Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Azura's Star Right Now

  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.
    Edited by frozywozy on January 26, 2016 5:13PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jules wrote: »
    Minno wrote: »
    Jules wrote: »
    Fyaal wrote: »
    This thread....

    ...the only time I ever wished the ZoS forum police would show up.

    This game. It pains me to see people I respect and like allowing their frustrations to say things and act in ways I know are not in their character.

    @ZOS_RichLambert - You are the creative director, no? How about you read the entirety of this thread, wake up to how toxic your PvP community is, and creatively figure out a way to implement gameplay mechanics to punish to this stupid meta.

    Ah post-punk sucks anyway

    https://www.youtube.com/watch?v=6j0x2SWbzZ4

    That's not post-punk :(.

    This is post punk:

    http://youtu.be/9qTb5MVFuQU

    And another step further, this is post-hardcore:

    http://youtu.be/B3kFBT2NLDs

    Two different tagents of musical time :)

    frozywozy wrote: »
    Things and Stuff


    Real punk:

    https://www.youtube.com/watch?v=zrPm3SrXPyk

    "Ice-core"
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Sallington
    Sallington
    ✭✭✭✭✭
    ✭✭✭✭
    To tell people not to blog/zerg/whatever is to tell people to not go where the action is. It's never going to happen.
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • PosternHouse
    PosternHouse
    ✭✭✭✭
    This thread is what happens when: (1) everyone wants to win. (2) However, everyone doesn't want everyone else to think they want to win,because that makes you look like you're trying too hard which is a very, very bad thing for some strange internet reason. (3) Stuff that is happening is detrimental to a person's team winning, and thus self-aggrandizing propaganda. Whether that is done simply and bluntly, without sophistication, i.e. any @darock55 post, or like the OP (implication, implications!) there is no difference ultimately.

    I sit back and chuckle at how hard people wrangle with others for the right to the moral high ground, when most of you are doing what it takes to get the W. And when you know you can't get the W, you take your ball and play on another server while minimizing whatever perceived face you lose, e.g. "Oh noes the lag" or "Oh noes the zerg" and sometimes even "Oh noes the [insert ignoble pixel ability]."
    Edited by PosternHouse on January 26, 2016 5:16PM
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    This thread needs moar Lemmy.

    https://www.youtube.com/watch?v=vcf7DnHi54g

    I'm pretty sure lemmy was a 1vx'er.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    Loop this song on repeat to remind people to spread out.

    https://www.youtube.com/watch?v=4jBDnYE1WjI

    Problem solved.



    #thisisnowamusicthread
    #stopfightingstartdancing
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Minno wrote: »
    This thread needs moar Lemmy.

    https://www.youtube.com/watch?v=vcf7DnHi54g

    I'm pretty sure lemmy was a 1vx'er.

    Lemmy was so awesome that people thanked him for ambush spamming.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    I run late night groups of 8-12 often, and we don't officially raid Sunday so I'll have smaller groups of 15 or so. Please get off your high horse and rethink your argument.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Takllin
    Takllin
    ✭✭✭✭✭
    Satiar wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    I run late night groups of 8-12 often, and we don't officially raid Sunday so I'll have smaller groups of 15 or so. Please get off your high horse and rethink your argument.

    Does it count if it's not an official raid night? :trollface:
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    Interesting how when we do run your magic number I have the same lag as when I'm in a group of 24, and interesting how there are times when in a group of 24 there's no lag whatsoever.

    We play for about 5+ hours every night, 6 days a week, and I'll do smaller group stuff on the weekend mornings/days. On average, we're at full capacity for maybe half our play time, on good days. Some days we're typing "VE for pvp" in guild chat every 10 minutes trying to get more in group. I like how you know better than someone who actually raids with the group every night what our numbers are like - you're delusional.
    Edited by Zheg on January 26, 2016 5:27PM
  • Pchela
    Pchela
    ✭✭✭✭✭
    Jules wrote: »
    Loop this song on repeat to remind people to spread out.

    https://www.youtube.com/watch?v=4jBDnYE1WjI

    Problem solved.



