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Azura's Star Right Now

  • Leovolao
    Leovolao
    ✭✭✭✭✭
    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.

    I can show you a video of me running around brindle farm, completely alone, and laging to ***. Unless you can do some test with 24 and 16 men groups under the same exact conditions, you have no reason to say what you are claiming. Doing that test is pretty much impossible, so please stop.
    tea pot


    "What if my problem wasn't that I don't understand people but that I don't like them?"
  • Ghostbane
    Ghostbane
    ✭✭✭✭✭
    ✭✭✭
    Heard there was a dance party...

    https://www.youtube.com/watch?v=Sagg08DrO5U

    Got there first bro.
    {★★★★★ · ★★★★★ · ★★ · ★★★★★}
    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
    ✭✭✭✭✭
    ✭✭
    Leovolao wrote: »
    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.

    I can show you a video of me running around brindle farm, completely alone, and laging to ***. Unless you can do some test with 24 and 16 men groups under the same exact conditions, you have no reason to say what you are claiming. Doing that test is pretty much impossible, so please stop.

    Not sure what's your point claiming that you running solo in an area while your ping spike means something. It simply points out that there is one or more of the factors I explained in a previous post involved at a different location on the map. Brian Wheeler already explained the fact that server latency issues may happen in one location but the consequences touch everybody in the individual instance (either Cyrodiil, IC sewers, IC districts, Cyrodiil delves).
    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: »
    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.

    I can show you a video of me running around brindle farm, completely alone, and laging to ***. Unless you can do some test with 24 and 16 men groups under the same exact conditions, you have no reason to say what you are claiming. Doing that test is pretty much impossible, so please stop.

    Not sure what's your point claiming that you running solo in an area while your ping spike means something. It simply points out that there is one or more of the factors I explained in a previous post involved at a different location on the map. Brian Wheeler already explained the fact that server latency issues may happen in one location but the consequences touch everybody in the individual instance (either Cyrodiil, IC sewers, IC districts, Cyrodiil delves).

    So a 24 men group moving around an empty keep is unaffected by what's happening on the server and they are causing lag on their own?
    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: »
    Leovolao wrote: »
    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.

    I can show you a video of me running around brindle farm, completely alone, and laging to ***. Unless you can do some test with 24 and 16 men groups under the same exact conditions, you have no reason to say what you are claiming. Doing that test is pretty much impossible, so please stop.

    Not sure what's your point claiming that you running solo in an area while your ping spike means something. It simply points out that there is one or more of the factors I explained in a previous post involved at a different location on the map. Brian Wheeler already explained the fact that server latency issues may happen in one location but the consequences touch everybody in the individual instance (either Cyrodiil, IC sewers, IC districts, Cyrodiil delves).

    So a 24 men group moving around an empty keep is unaffected by what's happening on the server and they are causing lag on their own?

    No, a 24men group engaging enemies dealing massive amount of aoes and creating a ton of calculations all at once on the server while all 3 factions are max pop and while there might be other fights happening on the map. Btw I'm repeating myself just for you. I've explained all of this serveral times in this and other threads already.
    Edited by frozywozy on January 26, 2016 6:18PM
    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
    ✭✭✭✭
    24 people engages 16 people. The 8 more people in the 24, compared to the 16, are causing all the lag? 24 people engages 48+ people in an area, and it is the 24 people causing all the lag?
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    24 people engages 16 people. The 8 more people in the 24, compared to the 16, are causing all the lag? 24 people engages 48+ people in an area, and it is the 24 people causing all the lag?

    I've never said that they are responsible for all the lag, go read my previous reply to your last post and stop twisting my words around everytime. Thanks.
    Edited by frozywozy on January 26, 2016 6:20PM
    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
  • Takllin
    Takllin
    ✭✭✭✭✭
    24 people engages 16 people. The 8 more people in the 24, compared to the 16, are causing all the lag? 24 people engages 48+ people in an area, and it is the 24 people causing all the lag?

