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PvP group limit change?

merevie
merevie
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Is 24 a suitable number for a group max size n PvP?

With performance issues in mind, could we discuss this number?

Ball groups need 18?

Even a reduction of 6 people from addons and combat calculations may improve performance.

Generally groups also are more disciplined when they are not ginormous, so the quality of teams may also improve?

What do people think?
  • Mr_Walker
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    I think this would further advantage ball groups, most of the time they don't go far above 12.
  • Qbiken
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    Been saying it for a long time, group size should be reduced to 12.
  • Katahdin
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    Guild will just run 2, 3, or 4 groups whatever they need to accomodate the number of people.
    There was an EP Guild that would run 3 24 man groups on some nights. Ive seen others run 2.

    Changing the group size will do nothing to reduce the size of zergs or spread people out, or improve performance.
    Beta tester November 2013
  • Qbiken
    Qbiken
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    Katahdin wrote: »
    Guild will just run 2, 3, or 4 groups whatever they need to accomodate the number of people.
    There was an EP Guild that would run 3 24 man groups on some nights. Ive seen others run 2.

    Changing the group size will do nothing to reduce the size of zergs or spread people out, or improve performance.

    That's where you're wrong, group size does impact performance. A few months ago there was a bug on pcna that prevented players from grouping up with each other, and numerous reports tells that PvP during primetime was actually pretty good and almost free of lag.
  • idk
    idk
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    It is almost irrelevant. During the first year of the game, after the leadership of the first PvP guild I was in left because they saw the writing on the wall, I ran with some of the zergs that form in zone. I saw them with 3 full groups and a 4th started one time.

    So with OP's suggestion, they would have had 4 full groups and a 5th started still doing the same thing. The real issue is when everyone is at the same keep fighting as that is what is overloading the system and creating the heavy lag. Even Zos has noted this. It seems more of a fantasy that limiting group size would have any real impact.
  • Ahtu
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    I've been saying they should change it to 36 for a while now.
  • VaranisArano
    VaranisArano
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    Qbiken wrote: »
    Katahdin wrote: »
    Guild will just run 2, 3, or 4 groups whatever they need to accomodate the number of people.
    There was an EP Guild that would run 3 24 man groups on some nights. Ive seen others run 2.

    Changing the group size will do nothing to reduce the size of zergs or spread people out, or improve performance.

    That's where you're wrong, group size does impact performance. A few months ago there was a bug on pcna that prevented players from grouping up with each other, and numerous reports tells that PvP during primetime was actually pretty good and almost free of lag.

    If you prevent grouping up, period, then yeah.

    But Cyrodiil isn't designed to be an every-man-for-himself free-for-all. Its actually terribly set up for that, with keeps, scrolls, and Emperorship being designed to practically require cooperation or numbers. So it needs groups of some size.

    And as has been pointed out, many ball groups don't go above 12 players. The guilds that do are just going to run 2 raids together in voice comms. Most PUG guild raids already have practice running multiple groups as a massive zerg, so that won't stop them from running more, smaller groups. Finally, nothing will stop faction stacks from forming at important objectives, and the sheer number of players at one location has something to do with the performance too.

    So what size groups are you planning on going with that still allows players to be effective at capturing Cyrodiil objectives? Dropping it to 8-16 players isn't going go be as bad of a performance impact as 24 in all likelihood, but let's not act like its going to solve all of Cyrodiil's problems.
    Edited by VaranisArano on May 4, 2020 7:16AM
  • Thevampirenight
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    It should be done, there are abilties that can stack in groups. That is an issue and groups can cause massive amounts of lag. Even if there is more 12 man groups near each other. I think there would still be performance gains from it.
    If they listened to Fengrush and fixed the problems he talked about, I think Performance would be a lot better in Cyrodiil.

    Cross heals are a big problem to much stacking, to much buff stacking going on as well.
    So yes they do need to reduce group size and its important they do so I feel.
    I know lots of people like their larger groups but well if it helps server performance then it should be done.
    Say you have a group that has rapids stacked up so much because many players use that ability. Lower group size means less buffs. I think Rapids only effects other players in the group. So that means less lag then having a 16 man group.
    They still need to address the problems with the stacking. But Group size reduction will help and it should be done.

    PC NA
    Please add Fangs to Vampires.
  • bmnoble
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    Don't really see how changing group size limits will change anything.

    You get plenty of players that just follow the big groups around from one fight to the next.