    #thisisnowamusicthread
    #stopfightingstartdancing

    https://youtube.com/watch?v=Bra-GWDka48
    idontfeellikezergin
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Minno wrote: »
    This thread needs moar Lemmy.

    https://www.youtube.com/watch?v=vcf7DnHi54g

    I'm pretty sure lemmy was a 1vx'er.

    Lemmy was so awesome that people thanked him for ambush spamming.

    He always ran a drink build.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jules wrote: »
    Loop this song on repeat to remind people to spread out.

    https://www.youtube.com/watch?v=4jBDnYE1WjI

    Problem solved.



    #thisisnowamusicthread
    #stopfightingstartdancing

    http://youtu.be/eH3giaIzONA
    #stopfightingstartdancing
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Kupoking
    Kupoking
    ✭✭✭✭✭
    Zheg wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    Interesting how when we do run your magic number I have the same lag as when I'm in a group of 24, and interesting how there are times when in a group of 24 there's no lag whatsoever.

    We play for about 5+ hours every night, 6 days a week, and I'll do smaller group stuff on the weekend mornings/days. On average, we're at full capacity for maybe half our play time, on good days. Some days we're typing "VE for pvp" in guild chat every 10 minutes trying to get more in group. I like how you know better than someone who actually raids with the group every night what our numbers are like - you're delusional.

    When attacked, he (frozn) point fingers around to other people to hide the fact he got all of his alliance ranks back at launch amongs the zerg of his. How dare other guilds to gain ranks the same way he did??
    Edited by Kupoking on January 26, 2016 5:35PM
  • Ghostbane
    Ghostbane
    ✭✭✭✭✭
    ✭✭✭
    Dear zergers,

    1) Clear your mind

    2) Play this in the background

    3) Watch this for 10 hours
    {★★★★★ · ★★★★★ · ★★ · ★★★★★}
    350m+ AP PC - EU
    AD :: Imported Waffles [37]EP :: Wee ee ee ee ee [16]DC :: Ghostbane's DK [16], Impending Loadscreen [12]PC - NA
    AD :: Ghostbane [50], yer ma [43], Sir Humphrey Winterbottom 2.0 [18], robotic baby legs [18]EP :: Wee Mad Arthur [50], avast ye buttcrackz [49], Sir Horace Foghorn [27], Brother Ballbag [24], Scatman John [16]DC :: W T B Waffles [36], Morale Boost [30], W T F Waffles [17], Ghostbanë [15]RIPAD :: Sir Humphrey Winterbottom 1.0 [20]
    Addons
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Satiar wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    I run late night groups of 8-12 often, and we don't officially raid Sunday so I'll have smaller groups of 15 or so. Please get off your high horse and rethink your argument.

    I'm not sitting on my high horse. Bulb literally said in his last reply to me that I totally ignored since it was full of insults and shaming comments that he would run a 16men group only when Zenimax would reduce the max group size and not before that. That sounded pretty clear to me that he was not interested to test the field and help at all.

    Zheg wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    Interesting how when we do run your magic number I have the same lag as when I'm in a group of 24, and interesting how there are times when in a group of 24 there's no lag whatsoever.

    We play for about 5+ hours every night, 6 days a week, and I'll do smaller group stuff on the weekend mornings/days. On average, we're at full capacity for maybe half our play time, on good days. Some days we're typing "VE for pvp" in guild chat every 10 minutes trying to get more in group. I like how you know better than someone who actually raids with the group every night what our numbers are like - you're delusional.

    This is a good effort and I appreciate the concern. Now try running a 16men group at primetime when all factions are max pop with other organized groups running and creating a considerable amount of calculations on the server.

    Zheg wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    Interesting how when we do run your magic number I have the same lag as when I'm in a group of 24, and interesting how there are times when in a group of 24 there's no lag whatsoever.

