Seems like folks these days define ball groups more and more with the term "aoe heals". In other words, "the group I was surfing couldn't kill them so they're bad for the game."
People forget that 6 years ago and long after launch, ZOS was advertising ESO as a game with massive tri-faction fights. Their intent from day one was to have large groups fighting each other. The problem was never the groups, it was the inadequate game engine and the bad coding.
Pop caps have been cut several times and guild groups are pretty few and far between now, the remaining constants are the inadequate game engine and bad coding. *** poor performance isn't the fault of the players, it falls squarely on ZOS' shoulders.
Seems like folks these days define ball groups more and more with the term "aoe heals". In other words, "the group I was surfing couldn't kill them so they're bad for the game."
People forget that 6 years ago and long after launch, ZOS was advertising ESO as a game with massive tri-faction fights. Their intent from day one was to have large groups fighting each other. The problem was never the groups, it was the inadequate game engine and the bad coding.
Pop caps have been cut several times and guild groups are pretty few and far between now, the remaining constants are the inadequate game engine and bad coding. *** poor performance isn't the fault of the players, it falls squarely on ZOS' shoulders.
Izanagi.Xiiib16_ESO wrote: »
The sad thing would be that the server wouldn't be populated. We recently tried to do something similar on EU with the 7 day campaign but most weren't up for playing there even 1 day per week or less for various reasons.
InvictusApollo wrote: »
Stop pretending that you don't know what is a ballgroup.
It's not a matter of population.
It's only related to group size and the way healing/buff/debuffs are handled.
They could nearly shutdown the lag just by limiting groups to 8 people instead of 24.
They're not interested in doing that. If they were, they wouldn't introduce a hammer that the entire faction will follow?It's not a matter of population.
It's only related to group size and the way healing/buff/debuffs are handled.
They could nearly shutdown the lag just by limiting groups to 8 people instead of 24.
InvictusApollo wrote: »
I personally enjoy long battles. Before that Cyrodill felt like a horse riding simulator. I agre howeer that we need more mechanics to harm larger groups. If in PvP every AOE had a mechanic like Imminent Detonation then that would be awesome. It would have similar effect to "Siege Bug": less lag, no ballgroups, spread out zergs, good players actually having an opportunity to shine and not just be a single gear in a clockwork.