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Reduce the group size to 12 players

Bashev
Bashev
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The title says it all.

Edit:
If ZoS change the groups to 12 max then they can change how some skills work. AoE skills which are not ground based should heal only group members. Also all buffs should be only for group members again except the ground aoe buffs. I think this will reduce the number of the server calculations and will help several groups to leach AP from each other.
Edited by Bashev on January 10, 2016 9:09AM
Because I can!
  • sadownik
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    And? Will it stop 2 or 3 groups running together and communicating through ts for example? That wont do anything. Think mate, think before you type.
  • Bashev
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    sadownik wrote: »
    And? Will it stop 2 or 3 groups running together and communicating through ts for example? That wont do anything. Think mate, think before you type.

    Nope it wont but it will be more difficult for 2-3 groups in TS to be organized. Then another 12 man group will have a higher chance to outplay them.

    @sadownik
    And what is your argument why the groups should be bigger than 12?
    Because I can!
  • Decado
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    We are already seeing 2/3 24 man raids coordinating and running together, honestly can't see it changing anything, I understand your idea and tbh if I thought it would help I would be very supportive of it,

    On a side note the way ZoS is making changes to how you earn AP may get more people to spread out and run in smaller groups
  • Satiar
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    coordinating two twelve mans would be trivial. Engage one, get smashed by the other. Trading sustain and dps for better maneuverability with the potential to retain both of the former.
    Edited by Satiar on January 10, 2016 1:34AM
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Xsorus
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    Satiar wrote: »
    coordinating two twelve mans would be trivial. Engage one, get smashed by the other. Trading sustain and dps for better maneuverability with the potential to retain both of the former.

    But you only run 24 people because that's one group, if it dropped to 12 people that's mean you were running 2 groups and you'd never do that.
  • Satiar
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    Xsorus wrote: »
    Satiar wrote: »
    coordinating two twelve mans would be trivial. Engage one, get smashed by the other. Trading sustain and dps for better maneuverability with the potential to retain both of the former.

    But you only run 24 people because that's one group, if it dropped to 12 people that's mean you were running 2 groups and you'd never do that.

    At this point I have a guild roster based around running 24 people. I'd absolutely run two groups if they arbitrarily turned the group size to 12.

    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Didgerion
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    Bashev wrote: »
    Reduce the group size to 12 players

    The only way to make it work as suggested is to allow just 12 players of each faction to enter cyrodiil.
  • Didgerion
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    They just need to fix some mechanics that encourage ball groups.

    All are aware about them..will not repeat it here again.
  • Xsorus
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    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    coordinating two twelve mans would be trivial. Engage one, get smashed by the other. Trading sustain and dps for better maneuverability with the potential to retain both of the former.

    But you only run 24 people because that's one group, if it dropped to 12 people that's mean you were running 2 groups and you'd never do that.

    At this point I have a guild roster based around running 24 people. I'd absolutely run two groups if they arbitrarily turned the group size to 12.

    So you'd still Zerg no matter what the "group" size *grin*
  • Satiar
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    Xsorus wrote: »
    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    coordinating two twelve mans would be trivial. Engage one, get smashed by the other. Trading sustain and dps for better maneuverability with the potential to retain both of the former.

    But you only run 24 people because that's one group, if it dropped to 12 people that's mean you were running 2 groups and you'd never do that.

    At this point I have a guild roster based around running 24 people. I'd absolutely run two groups if they arbitrarily turned the group size to 12.

    So you'd still Zerg no matter what the "group" size *grin*

    Sure Xsorus :)
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Teargrants
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    Xsorus wrote: »
    Satiar wrote: »
    coordinating two twelve mans would be trivial. Engage one, get smashed by the other. Trading sustain and dps for better maneuverability with the potential to retain both of the former.

    But you only run 24 people because that's one group, if it dropped to 12 people that's mean you were running 2 groups and you'd never do that.
    Ahem! I have to correct you young grasshoppa, 24 ppl is 6 whole groups.
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  • Bashev
    Bashev
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    If ZoS change the groups to 12 max then they can change how some skills work. AoE skills which are not ground based should heal only group members. Also all buffs should be only for group members again except the ground aoe buffs. I think this will reduce the number of the server calculations and will help several groups to leach AP from each other.
    Because I can!
  • Xsorus
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    Teargrants wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    coordinating two twelve mans would be trivial. Engage one, get smashed by the other. Trading sustain and dps for better maneuverability with the potential to retain both of the former.

    But you only run 24 people because that's one group, if it dropped to 12 people that's mean you were running 2 groups and you'd never do that.
    Ahem! I have to correct you young grasshoppa, 24 ppl is 6 whole groups.