    We play for about 5+ hours every night, 6 days a week, and I'll do smaller group stuff on the weekend mornings/days. On average, we're at full capacity for maybe half our play time, on good days. Some days we're typing "VE for pvp" in guild chat every 10 minutes trying to get more in group. I like how you know better than someone who actually raids with the group every night what our numbers are like - you're delusional.

    When attacked, he (frozn) point fingers around to other people to hide the fact he got all of his alliance ranks back at launch amongs the zerg of his. How dare other guilds to gain ranks the same way he did??

    I am not ashamed or trying to hide the fact that I have been running in large organized groups before. I also stated in multiple threads that if 24+ ballgroups would not be one of the important factors in server high latency issues, I would gladly go back to 24men groups. It was a blast the time it used to work but sadly it's not the case anymore for unknown reasons (since 2.2.7 or so).
    Edited by frozywozy on January 26, 2016 5:46PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Minno wrote: »
    Minno wrote: »
    This thread needs moar Lemmy.

    https://www.youtube.com/watch?v=vcf7DnHi54g

    I'm pretty sure lemmy was a 1vx'er.

    Lemmy was so awesome that people thanked him for ambush spamming.

    He always ran a drink build.

    haha :smiley:
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    frozywozy wrote: »
    Satiar wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    I run late night groups of 8-12 often, and we don't officially raid Sunday so I'll have smaller groups of 15 or so. Please get off your high horse and rethink your argument.

    I'm not sitting on my high horse. Bulb literally said in his last reply to me that I totally ignored since it was full of insults and shaming comments that he would run a 16men group only when Zenimax would reduce the max group size and not before that. That sounded pretty clear to me that he was not interested to test the field and help at all.

    Zheg wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    Interesting how when we do run your magic number I have the same lag as when I'm in a group of 24, and interesting how there are times when in a group of 24 there's no lag whatsoever.

    We play for about 5+ hours every night, 6 days a week, and I'll do smaller group stuff on the weekend mornings/days. On average, we're at full capacity for maybe half our play time, on good days. Some days we're typing "VE for pvp" in guild chat every 10 minutes trying to get more in group. I like how you know better than someone who actually raids with the group every night what our numbers are like - you're delusional.

    This is a good effort and I appreciate the concern. Now try running a 16men group at primetime when all factions are max pop with other organized groups running and creating a considerable amount of calculations on the server.

    Frozn, I log on prime time and lag is sometimes 999 at the gate without a VE group even running. Whether I run 8 or 16 or 24 means nothing because one group of varying size means literally nothing if the server is dying before we even get rolling. Hell, Sunday prime time when Mano decided to pull his best TKO impression I had 17 and CN had 15. Server was still unplayable. Adding or subtracting a few people meant nothing . I varied between 15 and 24 that night. Lag did not follow my group size
    Edited by Satiar on January 26, 2016 5:48PM
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Leovolao
    Leovolao
    ✭✭✭✭✭
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    Hey! I have a couple of facts too! I've ran in a 24 men group and experience zero lag and other days I've been doing my solo thing on ducking brindle farm, not a blue nearby and maybe 3 to 5 yellows, and my ping is going through the roof. I'm talking 600 to 1k ping for 20 minutes or something. Now that's a fact, not an opinion. What is an opinion is you pretending your little 16 men group is doing anything to improve lag. You can keep doing your cute small man and telling yourself "outnumbered! We so gud!", nobody cares. But you going on and on about this miracle fix for the game's performance has to stop.
    Edited by Leovolao on January 26, 2016 5:49PM
    tea pot


    "What if my problem wasn't that I don't understand people but that I don't like them?"
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Leovolao wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    Hey! I have a couple of facts too! I've ran in a 24 men group and experience zero lag and other days I've been doing my solo thing on ducking brindle farm, not a blue nearby and maybe 3 to 5 yellows, and my ping is going through the roof. I'm talking 600 to 1k ping for 20 minutes or something. Now that's a fact, not an opinion. What is an opinion is you pretending your little 16 men group is doing anything to improve lag. You can keep doing your cute small man and telling yourself "outnumbered! We so gud!", nobody cares. But you going on and on about this miracle fix for the game's performance has to stop.

