For the most part, yes you are. Further, you are also suggesting that if I see someone on a siege or otherwise in combat against the enemy faction I cannot heal them because we are in different groups.
I am thinking Fengrush did not suggest such a thing though I tend to play the game vs watching others play it.
every Cyrodiil campaign has a third of the population from a year ago.... and yet no drastic improvement in performance.
For the most part, yes you are. Further, you are also suggesting that if I see someone on a siege or otherwise in combat against the enemy faction I cannot heal them because we are in different groups.
I am thinking Fengrush did not suggest such a thing though I tend to play the game vs watching others play it.
I am saying that part. However, it could maybe be worked around so if they're hard targeted, they could be healed?
fastolfv_ESO wrote: »destroying healing springs to the point where nobody will ever use it again did nothing to save the servers, they are worse than they were and have ever been without all the springs calculations. At the end of the day they need to roll back the changes that caused the extra delay on everything caused with elsweyr and fix the engine, no amount of changes to group size and healing can help cyro performance
The_Art_of_Paw wrote: »Surely, doing these changes would lower the required calculations by half or more? Thus improving performance?
I would be betting that the volume of calculations occurring in pvp land is so insane that a few hundred by the heal portion would be insignificantly small to worry about. Computers can do a bazillion more things then our brains can
leepalmer95 wrote: »12 man group size, may not help too much but it'll help some with stacking.
Smart heals only work for group members, have to manually target someone outside the group for direct smart heals to work. Large aoe hot's only work with group. Peole realise they won't be able to survive just be sheer stacking with stupids amount of passive offheals and spread out a bit?
leepalmer95 wrote: »12 man group size, may not help too much but it'll help some with stacking.
Smart heals only work for group members, have to manually target someone outside the group for direct smart heals to work. Large aoe hot's only work with group. Peole realise they won't be able to survive just be sheer stacking with stupids amount of passive offheals and spread out a bit?
I would not expect people to read all the posts so I will hit the highlights of why the idea is a poor idea and not well thought out.
1. smaller groups does nothing about stacking. Not only did the largest zerg groups run multiple full 24 man groups back in Cyrodiil's hay day players tend to flock to where the action is. So smaller groups means you just get more groups at the same location.
2. There is no manual targeting of smart heals. There is only one heal that has targeting. So suggesting manual targeting of heals to permit healing outside of a group if healing is restricted to a group is pretty much nonsense. It would not be an easy job to take a smart heal and add a manual targeting plus it is certain to add load to the server to determine if it should apply by targeting or behave as a smart heal. Not such a great idea.
3. The idea force players into group, especially healers since they have to be in a group to receive heals or heal others.
4. The idea also minimized alliance. I find it odd a medic would chose to not heal their ally, their brother or sister in arms. Vey selfish idea that shows a lack of concern for the alliance. It just does not make sense. Ofc, points 1 & 2 are most significant for design reasons, and logic.
Sometimes a player can't find a group that has room and is willing to let them join. Not being in a group they are forced to try and follow a group or go from keep to keep looking for fights. If that player happens to be on a healer they end up not being able to contribute to any fight and will miss out on a lot of AP they could be gaining if allowed to heal all around them.
This idea smacks of elitism.
every Cyrodiil campaign has a third of the population from a year ago.... and yet no drastic improvement in performance.
No vote because I'm not convinced this would help performance to any noticable degree.
If the company wants to roll out some tests on the live server for a week, I would participate.
Sandman929 wrote: »Sometimes a player can't find a group that has room and is willing to let them join. Not being in a group they are forced to try and follow a group or go from keep to keep looking for fights. If that player happens to be on a healer they end up not being able to contribute to any fight and will miss out on a lot of AP they could be gaining if allowed to heal all around them.
This idea smacks of elitism.
It might be that this change would make any healer a more valuable commodity in open world, if the smart heals were contained within the group. Right now, if there are healers around everyone is benefiting whether they're in the group or not at the cost of more server strain.
