BlazingDynamo wrote: »Oh nooooo not the roleplayers
Mahabahabtha wrote: »VaranisArano wrote: »maybe zos could add some kind of qol chat option where a person can open up a private chatbox and invite all of the people who are involved in the event? there could be a chat page for that group that shows the location of players etc. i’m probably making too much of a reach here but there’s gotta be some kind of further chatbox implementation that could remedy this?
That would help RP guilds, I suppose. But keeping track of everyone during a wb run would still be an issue, as would quest sharing.
It just means that better coordination is needed between two or more group leaders. I don't see this being a problem for players i.e. guilds with Discord voice chat.
Keeping track of everyone is already like hearding kittens. And not everyone feels comfortable talking on discord. So why make things harder on guilds events?
No this is just an awful and unneeded change.
Oh that was just an example. In-game text or just following crown has always worked before.
Only group members can see the Crown or read the group chat. So now, that's a max of 12 people, where before, it was 24 people.
So, yes, that's exactly the problem facing guilds now!
And Guild Chat ???
Mahabahabtha wrote: »VaranisArano wrote: »maybe zos could add some kind of qol chat option where a person can open up a private chatbox and invite all of the people who are involved in the event? there could be a chat page for that group that shows the location of players etc. i’m probably making too much of a reach here but there’s gotta be some kind of further chatbox implementation that could remedy this?
That would help RP guilds, I suppose. But keeping track of everyone during a wb run would still be an issue, as would quest sharing.
It just means that better coordination is needed between two or more group leaders. I don't see this being a problem for players i.e. guilds with Discord voice chat.
Keeping track of everyone is already like hearding kittens. And not everyone feels comfortable talking on discord. So why make things harder on guilds events?
No this is just an awful and unneeded change.
Oh that was just an example. In-game text or just following crown has always worked before.
Only group members can see the Crown or read the group chat. So now, that's a max of 12 people, where before, it was 24 people.
So, yes, that's exactly the problem facing guilds now!
And Guild Chat ???
Angelisaur wrote: »Maybe this has been suggested, but...I wonder if a possible solution to this would be to do give us some sort of group linking ability, "squadrons" could be a possible name for it (I think GW2 does this?), which would be initiated and confirmed by the leader of each respective group. The groups be displayed as separate clusters of names in the squad UI. There would be no mass XP gain or whatever the hell Zeni is worried about from the 24+man squadron, but it would open up a hypothetical "/sq" or "squadron" channel that everyone could chat in. Could even go so far as to make /gr1, /gr2 etc channels for the separate sub-groups.
Again, XP gain/buffs/whatever would be limited to the separate subsets of 12. If you're in group 1 of the squad, you get only group 1's bonuses. Squadrons would be purely an organizational and chat-restructuring tool. This way RPers and dolmen runners and the like get to keep the utility of large groups, and XP/buffs/etc gains are nerfed. Heck, the ability to chat in separate sub-groups would give us even more utility than we have now. Food for thought I guess.
I don't know how chat works in PC (if at all) but on console guilds have 4 channels that people can use to chat to each other within the guild without being grouped together. Guild chat is an existing thing. I don't know if it has a max number of ppl on it though.
And you can keep people together by travelling to a player via guild roster. So you could have multiple groups of 12 and still chat to each other and travel to each other. Yeah, it's an absolute pain in the rear but it's not like it's entirely stopped you from having over 12 people RP together.
Best case, they don't change it and it stays at 24. Worst case, there's easy enough work arounds.
On PC there is one guild chat for everyone in the guild. For open areas, there is Zone, Say, Yell, and Emote. There is also a zone for specific languages but all of this can be viewed by anyone. They are public channels except for guild which is private for up to 500 people.
The question I have, is there anything in-game to support roleplayers other than grouping?
I meant chat as in a talking channel, not the on screen text box. Hence "on console guilds have 4 channels that people can use to chat to each other within the guild without being grouped together". Channels. Chat channels. To talk to each other. With voices.
RogueShark wrote: »Group chat for rp = being able to DM/post for people potentially out of range without having to be disruptive and use /yell. It's very useful.
Lots of social, non-rp guilds use larger than 12 groups as well. Skyshard groups, wb killing, lots of other activities to help out newbies or finish achieves.
Hello ZOS,
Please understand that those of us who play this game to roleplay are going to have a very difficult time and will be hugely impacted in a negative way by your reduction of the group size limit from 24 to 12.
When we first read this patch note in the PTS server, we couldn't believe it. We thought it was a late April Fools' joke. Several of us suspected we were misunderstanding the patch note and there was no problem.
But upon closer inspection, it seems our worst fears are true. In every RP guild I've ever been a part of, we usually self-organize into RP groups for the purpose of maintaining easy location via the map for folks who are just joining or get disconnected, etc., and for OOC chat in group. This is true of both guild RP as well as open world RP.
When I find myself in RP groups, I'd say about 60% of the time the group has more than 12 people in it. Getting more than 24 in a group is very rare though, because that many people in a single RP setting becomes difficult to manage. But we do just fine with 12 or 15 or 18 people most of the time, especially when we establish some sort of social organization so folks don't just do their own thing.