    Lies!, it is clearly one group despite what the UI actually says!
  • Karamis_Vimardon
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    Smaller large group sizes = more large groups of max size. 48 players in 2 groups or 48 players in 4 groups is still.....wait for it....48 PLAYERS! Isn't math a wonderful thing? :smiley:
    PC NA

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  • themdogesbite
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    Smaller large group sizes = more large groups of max size. 48 players in 2 groups or 48 players in 4 groups is still.....wait for it....48 PLAYERS! Isn't math a wonderful thing? :smiley:

    Max groupsize of 12 and combie that with the new AP changes and lets say a max cap of 12 on barrier etc. I think it could help tbh.
    :]
  • Heindrich
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    I don't understand how people can object to the 12-max group proposal on the basis people can still zerg by coordinating multiple groups. It's a change that will make it harder for people to zerg effectively, so surely it helps to some extent to mitigate the zergingly menace, and that has to be a good thing.

    It's like people that object to gun controls cos criminals will ignore laws anyway. But surely less guns in a population = less gun crime.

    ... I probably shouldn't have opened that can of worms. :s
  • DanTeales_Inferno
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    Ive always supported this idea. At the minute there are numerous guilds on EU that pride themselves of only running 1 group, not over. Reducing group sizes would undoubtedly make it harder for the zerging guilds and openly encourage both smaller group sizes and more tactical play. ATM, the zerging guilds who consistently get 24+ members just ball up into an unkillable blob both detracting from performance and fun gameplay. The guild I play with has always said if we have 16+ members on at once (unlikely, not happened yet) then it would be fun to run 2 groups working together.

    I think this change can only be a good thing, if ZoS only want to test it then open a campaign with this rule set would be a nice addition.

    Maybe even a no grouping campaign, that way the 24 man blobs wouldnt stand a chance whereas the smaller guilds who know the playstyles of their members and can actually think for themselves would fair much better.
    Edited by DanTeales_Inferno on January 10, 2016 11:41AM
    Thoros of Leeds - VR14 Templar

  • CatchMeTrolling
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    No.
  • eliisra
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    sadownik wrote: »
    And? Will it stop 2 or 3 groups running together and communicating through ts for example? That wont do anything. Think mate, think before you type.

    That's true yes. But it's still way easier to wipe two 12-man groups, compared to killing a 24-man raid. Two raids cant follow the same crown, they cant move, burst and blob together. They can only be sorta near each other, but not perfectly stacked moving as one unit, tight enough to mitigate 4-8 meter radius Ultimates. Close enough to get all heals, buffs and synergies.

    Also easier to single target focus healers + leaders in smaller raids.

    However I fear most PvP guild running 24-man raids today would run way more than two 12-man groups, if these changes where made. They would have to make up for the loss of strength somehow. Adding more numbers is usually what people do when they're loosing in PvP lol.
  • Cormore
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    i think its going to be the matter of who leads the other groups who are fallowing the main group if they're in the same ts. It will be harder to fallow around i agree but nobody like to be lead of the 2nd and 3rd if so. Or make it 16, im fine with that.
  • Draxys
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    I'm also of the opinion that it won't help shift the current pvp trends, but it can't hurt =D
    2013

    rip decibel
  • KenaPKK
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    Honestly I would support this.

    Even if people would still run multiple groups, those groups would be more inclined to spread out on the battlefield and coordinate with each other instead of ball together.

    Or...ZoS could code a game that actually works..
    Kena
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    youtube.com/@KenaPKK (inactive)
  • Joy_Division
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    There is zero chance a 12 man PUG group will be able to threaten an enemy keep protected by the new siege weapons in the upcoming patch. That's the majority of the player base.

    I really wish ZoS and we would stop beating around the bush and just 100% concentrate on removing AoE caps.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Jhunn
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    Exactly @Heindrich. How can people be against reducing the group size? Unless they're the type of reta*ds who's ruining the game.
    Gave up.
  • Decado
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    Jhunn wrote: »
    Exactly @Heindrich. How can people be against reducing the group size? Unless they're the type of reta*ds who's ruining the game.

    Oh please, who creates more lag do you think, a 12 man bomb group or a 24 man pug?
  • Zheg
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    Almost all of the people I see that have epeen contests over who can run 1.36 players less than the other group do so while enveloping themselves in a never-ending mass of pugs and/or other groups. I see people advocating for smaller group sizes, and then come up with excuses when running in the middle of 3-4+ stacked raids in a single keep. The lunacy, and hypocrisy surrounding group size is truly remarkable.

    People still think having 24 players all within 20 meters causes the majority of the lag, and are either willfully ignorant or not intelligent enough to realize that the super majority of the lag comes from having insane numbers all stacked up in a keep, regardless of group size; this happens because people are all funneled to only a few important objectives, and because people just don't give an eff. Over the past two nights, I've come up against yellow and red groups stacking 4 raids in a single keep (when it wasn't even close to being the last emp keep); blue does it as well. THESE are the situations that cause crashes, 999+ ping, slideshow performance, and a deep longing for camelot unchained to come out.