I would hope, perhaps naively, that every (PVP)player has game performance as their primary pain point. This suggestion isn't about eliminating faction stacking, so all the side arguments about that are pointless. Take group size out of it, and what's left is a proposal to reduce server processing drastically in a very simple way. ZOS keeps grasping at the low hanging fruit by hiding animations from allies and everything else that really isn't going to make any difference.
If limiting smart healing to group members won't be tried, I'd love to hear why from ZOS.
Sandman929 wrote: »Sometimes a player can't find a group that has room and is willing to let them join. Not being in a group they are forced to try and follow a group or go from keep to keep looking for fights. If that player happens to be on a healer they end up not being able to contribute to any fight and will miss out on a lot of AP they could be gaining if allowed to heal all around them.
This idea smacks of elitism.
It might be that this change would make any healer a more valuable commodity in open world, if the smart heals were contained within the group. Right now, if there are healers around everyone is benefiting whether they're in the group or not at the cost of more server strain.
I would hope, perhaps naively, that every (PVP)player has game performance as their primary pain point. This suggestion isn't about eliminating faction stacking, so all the side arguments about that are pointless. Take group size out of it, and what's left is a proposal to reduce server processing drastically in a very simple way. ZOS keeps grasping at the low hanging fruit by hiding animations from allies and everything else that really isn't going to make any difference.
If limiting smart healing to group members won't be tried, I'd love to hear why from ZOS.
Quick question. How does the game know which players you are grouped with. Would the game have to check each player around you to see if they are in group then check again in that group to heal? Seems to me the game has to track not only who is in your group but also who is not. Making the game do it again for each heal would add not subtract from the amount of work the server does. Either way I agree with others. The change in performance would be so low players would not notice.
Back to the solo healer thing. Maybe groups would run with more healers. Still a decent chance some player will find themselves without a group and often the types of players that find themselves in this position will be in support roles.
And being the cynic that I am I still think this is more an attempt to get rid of large groups rather than anything else.
leepalmer95 wrote: »Sandman929 wrote: »Sometimes a player can't find a group that has room and is willing to let them join. Not being in a group they are forced to try and follow a group or go from keep to keep looking for fights. If that player happens to be on a healer they end up not being able to contribute to any fight and will miss out on a lot of AP they could be gaining if allowed to heal all around them.
This idea smacks of elitism.
It might be that this change would make any healer a more valuable commodity in open world, if the smart heals were contained within the group. Right now, if there are healers around everyone is benefiting whether they're in the group or not at the cost of more server strain.
I would hope, perhaps naively, that every (PVP)player has game performance as their primary pain point. This suggestion isn't about eliminating faction stacking, so all the side arguments about that are pointless. Take group size out of it, and what's left is a proposal to reduce server processing drastically in a very simple way. ZOS keeps grasping at the low hanging fruit by hiding animations from allies and everything else that really isn't going to make any difference.
If limiting smart healing to group members won't be tried, I'd love to hear why from ZOS.
Quick question. How does the game know which players you are grouped with. Would the game have to check each player around you to see if they are in group then check again in that group to heal? Seems to me the game has to track not only who is in your group but also who is not. Making the game do it again for each heal would add not subtract from the amount of work the server does. Either way I agree with others. The change in performance would be so low players would not notice.
Back to the solo healer thing. Maybe groups would run with more healers. Still a decent chance some player will find themselves without a group and often the types of players that find themselves in this position will be in support roles.
And being the cynic that I am I still think this is more an attempt to get rid of large groups rather than anything else.
Not would definetly subract. A lot simplier to group check then to test each indivuals, hp, buffs, debuff, healing recieved and whether its a crit heal or not.
Healers shouldn't have to group up with every rando they meet just to play their role.
Again how does the game know which players are in the group and which are not without having to run a check?
It does have to check, but it's doing that already since some skills only apply to group members like Purge and Rapid Maneuvers.leepalmer95 wrote: »Sandman929 wrote: »Sometimes a player can't find a group that has room and is willing to let them join. Not being in a group they are forced to try and follow a group or go from keep to keep looking for fights. If that player happens to be on a healer they end up not being able to contribute to any fight and will miss out on a lot of AP they could be gaining if allowed to heal all around them.