This has worked very well for us for years, and many/most of us (I am part of a community with hundreds of players) have ESO Plus and pay a lot of money for housing, costumes, motifs, etc. so we can further immerse ourselves into the RP setting.
By reducing group size from 24 to 12, you will be hugely hindering the RP community, by requiring us to organize our OOC chat across multiple groups, making it harder for us to find the group leader, etc. It will just add a huge administrative burden to those who go to the effort to coordinate these RP groups.
I personally have over 5100 hours in ESO (per Steam) and have definitely felt the wallet impact of the crowns, etc. I've bought in this game. ZOS, we are many, and we pay a lot of money to your company because your game is a very good roleplaying setting for our community, and we care very much about maintaining that community for the long haul.
This will have an enormous impact on our ability to enjoy the game, and may result in the shrinkage of our community and the reduction of profits for ZOS. I strongly urge that you reconsider your decision before this patch leaves PTS.
I would rather have no new features and no companions than to see this change come to pass.
If you must implement this, give us a tool for organizing unrestricted custom chat channels with no player limit, or better yet, some sort of large group system that does not share XP or loot but does provide map markers and easy "taxi" TP functionality. Don't ask us to use /guild, please; we can have many separate RPs going on in the same guild at the same time, and that would be chaotic.
Thank you on behalf of the whole ESO RP community.
~Coorbin
Mahabahabtha wrote: »So ZOS is doing now everything possible to make ESO a single Player Game....HOORAY maybe with Update 33 we all will get Elder Scrolls 6 on PTS .....
So reducing groups from 24 to 12 is making it a single player game? Really?
I wish people would make their minds up. First they complain because they can solo things like dolmens and world bosses in one shot and now they're complaining because they need another 23 players to do it!
So reducing groups from 24 to 12 is making it a single player game? Really?
The single player game comments were hyperbole for us to make jokes with each other because we are so upset about this change. Also because we knew it was a strawman that people like you were going to attack even if we didn't bring it up.I wish people would make their minds up. First they complain because they can solo things like dolmens and world bosses in one shot and now they're complaining because they need another 23 players to do it!
Other people may have argued in the past that people shouldn't be able to solo things, but that's never been my position, so don't ascribe a position onto me that I don't hold. Besides, my primary objection to reducing group size has absolutely nothing to do with game mechanics, and everything to do with social and roleplay activities. If you can't understand why someone would want to do those things, then you shouldn't be commenting in this thread to begin with, because you have no frame of reference to understand the reasoning behind the complaints here.
I have mentioned on more than one occasion that we would be fine with this change happening eventually if they provide an adequate replacement for the organization capabilities this feature gives us today. A simple example would be a sort of "social group" that is only used for chat and map marker purposes but with no impact on gameplay (no loot/XP sharing, etc.) We would gladly accept social groups with a 24 person limit as a substitute for 24 person groups as they exist today, but we would prefer if they leave groups at 24 people until they add in the replacement feature, so we aren't left out in the cold for an indefinite period of time.
I can well understand (and totally support) the case put by role-players, but the argument put forward by others that they need groups larger than 12 in order to help new players with e.g. skyshards, dolmens, world bosses and achievements etc sounds like complete nonsense to me.
I suggest firstly that you note the smile at the end of my comment about people making their minds up, and secondly that you then read my earlier comment which for convenience I quote:-
I suggest firstly that you note the smile at the end of my comment about people making their minds up, and secondly that you then read my earlier comment which for convenience I quote:-
My bad! It's difficult to understand sarcasm in these sorts of settings. There have been a lot of unkind posts so far with no regard for, or even active disdain for RP and RPers in this thread and a few others on the same topic, so I hope you'll forgive me getting a bit defensive.
I do apologize. And (RE: your earlier post) while I can't quite understand the use case for >12-person groups for defeating PvE game content either, I support the large contingent of folks who have, in good faith, said they needed it for their guilds.
The skyshards idea is not a new one; when I was a new player to ESO and didn't yet roleplay at that time, I occasionally gathered large skyshard gathering groups with my newbie-friendly social guild. Now that I have >5000 hours in the game, even though most of those were spent RPing, I have most of the skyshards in the game on two different characters (without buying them from the Crown Store) from leading those early skyshard runs. So I can see where they're coming from.
RogueShark wrote: »Group chat for rp = being able to DM/post for people potentially out of range without having to be disruptive and use /yell. It's very useful.
Lots of social, non-rp guilds use larger than 12 groups as well. Skyshard groups, wb killing, lots of other activities to help out newbies or finish achieves.
I don't understand this reasoning. You say it would be disruptive to use /yell, but how often do you see people typing in that channel, or how would it be disruptive in the first place?
In regards to the group size nerf? Well, can't say I agree with it, even as someone who has stopped Roleplaying ages ago.
PigofSteel wrote: »12 is more than enough
It's the same old confusion.
Non PvP players are subject to group size changes and they aren't happy about it, I get it.
Talk about making a divide in the community....