    As most have already said, changing the group size to 12 is a superficial band-aid that will have zero effect on the performance, ZERO. If 40 people want to go to ash to fight, they're going to end up there and degrade the ping by the same amount as they would if they were in 2 groups all within 20 meters of each other or if they were all solo. Anyone who continues to refute that simple fact either doesn't pvp all that much and doesn't know as much as they think they do, or is being disingenuous. All threads like this do is continue the false narrative focusing on arbitrary group sizes and detract from the more impactful suggestions like providing strong incentives to hit multiple keeps at once, reducing the total number of players in a campaign to prevent situations that even allow players to stack 4 raids in a keep, and just scrapping the entire emperor system so yahoos night-capping emp don't make prime-time unplayable because that alliance is now stacking hordes of players in the last emp keep. I both /rage and /lul when I see people arguing over running 16 over 24 players (or whatever other absurd number they deemed the soup of the day), and then both intentionally or accidentally stack with other players to the extent that 70+ roll up to the same keep and then make excuses when called out on it.

    I think part of the problem is that the (mostly) legitimate arguments against aoe caps and disorganized players struggling to take on a coordinated group have bled into these same groups somehow being the sole cause or biggest cause of the lag, even though performance has always been derived from total players in a relative area. Combat problems surrounding smaller vs larger groups are mutually exclusive from lag problems. I'll keep repeating this until players stop parroting the wholly inaccurate talking points, lag is caused by total number of players in an area, regardless of who is grouped with who.
    Edited by Zheg on January 10, 2016 3:45PM
  • AbraXuSeXile
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    Wouldnt change anything infact it would make fps and lag worse and pugs would quit because they would never be able to take a keep.

    I dont think you guys realise how few places to go in cyrodiil there are where you can get PvP everyone is still going to congregate the same place. Like it or not its the 24 man groups what open the map out and allow more places to PvP so it isnt all in one area.

    Like it or not cyrodiil needs 24 man groups to space out the PvP. Lets be honest what 12 man pug group is gonna ride from glade to roe on the off chance they wont get rekt.

    The problem is when everyone is in same area, nothing more. 2 24 man trains can collide in middle of nowhere and there will be no lag. Its the behaviour of people is the problem.
    AbraXuS
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  • CatchMeTrolling
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    Btw I'm a solo/small group player and I think this is pointless. People will still follow wherever the action is & plus guild chat and area chat is a thing. I already see group leaders following each other, so yeah. It's the way the majority of the community decides to play which also contributes to the lag.
  • Bashev
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    Wouldnt change anything infact it would make fps and lag worse and pugs would quit because they would never be able to take a keep.

    I dont think you guys realise how few places to go in cyrodiil there are where you can get PvP everyone is still going to congregate the same place. Like it or not its the 24 man groups what open the map out and allow more places to PvP so it isnt all in one area.

    Like it or not cyrodiil needs 24 man groups to space out the PvP. Lets be honest what 12 man pug group is gonna ride from glade to roe on the off chance they wont get rekt.

    The problem is when everyone is in same area, nothing more. 2 24 man trains can collide in middle of nowhere and there will be no lag. Its the behaviour of people is the problem.

    @AbraXuSeXile
    I see your point. BTW how big is Exile guild and what is the group size that you play?
    Because I can!
  • AbraXuSeXile
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    Bashev wrote: »
    Wouldnt change anything infact it would make fps and lag worse and pugs would quit because they would never be able to take a keep.

    I dont think you guys realise how few places to go in cyrodiil there are where you can get PvP everyone is still going to congregate the same place. Like it or not its the 24 man groups what open the map out and allow more places to PvP so it isnt all in one area.

    Like it or not cyrodiil needs 24 man groups to space out the PvP. Lets be honest what 12 man pug group is gonna ride from glade to roe on the off chance they wont get rekt.

    The problem is when everyone is in same area, nothing more. 2 24 man trains can collide in middle of nowhere and there will be no lag. Its the behaviour of people is the problem.

    @AbraXuSeXile
    I see your point. BTW how big is Exile guild and what is the group size that you play?


    Varies up to 12 for last 3 month sonetimes slightly over. Used to do full 24 man train. Do everything which is why i see the bigger picture than most people.

    Instead of crying about group size the groundwork should be started first, give people a reason to care about scoring and winning then groups will go the extra mile and ride a long way to attack a keep instead of going to nearest keep each time which will spread people out. The 24 man group can take keeps faraway, the 12 man bomb groups can defend against the 24 man groups. The solo/skirmishers can have bigger space to find pvp away from allies.

    A raid on its own will not be so strong away from their allies and pugs. Give these raids a reason to spread.
    Edited by AbraXuSeXile on January 10, 2016 5:09PM
    AbraXuS
    Grand Overlord Rank 50 [First EU]
    Clan Leader of eXile
    Gaming Community - Est. 1999
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