    Regardless of group sizes your still going to have the same number of players going from fight to fight just broken into slightly smaller groups that are going to be fighting in the same area.
  • Brrrofski
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    12 man groups max
    Healing and buffs only work within your group

    PVP would be so much more enjoyable
  • Elo106
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    Brrrofski wrote: »
    12 man groups max
    Healing and buffs only work within your group

    PVP would be so much more enjoyable

    ^ We should give this a one week try atleast. It cant get worse than what we have now.
  • Daviiid_ESO
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    Max 12 would be great. Would match trials as well, there's no point having 24 man groups.
    Edited by Daviiid_ESO on May 4, 2020 11:03AM
  • TequilaFire
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    Qbiken wrote: »
    Katahdin wrote: »
    Guild will just run 2, 3, or 4 groups whatever they need to accomodate the number of people.
    There was an EP Guild that would run 3 24 man groups on some nights. Ive seen others run 2.

    Changing the group size will do nothing to reduce the size of zergs or spread people out, or improve performance.

    That's where you're wrong, group size does impact performance. A few months ago there was a bug on pcna that prevented players from grouping up with each other, and numerous reports tells that PvP during primetime was actually pretty good and almost free of lag.

    That was no grouping at all.
    All reducing group size will do is force us to run more groups coordinated in guild voice chat with multiple sub crowns.
    Which is a lot of fun btw.
  • dotme
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    If I remember correctly, we have removed deer, shortened the draw distance, lowered the resolution on mounts, prevented destruction of resource towers, prevented destruction of roofs on cathedral keeps, shortened the draw distance again, lowered the pop caps, removed Imperial City, made changes to how many players (and whether grouped or not) affect AOEs and buffs, and after all those changes (and probably more that are too numerous to mention) performance is the worst it's ever been.

    ESO when it's firing on all cylinders is awesome. It's a great game. I don't know what's happened, whether it's trying to render hundreds-of-thousands of possible outfit combos or what, but the game performance is really bad and I don't see how reducing group size is going to do anything to improve it.

    I'm solo 99% of the time, I can take a resource on the other side of the map, deep in enemy territory, with no nearby action at all, and I'm still lagging just trying to kill NPCs. I'm in a group of one.

    PS5NA
  • L_Nici
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    Reducing the groupsize won't counter the Zerg PvP. Then instead of one group playing PvDoor it is 2 groups that follow each other, so no real point.
    PC|EU
  • Gilvoth
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    because of the extreme high ping and horrid lagg right now
    Group' itself, should be disabled in pvp
  • TequilaFire
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    Gilvoth wrote: »
    because of the extreme high ping and horrid lagg right now
    Group' itself, should be disabled in pvp

    Even my silent thoughts on a response to this will get me banned.
  • Universe
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    Maybe it can help.
    Though all I see in this discussion are mere speculations.

    Only ZOS has the statistics and the capability to test it.
    Some videos I recorded for fun: Main character:
    PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • Luckylancer
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    It would be great if ZoS would try these ideas in the comments for one week. Player base is already complaining. Removal of non-group healing for one week wont result a bad long term outcome for ZoS. Maybe some players will spam forums for one week, it is the worse case scenario.
  • Mr_Walker
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    dotme wrote: »
    I don't know what's happened, whether it's trying to render hundreds-of-thousands of possible outfit combos or what

    That should be client side.
  • EvilAutoTech
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    Too tired to post. I'll quit it.
    Edited by EvilAutoTech on May 5, 2020 4:54PM
  • Rave the Histborn
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    Qbiken wrote: »
    Katahdin wrote: »
    Guild will just run 2, 3, or 4 groups whatever they need to accomodate the number of people.
    There was an EP Guild that would run 3 24 man groups on some nights. Ive seen others run 2.

    Changing the group size will do nothing to reduce the size of zergs or spread people out, or improve performance.

    That's where you're wrong, group size does impact performance. A few months ago there was a bug on pcna that prevented players from grouping up with each other, and numerous reports tells that PvP during primetime was actually pretty good and almost free of lag.

    Is that because people couldn't group or because that people that group didn't play at all
  • Nanfoodle
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    My guild sometimes has 3 raids working together in Voice Chat. Its not the size of groups causing problems. Its the game. If they cut the population of Cyro down to 1/2 to help the problems. I would most likely just leave the game. I am here for large scale battles.
  • jadarock
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    idk wrote: »
    It is almost irrelevant. During the first year of the game, after the leadership of the first PvP guild I was in left because they saw the writing on the wall, I ran with some of the zergs that form in zone. I saw them with 3 full groups and a 4th started one time.

    So with OP's suggestion, they would have had 4 full groups and a 5th started still doing the same thing. The real issue is when everyone is at the same keep fighting as that is what is overloading the system and creating the heavy lag. Even Zos has noted this. It seems more of a fantasy that limiting group size would have any real impact.

    Yet it happens 2v2 in an open field far away from said groups..
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