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Would you like a Campaign that restricts the amount of players per group to 8 maximium?

  • ethanthefox
    ethanthefox
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    wrote:

    Been a healer and not been in group has been one of the best ways to get easy and fast AP in this game, basically your a leacher following zergs. If you like to solo, then you should have dps and heals to be able to defeat enemy players and survive, expecting for random people to heal you is poitless and brings hell of problem when your actual heals goes to the lowest health target instead of you or your group members.
    Ask any solo sorceror or magicka nightblade or actually anyone that had to sppam hes healing ward or heals to actually heal up (him, as solo) beacuse it ends in some random folk 20 yards away with no competence to heal him self.

    If you want to be a full time healer, find a group and heal YOUR group, thats team work and how it suppouse to be in the first place.

    Nobody say you have to be a full time healer in cyrodiil. One bar to heal , one bar to dps. Pretty common. Im not doing the zergs leachers or whatever else. Who care about ap when you're here to have fun? Would a promise of virtual money work like a carrot to a donkey? For some people I guess. If I can save someone to be ganked then i'll save him and I can because healing is not restricted. Should I ask him to form a group while he getting he's ass beaten in order to heal him? Sure I can understand your statement about Healing Ward not saving your life correctly. But why are you relying on a not reliable shield to heal you?
  • Lucius_Aelius
    Lucius_Aelius
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    No
    That would be pointless, people will run in however large groups they want regardless of who can technically be in the same Group, it would change nothing and just make it more difficult to run a group, with a need for more people to run Crown than we need currently.
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  • Devilhand
    Devilhand
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    Yes
    Ghost-Shot wrote: »
    Devilhand 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.

    The better question is why do you think 4 should be able to beat 24 competent players? How does that even make sense?

    And FYI if you find a group of 24 that are honestly spamming 1 skill, you can kill those because they are all bad.

    I said that... I dont expect so.
    And even if they are bad, its hard to kill that many with so few... jesus beam for the win there..
    Decado wrote: »
    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

    Yes they are, but restricting the heals and buff to only group members will actually affect zergs. That way a 8 man group is a 8 man group and not a 8 + 15 more random healers.
  • NBrookus
    NBrookus
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    No
    I don't think artificially limiting group size would accomplish anything. As others have said, people will just run multiple groups in the same place. Encouraging small group play with game mechanics and features would be a difficult task, and ZOS seems to have no real interest in reducing zerg size right now.

    As for healing being restricted to group members, I don't like it because it almost makes grouping mandatory, particularly for new chums, and the pleas of "LFG" in chat show that doesn't always happen even for those who want groups. If anything, it encourages larger groups to ensure you have enough heals. Meanwhile, if I'm running solo and see an ally in trouble, I wouldn't be able toss them a heal before jumping in to help. That seems counter to the notion it's alliance versus alliance.

    Can you imagine the breach on the last emp keep only getting heals and purges from your small group? Do players not even see the healing springs and ritual circles, or do they just not work? Either way, it would add a lot of server calculations.

    I wouldn't mind a smarter system that prioritizes group members, but I suspect that level of complexity would just mean healing is broken and buggy a lot. (That and if some random spamming mutagen didn't reveal my stealth location.)

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