    What if 20 people engage 20 people? Does each extra 4 cause the lag?? I must know!!!!!!!!!!!
    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.)
  • Ghostbane
    Ghostbane
    ✭✭✭✭✭
    ✭✭✭
    The megaservers have this to say for all the slander,

    https://www.youtube.com/watch?v=Xk_XaJ7gE4Q
    {★★★★★ · ★★★★★ · ★★ · ★★★★★}
    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
  • Leovolao
    Leovolao
    ✭✭✭✭✭
    frozywozy wrote: »
    Leovolao wrote: »
    frozywozy wrote: »
    Leovolao wrote: »
    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.

    I can show you a video of me running around brindle farm, completely alone, and laging to ***. Unless you can do some test with 24 and 16 men groups under the same exact conditions, you have no reason to say what you are claiming. Doing that test is pretty much impossible, so please stop.

    Not sure what's your point claiming that you running solo in an area while your ping spike means something. It simply points out that there is one or more of the factors I explained in a previous post involved at a different location on the map. Brian Wheeler already explained the fact that server latency issues may happen in one location but the consequences touch everybody in the individual instance (either Cyrodiil, IC sewers, IC districts, Cyrodiil delves).

    So a 24 men group moving around an empty keep is unaffected by what's happening on the server and they are causing lag on their own?

    No, a 24men group engaging enemies dealing massive amount of aoes and creating a ton of calculations all at once on the server while all 3 factions are max pop and while there might be other fights happening on the map. Btw I'm repeating myself just for you. I've explained all of this serveral times in this and other threads already.

    So how is your little idea of 16 men group fixing everything even possible? There are always more people around you, it's the nature of the game and always will be, pugs and small groups are drawn to the swords and keeps under attack.
    This will be my last reply to you, I just wanted to get your reasoning behind your claims and "facts". It doesn't make much sense to me, but to each their own.
    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: »
    Leovolao wrote: »
    frozywozy wrote: »
    Leovolao wrote: »
    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.

    I can show you a video of me running around brindle farm, completely alone, and laging to ***. Unless you can do some test with 24 and 16 men groups under the same exact conditions, you have no reason to say what you are claiming. Doing that test is pretty much impossible, so please stop.

    Not sure what's your point claiming that you running solo in an area while your ping spike means something. It simply points out that there is one or more of the factors I explained in a previous post involved at a different location on the map. Brian Wheeler already explained the fact that server latency issues may happen in one location but the consequences touch everybody in the individual instance (either Cyrodiil, IC sewers, IC districts, Cyrodiil delves).

    So a 24 men group moving around an empty keep is unaffected by what's happening on the server and they are causing lag on their own?

    No, a 24men group engaging enemies dealing massive amount of aoes and creating a ton of calculations all at once on the server while all 3 factions are max pop and while there might be other fights happening on the map. Btw I'm repeating myself just for you. I've explained all of this serveral times in this and other threads already.

    So how is your little idea of 16 men group fixing everything even possible? There are always more people around you, it's the nature of the game and always will be, pugs and small groups are drawn to the swords and keeps under attack.
    This will be my last reply to you, I just wanted to get your reasoning behind your claims and "facts". It doesn't make much sense to me, but to each their own.

    It is not meant to fix everything. It is mean to do what we can, as players, to help improve performances and make it less frustrating for all during primetime.

    The rest is up to Zenimax.
    Edited by frozywozy on January 26, 2016 6:26PM
    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
  • bikerangelo
    bikerangelo
    ✭✭✭✭✭
    Ghostbane wrote: »

    Got there first bro.

    ckmyJNQ.gif
    Edited by bikerangelo on January 26, 2016 7:26PM
  • _Chaos
    _Chaos
    ✭✭✭✭✭
    frozywozy wrote: »
    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.

