this kind of unwanted change. We will adjust and still manage to have fun with our friends and guildmates. However, I hope ZoS realizes that some guilds will not adjust, and some players are coming closer and closer to the last straw as performance does not appear to be getting any better on the player side of things. Eventually a real performance increase needs to happen, or ZoS becomes the company that cried wolf one to many times.