The-Baconator wrote: »You realize people would just stack ten groups of eight in one location instead on just three\four larger groups? It would be a waste of time.
The-Baconator wrote: »You realize people would just stack ten groups of eight in one location instead on just three\four larger groups? It would be a waste of time.
I dont think so.
Restrict the heals going only to players in you group and not random people of your alliance will fix that stacking of groups.
The fact that you wont have a crown for 24 people, instead 4 for the same 24, makes it different and harder to follow the leaders (in voice chat) directions. So I do think it will reduce the amount of zergs out there.
So, I will like not only reduce amount of player to group, also avoid heals or buffs apply to people outside your group (Who has not been annoyed about your healing ward heals some random person instead of you or your group member?)
For those like multiple (big) groups, you can play on regular campaigns with huge lag and no skill/real pvp what so ever.
Also Imperial City still needs work. Kena has put forth some good suggestions and insight about IC.
obligatory @ZOS_JessicaFolsom and @ZOS_BrianWheeler tags.
No.
There are already too many servers for the number of people PVPing.
People will still go to highlighted keeps and so there will still be 50 on 50 battles even if you force them into separate groups.
redspecter23 wrote: »I don't think restricting group size would have any effect at all. You'd still have 2 - 3 of these smaller groups running together and communicating in teamspeak.
The problems listed are annoying but I just don't think restricting group size is the answer we're looking for. There needs to be an adjustment somewhere that de-incentivizes large group sizes from forming in the first place. Jamming an ineffective band aid down players throats isn't going to accomplish much.
Yes, lag sucks, but this is not the proper solution.
The-Baconator wrote: »You realize people would just stack ten groups of eight in one location instead on just three\four larger groups? It would be a waste of time.
I dont think so.
Restrict the heals going only to players in you group and not random people of your alliance will fix that stacking of groups.
The fact that you wont have a crown for 24 people, instead 4 for the same 24, makes it different and harder to follow the leaders (in voice chat) directions. So I do think it will reduce the amount of zergs out there.
So, I will like not only reduce amount of player to group, also avoid heals or buffs apply to people outside your group (Who has not been annoyed about your healing ward heals some random person instead of you or your group member?)
For those like multiple (big) groups, you can play on regular campaigns with huge lag and no skill/real pvp what so ever.
Yes, this needs to not be a single campaign tho. It should be the norm.
A fair number would be proper trial raid size(12). If you want to stack 24 now, it will actually require true coordination.
The-Baconator wrote: »You realize people would just stack ten groups of eight in one location instead on just three\four larger groups? It would be a waste of time.
Restrict the heals going only to players in you group and not random people of your alliance will fix that stacking of groups.
ethanthefox wrote: »The-Baconator wrote: »You realize people would just stack ten groups of eight in one location instead on just three\four larger groups? It would be a waste of time.
I dont think so.
Restrict the heals going only to players in you group and not random people of your alliance will fix that stacking of groups.
The fact that you wont have a crown for 24 people, instead 4 for the same 24, makes it different and harder to follow the leaders (in voice chat) directions. So I do think it will reduce the amount of zergs out there.
So, I will like not only reduce amount of player to group, also avoid heals or buffs apply to people outside your group (Who has not been annoyed about your healing ward heals some random person instead of you or your group member?)
For those like multiple (big) groups, you can play on regular campaigns with huge lag and no skill/real pvp what so ever.
I don't agree with this , I love to go solo with my healer and tag along ramdom people to support them. That would really ruin it honestly and just take out the possibily of traveling alone while looking for small figth to join. The figth end we just take our way apart, I dont always want to be grouped and take orders. Say you make it to an under attack keep and theres 2 guys defending it with you. You need to be grouped to heal them? Not good
Joy_Division wrote: »The-Baconator wrote: »You realize people would just stack ten groups of eight in one location instead on just three\four larger groups? It would be a waste of time.
Restrict the heals going only to players in you group and not random people of your alliance will fix that stacking of groups.
No thanks. Some people actually like to heal and contribute to the Alliance War by aiding allies who are not necessarily in thir group.
Also if you limit the PuG herders to 8, that is asking an awful lot of them to actually have a presence in map control. As it is with 24, they have trouble taking Dragonclaw or Drake if there is any opposition.
I think the best solution is to disincentivize the stack on crown blobs of 24 and make it such those players and guilds who min-max and want to win will spread out because it is the best strategy, not because they are forced to. This is something that can be achieved by removing AoE caps, implementing more strategic objectives in Cyrodiil (that do more than simply add points to an Alliance War scoreboard), and revisiting something along the line of dynamic ultimate (not crit based but something else) which gave smaller groups tangible advantages over larger zergs.
GreatWhite000 wrote: »No, because there are guilds out there right now that actually run multiple groups. So, instead of 1 group of 16 people (all in the same guild or whatever), you'd just have 2 groups of 8 and the "problem" would still persist.
I don't think zerging is the issue. It's the lack of ability to fight zergs with smaller numbers.
GreatWhite000 wrote: »No, because there are guilds out there right now that actually run multiple groups. So, instead of 1 group of 16 people (all in the same guild or whatever), you'd just have 2 groups of 8 and the "problem" would still persist.
I don't think zerging is the issue. It's the lack of ability to fight zergs with smaller numbers.
Really? How do you beat 24 people with only 4 people in your group?
You cant, beacuse those 24 people sppam 1 skill each, like it is a work or something, "yo, you have to sppam BoL, you 6 jesus beam, and you 4 bombard..."
I dont expect to survive that many if my group is way way smaller beacuse theres no point behind it, its not logic. Yet, the goal of this poll/discussion is to reduce the lag issues by restricting the amount of players per group to 8 (small scale) and avoid getting buffs or heals from random people (restrict it to your self (solo) or group).
Who remember Barrier before Thieves guild? free +20k shield to everyone. mhm... wrong
Yes, this is a social game and it suppouse to be running with more people, but it should be limited to your group not to everyone else.
Even if they stack 3 groups of 8 (24 people), the heals and buff will be limited to that independent group, hence its dfferent than now where any healer nearby will actually help out the zerg.
Wouldn't change a thing, like blobs said these mega zergs are already multiple groups,
The group size is a max of 24 yet I see red/yellow zergs of 40-60 people on an almost daily basis, and I'm sure other factions experience the same with blues,
My record amount of reds in one keep (glade) was 107 I think I hit in total