    I'm not doing this to call myself "outnumbered!" or "We so gud!". My guild is casual and most players don't have the time to spend to be competitive so I could care less about that. I run 16men because I know by fact that it helps a ton server performances. Now if you wanna run in a 24men group and think you are totally blameless, by all mean do it but don't come and insult me if I decide to run 16 for the sake of better performances.
    Edited by frozywozy on January 26, 2016 5:51PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Leovolao
    Leovolao
    ✭✭✭✭✭
    frozywozy wrote: »
    Leovolao wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    Hey! I have a couple of facts too! I've ran in a 24 men group and experience zero lag and other days I've been doing my solo thing on ducking brindle farm, not a blue nearby and maybe 3 to 5 yellows, and my ping is going through the roof. I'm talking 600 to 1k ping for 20 minutes or something. Now that's a fact, not an opinion. What is an opinion is you pretending your little 16 men group is doing anything to improve lag. You can keep doing your cute small man and telling yourself "outnumbered! We so gud!", nobody cares. But you going on and on about this miracle fix for the game's performance has to stop.

    I'm not doing this to call myself "outnumbered!" or "We so gud!". My guild is casual and most players don't have the time to spend to be competitive so I could care less about that. I run 16men because I know by fact that it helps a ton server performances.

    A fact not supported by any of my experiences in the game these past weeks. Just your own.

    Sure let's call that a fact.
    tea pot


    "What if my problem wasn't that I don't understand people but that I don't like them?"
  • PosternHouse
    PosternHouse
    ✭✭✭✭
    It's the 8 extra people beyond 16 that are responsible for 100% of the lag. We must find those eight sons of dogs and shame them profusely. So rude! If only everyone ran 16 man groups so each faction's 100 people were organized into raids of 16 and an overflow randoms instead of 24 and an overflow of randoms. The ethical superiority of our 16 man and woman groups would cause the server ping to remain a steady state 0 for everyone, in order to reward their progressive thinking and anti-zerg ideologies.
    Edited by [Deleted User] on January 26, 2016 9:03PM
  • _Chaos
    _Chaos
    ✭✭✭✭✭
    I run 16 because it helps server performance.
    I like to be completely ignorant of the fact that those 8 other people are still on the same campaign, and still using the same skill rotations.

    tumblr_m8cfnjvZU31qiue7go1_500.jpg
    'Chaos
  • Elong
    Elong
    ✭✭✭✭✭
    ✭✭
    It doesn't matter if you run 8, 16, or 24. It's the amount of people congregating in one area. And in AZ, they follow the crossed swords and the AP. Leaders deciding to run smaller groups simply doesn't make a difference, pug aggro is the realist of the real on AZ.
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Leovolao wrote: »
    frozywozy wrote: »
    Leovolao wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    Hey! I have a couple of facts too! I've ran in a 24 men group and experience zero lag and other days I've been doing my solo thing on ducking brindle farm, not a blue nearby and maybe 3 to 5 yellows, and my ping is going through the roof. I'm talking 600 to 1k ping for 20 minutes or something. Now that's a fact, not an opinion. What is an opinion is you pretending your little 16 men group is doing anything to improve lag. You can keep doing your cute small man and telling yourself "outnumbered! We so gud!", nobody cares. But you going on and on about this miracle fix for the game's performance has to stop.

    I'm not doing this to call myself "outnumbered!" or "We so gud!". My guild is casual and most players don't have the time to spend to be competitive so I could care less about that. I run 16men because I know by fact that it helps a ton server performances.

    A fact not supported by any of my experiences in the game these past weeks. Just your own.

    Sure let's call that a fact.

