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Reduce the group size to 12 players

  •  Jules
    Jules
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    It would be tough to say goodbye to 16 mans, but honestly, wouldn't miss the 24 man's - neither with my own guild or with opponents. 12 seems too low to me, but makes the most sense if they're going to cap it to a smaller number. As it is now, the game cannot support 24 mans which is unfortunate as we bought the game for large scale combat. Just is the way it is. Can't keep forcing a square peg into a round hole.
    JULES | PC NA | ADAMANT

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  • Teargrants
    Teargrants
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    Jules wrote: »
    It would be tough to say goodbye to 16 mans, but honestly, wouldn't miss the 24 man's - neither with my own guild or with opponents. 12 seems too low to me, but makes the most sense if they're going to cap it to a smaller number. As it is now, the game cannot support 24 mans which is unfortunate as we bought the game for large scale combat. Just is the way it is. Can't keep forcing a square peg into a round hole.
    Hole used to be square.

    Fix your hole, ZOS.

    Nobody likes smaller pegs.
    Edited by Teargrants on January 10, 2016 7:09PM
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  • Zheg
    Zheg
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    Jules wrote: »
    It would be tough to say goodbye to 16 mans, but honestly, wouldn't miss the 24 man's - neither with my own guild or with opponents. 12 seems too low to me, but makes the most sense if they're going to cap it to a smaller number. As it is now, the game cannot support 24 mans which is unfortunate as we bought the game for large scale combat. Just is the way it is. Can't keep forcing a square peg into a round hole.

    The game can totally support 24 mans, just not multiple 24 mans and pugs and small groups all in the same keep. Were you still running with us when did 24 v 50+ reds on trueflame when IC first came out and there was zero lag? Wish people would stop saying the game can't support 24, it's wholly untrue. The game can't support 100 players (or whatever) at a keep, and that number is reached more quickly when 24 show up all at once, but whether you bring 24 people to a keep in a single raid or they're all solo, ping goes to crap the same amount. I can have perfectly fine fights with a 24 man group in azura's primetime, so long as there aren't obscene numbers at the keep, or obscene numbers somewhere else on the map clashing. So clearly an arbitrary group size isn't the issue.

    Most of the remaining true '24 mans' also hover around 20 people per fight as it is, whether it's because of afks, not having full groups, someone got ganked running in, crashes, etc. Not trying to pick on you jules, but for people to think running 16 instead of 20 or 24 makes any noticeable difference ... seems like they're suffering from the placebo effect.
    Edited by Zheg on January 10, 2016 7:13PM
  • Garwulf
    Garwulf
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    Could all be solved by "one me one me Bro' :D
    Only AP if you indiviually gank another player... Cyrodiil could be renamed Gankers Paradise and the concept of it being a War zone put to rest once and for all.
    Nerf Nerf Nerf go the seals......
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