    For the record, are you saying you don't dive into combat when you see a group of your own engage the enemy and you're outnumbered?

    image.jpg?w=400&c=1

    PS. for all of you thinking it's limited to a certain area within Cyrodiil, you're wrong. Cyrodiil as a whole lags throughout the map, not just in the vicinity of the major fight. You'll crash when closer to the engagement, absolutely, but ping is consistent across the board.
    'Chaos
  • Takllin
    Takllin
    ✭✭✭✭✭
    frozywozy wrote: »
    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.

    For the record, are you saying you don't dive into combat when you see a group of your own engage the enemy and you're outnumbered?

    image.jpg?w=400&c=1

    PS. for all of you thinking it's limited to a certain area within Cyrodiil, you're wrong. Cyrodiil as a whole lags throughout the map, not just in the vicinity of the major fight. You'll crash when closer to the engagement, absolutely, but ping is consistent across the board.

    This man speaks from first hand experience :D
    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.)
  • PainfulFAFA
    PainfulFAFA
    ✭✭✭✭✭
    People swarming in one area is a problem, yea, but when you got all those people meteor bombing at the same time, the ping goes an extra 300+ which is what this thread was originally trying to get.

    Theres the regular azuras lag, then theres the 999+ that happens everytime a full group meteor bombs another group.

    One thing i noticed while yesterday when a blue guild kept getting wiped by a yellow guild was that the blue guild decided to slot meteor and lo and behold when the meteor bombs happened you could instantly notice incredibly higher ping not normal to what we usually experience. And everytime, they meteor bombed the yellow group would wipe. Only one time the meteor bomb didnt work (it was at roe mine) and that was because only like 8 meteors were up and not 20 and the blue guild wiped. Im not trying to turn this into a blue vs yellow.
    The point is, *** like meteor is causing even mote lag. Wheeler has already confirmed the fact that high tier abilities like meteor causes more stress to the server and the OP is reminding everyone about that.

    But hey, if 20 meteor bombs is what it takes for you to pull a win, go for it. Much easier to tell who are the bads that way.
    Thornblade all over again.
    Edited by PainfulFAFA on January 26, 2016 7:11PM
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jules wrote: »
    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

    I got you girl:
    http://youtu.be/PIb6AZdTr-A
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Sallington
    Sallington
    ✭✭✭✭✭
    ✭✭✭✭
    Telling people to stop using certain skills because they cause lag is like telling a sexual assault victim "well maybe you shouldn't have worn that outfit."

    We shouldn't all need to wear turtlenecks and use light attacks, or else risk getting bad-touched by ZOS' servers.

    Obviously we can do what we can to prevent lag, but I feel like it's so screwed for so long that people are yelling at each other instead of ZOS like they should be. Or is everyone hating ZOS kind of a given at this point that everyone just accepts?
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    Minno wrote: »
    Jules wrote: »
    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

    I got you girl:
    http://youtu.be/PIb6AZdTr-A

    CRAP. How do I one up that?


    https://www.youtube.com/watch?v=QEjgPh4SEmU ??

    :p
    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
  • Ghost-Shot
    Ghost-Shot
    ✭✭✭✭✭
    ✭✭
    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.

    He also seems to conveniently forget he was in red VE and knows how it works here, it was the same *** there, maybe 2 hours out of the night we run a full 24.
  • PosternHouse
    PosternHouse
    ✭✭✭✭
    People swarming in one area is a problem, yea, but when you got all those people meteor bombing at the same time, the ping goes an extra 300+ which is what this thread was originally trying to get.

    Theres the regular azuras lag, then theres the 999+ that happens everytime a full group meteor bombs another group.

    One thing i noticed while yesterday when a blue guild kept getting wiped by a yellow guild was that the blue guild decided to slot meteor and lo and behold when the meteor bombs happened you could instantly notice incredibly higher ping not normal to what we usually experience. And everytime, they meteor bombed the yellow group would wipe. Only one time the meteor bomb didnt work (it was at roe mine) and that was because only like 8 meteors were up and not 20 and the blue guild wiped. Im not trying to turn this into a blue vs yellow.