This idea smacks of elitism.
It might be that this change would make any healer a more valuable commodity in open world, if the smart heals were contained within the group. Right now, if there are healers around everyone is benefiting whether they're in the group or not at the cost of more server strain.
I would hope, perhaps naively, that every (PVP)player has game performance as their primary pain point. This suggestion isn't about eliminating faction stacking, so all the side arguments about that are pointless. Take group size out of it, and what's left is a proposal to reduce server processing drastically in a very simple way. ZOS keeps grasping at the low hanging fruit by hiding animations from allies and everything else that really isn't going to make any difference.
If limiting smart healing to group members won't be tried, I'd love to hear why from ZOS.
Quick question. How does the game know which players you are grouped with. Would the game have to check each player around you to see if they are in group then check again in that group to heal? Seems to me the game has to track not only who is in your group but also who is not. Making the game do it again for each heal would add not subtract from the amount of work the server does. Either way I agree with others. The change in performance would be so low players would not notice.
Back to the solo healer thing. Maybe groups would run with more healers. Still a decent chance some player will find themselves without a group and often the types of players that find themselves in this position will be in support roles.
And being the cynic that I am I still think this is more an attempt to get rid of large groups rather than anything else.
Not would definetly subract. A lot simplier to group check then to test each indivuals, hp, buffs, debuff, healing recieved and whether its a crit heal or not.
Again how does the game know which players are in the group and which are not without having to run a check?
leepalmer95 wrote: »leepalmer95 wrote: »12 man group size, may not help too much but it'll help some with stacking.
Smart heals only work for group members, have to manually target someone outside the group for direct smart heals to work. Large aoe hot's only work with group. Peole realise they won't be able to survive just be sheer stacking with stupids amount of passive offheals and spread out a bit?
I would not expect people to read all the posts so I will hit the highlights of why the idea is a poor idea and not well thought out.
1. smaller groups does nothing about stacking. Not only did the largest zerg groups run multiple full 24 man groups back in Cyrodiil's hay day players tend to flock to where the action is. So smaller groups means you just get more groups at the same location.
2. There is no manual targeting of smart heals. There is only one heal that has targeting. So suggesting manual targeting of heals to permit healing outside of a group if healing is restricted to a group is pretty much nonsense. It would not be an easy job to take a smart heal and add a manual targeting plus it is certain to add load to the server to determine if it should apply by targeting or behave as a smart heal. Not such a great idea.
3. The idea force players into group, especially healers since they have to be in a group to receive heals or heal others.
4. The idea also minimized alliance. I find it odd a medic would chose to not heal their ally, their brother or sister in arms. Vey selfish idea that shows a lack of concern for the alliance. It just does not make sense. Ofc, points 1 & 2 are most significant for design reasons, and logic.
1. Maybe it would help a bit now? if people aren't being healed other that there group maybe there wont me 40+ people with a 15m radius of eachother. It's not going to do anything bad though right, at this point its worth a try.
2. Highlight target or even just looking at them which you sort of have to do with breath of life.
3. Group or no group if they're basically running in a zerg its the same anyway, it'll be just harder than mindless bashing heal skills and having the game do everything for you.
4. Rp, alliance etc.. is all irrelevant in the fact that the servers are failing, its not like you wont be able to heal people just how easy it is now.
Theres nothing wrong with trying any of these idea, its been getting progressively worse, what harm could trying to apart from annoying some zerg surfers relying on numbers to do anything.
- reduce max groupsize to 12 (raids are 12 ppl, drops are capped to 12 ppl and most organized groups already run ≤12x groups)
- 12x AoE cap to every AoE heal (No Damage Abilities)
- targetable heals (single target and AoE) can hit every player in your faction, no NPCs (and capped as mentioned)
- smart heals will only hit players in your group (if you run solo no one can leech your heal/shield)
This isn't about zergstacking but about the amount of calculations. Zergstacking can only be fixed by reworking the map.