    I suggest that you go watch the videos linked in comment #165 of this thread. My ping is constantly spiking between 300 and 600ms because of the 24+ ballgroup doing laps in Aleswell farm village. They are not even spamming aoes and fighting the few DCs yet. Just the fact that they are moving around in an area close to each other, it spikes my ping to 300-600ms. Now imagine an additional group of 24 being part of that and engaging each other in an aoe fight.. boom 1200-2k ms.

    I'm gonna keep those videos coming and I will also stream my official weekly PvP event and show you how it goes when I run a 16men group. Huge difference.

    It's the 8 extra people beyond 16 that are responsible for 100% of the lag. We must find those eight sons of dogs and shame them profusely. So rude! If only everyone ran 16 man groups so each faction's 100 people were organized into raids of 16 and an overflow randoms instead of 24 and an overflow of randoms. The ethical superiority of our 16 man and woman groups would cause the server ping to remain a steady state 0 for everyone, in order to reward their progressive thinking and anti-zerg ideologies.

    I've never said that the extra 8 players are 100% responsable of the lag. You change my words like alot of people do nowadays. Here are the main causes of high server latency for you, once again :

    1) Large amount of players on the screen (not engaging)
    2) All factions at max pop
    3) Different fights happening at once on the map
    4) Two groups of 24 players engaging each other in an aoe fight
    5) Anti-bot/cheats system

    Now which one(s) can we change and improve as a player?

    I run 16 because it helps server performance.
    I like to be completely ignorant of the fact that those 8 other people are still on the same campaign, and still using the same skill rotations.

    tumblr_m8cfnjvZU31qiue7go1_500.jpg

    Those additional 8 players are still in the same campaign doing their thing, that's for sure. But they are not dealing in a synchronized manner, aoes at the same time on the server increasing the amount of calculation for a short period of time.
    Edited by [Deleted User] on January 26, 2016 9:04PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • PosternHouse
    PosternHouse
    ✭✭✭✭
    Elong wrote: »
    It doesn't matter if you run 8, 16, or 24. It's the amount of people congregating in one area. And in AZ, they follow the crossed swords and the AP. Leaders deciding to run smaller groups simply doesn't make a difference, pug aggro is the realist of the real on AZ.

    Shut up you. There is zero reason allowed in this thread. Put on your zerg glasses and strap in!
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    Minno wrote: »
    Jules wrote: »
    Loop this song on repeat to remind people to spread out.

    https://www.youtube.com/watch?v=4jBDnYE1WjI

    Problem solved.



    #thisisnowamusicthread
    #stopfightingstartdancing

    http://youtu.be/eH3giaIzONA
    #stopfightingstartdancing

    OOOOOOO WHITNEY <3

    I see you Whit & Raise you a B52

    https://www.youtube.com/watch?v=9SOryJvTAGs

    #stopfightingstartdancing
    Edited by Jules on January 26, 2016 6:22PM
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    frozywozy wrote: »
    Leovolao wrote: »
    frozywozy wrote: »
    Leovolao wrote: »
    frozywozy wrote: »
    Zheg wrote: »
    ks888 wrote: »
    Sallington wrote: »
    Question to everyone: Would any of you care about people stacking raids if it did not impact the performance of the server negatively?

    I can never tell if people are mad at the action, of the result. Or mad at the action BECAUSE OF the result.

    Absolutely would still care. Zerg to win, imo, means one didn't earn that campaign win, emperorship, spot of the leader boards, etc. If you can't achieve something with 24 freaking people, then you need to rethink your tactics and group comp. If you happen to have a big guild, don't stack the groups, send your raid 2 somewhere else, better yet - go first come, first serve policy for spots.

    There's still alot of leaders out there that 99.9% of the time are capping their groups at 16 (not on AZ of course because said leaders like to play with more than 3 fps). It makes the game alot more competitive, challenging and demands your best as a player. It's far more gratifying to know you won the round because you had the skill, not the overwhelming numbers.