    The point is, *** like meteor is causing even mote lag. Wheeler has already confirmed the fact that high tier abilities like meteor causes more stress to the server and the OP is reminding everyone about that.

    But hey, if 20 meteor bombs is what it takes for you to pull a win, go for it. Much easier to tell who are the bads that way.
    Thornblade all over again.

    Meteor causes lag because of line of sight checks. You know what else does? Proximity Detonation. Maybe you should stop lagging the server with your Proximity Detonations.
  • Ghost-Shot
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    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. 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.

    Are you trying to say that every ember of the red glory zerg we see you with every night are so bad that they only count as 16? Good to know, we will be less cautious next time we farm them in that case.
  • Ghost-Shot
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    Takllin wrote: »
    24 people engages 16 people. The 8 more people in the 24, compared to the 16, are causing all the lag? 24 people engages 48+ people in an area, and it is the 24 people causing all the lag?

    What if 20 people engage 20 people? Does each extra 4 cause the lag?? I must know!!!!!!!!!!!

    Yes. Gkicks inc for those 4.
  • Takllin
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    Ghost-Shot wrote: »
    Takllin wrote: »
    24 people engages 16 people. The 8 more people in the 24, compared to the 16, are causing all the lag? 24 people engages 48+ people in an area, and it is the 24 people causing all the lag?

    What if 20 people engage 20 people? Does each extra 4 cause the lag?? I must know!!!!!!!!!!!

    Yes. Gkicks inc for those 4.

    RIP to those poor souls.
    People swarming in one area is a problem, yea, but when you got all those people meteor bombing at the same time, the ping goes an extra 300+ which is what this thread was originally trying to get.

    Theres the regular azuras lag, then theres the 999+ that happens everytime a full group meteor bombs another group.

    One thing i noticed while yesterday when a blue guild kept getting wiped by a yellow guild was that the blue guild decided to slot meteor and lo and behold when the meteor bombs happened you could instantly notice incredibly higher ping not normal to what we usually experience. And everytime, they meteor bombed the yellow group would wipe. Only one time the meteor bomb didnt work (it was at roe mine) and that was because only like 8 meteors were up and not 20 and the blue guild wiped. Im not trying to turn this into a blue vs yellow.

    The point is, *** like meteor is causing even mote lag. Wheeler has already confirmed the fact that high tier abilities like meteor causes more stress to the server and the OP is reminding everyone about that.

    But hey, if 20 meteor bombs is what it takes for you to pull a win, go for it. Much easier to tell who are the bads that way.
    Thornblade all over again.

    Meteor causes lag because of line of sight checks. You know what else does? Proximity Detonation. Maybe you should stop lagging the server with your Proximity Detonations.

    Proxy Det doesn't cause fall damage though.
    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.)
  • Recremen
    Recremen
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    If we're going to make this a music thread then let's at least keep it on topic.

    https://youtu.be/2EIeUlvHAiM
    Edited by Recremen on January 26, 2016 7:31PM
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Minno
    Minno
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    Jules wrote: »
    Minno wrote: »
    Jules wrote: »
    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

    I got you girl:
    http://youtu.be/PIb6AZdTr-A

    CRAP. How do I one up that?


    https://www.youtube.com/watch?v=QEjgPh4SEmU ??

    :p

    http://youtu.be/rY0WxgSXdEE

    "Are you ready for this?"
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Publius_Scipio
    Publius_Scipio
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  • Hektik_V
    Hektik_V
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    Das Hektik
    Hektik V
    Hektiksaurus
    Hekspawn

    @HEKT1K
  • Minno
    Minno
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    <3 Gadget Hackwrench.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Publius_Scipio
    Publius_Scipio
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  • Minno
    Minno
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    Hektik_V wrote: »

    All we need is Wheeler to crash this party with some fresh tunes.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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