    In addition to the toxicity pointed out by a few people thus far, I'd say this is another byproduct. People suffer from the placebo effect and think that running 16 instead of 20 makes some sort of difference in performance, likewise for 24. The majority of the time at LEAST 1 person is afk, crashed, or not near the group when running large at 24. The 16 man group is an artifact from the yesteryears when people cared about optimal AP, and is also a byproduct of current day ESO hipsters trying to convince themselves that it has any noticeable effect on performance while wearing it on their sleeve so all can see they aren't 'zerglings'. This isn't a dig against khole (I like a super majority of people in there that I've met), but rather, a critique on the persisting mentality that 16 has any difference at all on performance compared to when you add literally a few more players to group. People who want to cap a group size because they prefer small man - that's one thing. People who want to cap a group size to an artificial number because they've convinced themselves it has any impact on performance when there are 10 pugs surrounding you, :weary:

    Frankly, the '16' and (thankfully mostly died out) '8-man' arguments are just another means to attack each other for no reason and with little basis in reality.

    Incoming wall of text from frozn in 3 ... 2 ... 1 ...

    Wall of text :

    I have ran in a 16men group in the actual meta for several hours on different days on Azura star with max pop and multiple fights happening on the map while I was fighting another 16men group with a stable 200-300ms.

    I have led the past week a group of 24men in the actual meta for several hours on Azura star with max pop and multiple fights happening on the map while I was engaging another 24men group with a ping spiking up to 800-1200ms.

    These are facts, not opinion. Now tell me, did you try running in a 16men group yet? No. Talk to me about facts and theories when you refuse to test all hypothesis yourself. I also like how you lower the amount of a max group size to 20 or use the expression "just a few more" when you explain yourself to compare a 16men to a 24men group.

    Put it straight, this is 8 more players spamming aoes, not 4 or a few more.

    Hey! I have a couple of facts too! I've ran in a 24 men group and experience zero lag and other days I've been doing my solo thing on ducking brindle farm, not a blue nearby and maybe 3 to 5 yellows, and my ping is going through the roof. I'm talking 600 to 1k ping for 20 minutes or something. Now that's a fact, not an opinion. What is an opinion is you pretending your little 16 men group is doing anything to improve lag. You can keep doing your cute small man and telling yourself "outnumbered! We so gud!", nobody cares. But you going on and on about this miracle fix for the game's performance has to stop.

    I'm not doing this to call myself "outnumbered!" or "We so gud!". My guild is casual and most players don't have the time to spend to be competitive so I could care less about that. I run 16men because I know by fact that it helps a ton server performances.

    A fact not supported by any of my experiences in the game these past weeks. Just your own.

    Sure let's call that a fact.

    I suggest that you go watch the videos linked in comment #165 of this thread. My ping is constantly spiking between 300 and 600ms because of the 24+ ballgroup doing laps in Aleswell farm village. They are not even spamming aoes and fighting the few DCs yet. Just the fact that they are moving around in an area close to each other, it spikes my ping to 300-600ms. Now imagine an additional group of 24 being part of that and engaging each other in an aoe fight.. boom 1200-2k ms.

    I'm gonna keep those videos coming and I will also stream my official weekly PvP event and show you how it goes when I run a 16men group. Huge difference.

    They were fighting my 10 man lol.

    Funny thing is, we weren't getting ping spikes. Which is good, lag favors the bigger group, which is why we eventually crushed them in a good ult dump.

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



  • bikerangelo
    bikerangelo
    ✭✭✭✭✭
    Heard there was a dance party...

    https://www.youtube.com/watch?v=Sagg08DrO5U
  • Elong
    Elong
    ✭✭✭✭✭
    ✭✭
    Elong wrote: »
    It doesn't matter if you run 8, 16, or 24. It's the amount of people congregating in one area. And in AZ, they follow the crossed swords and the AP. Leaders deciding to run smaller groups simply doesn't make a difference, pug aggro is the realist of the real on AZ.

    Shut up you. There is zero reason allowed in this thread. Put on your zerg glasses and strap in!

    Back to the punk music!
Sign In or Register to comment.