Increase PVP group size to 36

  • Ryath_Waylander
    Ryath_Waylander
    ✭✭✭✭✭
    Knockmaker wrote: »
    They should stop playing with fundamental gameplay mechanics without actually getting involved in that gameplay. Please play your game, zos. Cyrodiil in particular.

    Oh. Hm. I myself suspect that SOMEONE on their team, or buddies with their team, is very much invested in playing in Cyrodiil. Unfortunately it's either a regular solo or small scale player (or ball grouper) that has their regular guild/group of 12 friends. Because clearly, this change is benefitting that style of play in a short-sighted, near-future kind of way.

    They could have crippled cross-healing without nerfing group size or reducing to 12-man without killing cross-healing. I mean, they haven't touched the fact that VD kills you when you can't heal an ungrouped (soon to be) corpse next to you and dots and offensive cross-damage is allowed even though there is no reason for those calculations to be any different from healing calculations.

  • Knockmaker
    Knockmaker
    ✭✭✭✭
    Knockmaker wrote: »
    They should stop playing with fundamental gameplay mechanics without actually getting involved in that gameplay. Please play your game, zos. Cyrodiil in particular.

    Oh. Hm. I myself suspect that SOMEONE on their team, or buddies with their team, is very much invested in playing in Cyrodiil. Unfortunately it's either a regular solo or small scale player (or ball grouper) that has their regular guild/group of 12 friends. Because clearly, this change is benefitting that style of play in a short-sighted, near-future kind of way.

    That is possible. It is indeed a short-sighted, almost sided kind of approach. Wish GMs were more actively involved in actual gameplay (or at least just sit in Cyro all day long on a weekend and read in zone chat how ppl are suffering, lol) maybe that would make such problems (such changes that would push people away) more visible.
    They could have crippled cross-healing without nerfing group size or reducing to 12-man without killing cross-healing. I mean, they haven't touched the fact that VD kills you when you can't heal an ungrouped (soon to be) corpse next to you and dots and offensive cross-damage is allowed even though there is no reason for those calculations to be any different from healing calculations.

    Yeah, cross-healing change was one thing. This is another and too much. This just pushes people away, as stated by many other folks under several threads.

    Edited by Knockmaker on January 6, 2021 10:33AM
  • barney2525
    barney2525
    ✭✭✭✭✭
    ✭✭✭✭
    madrab73 wrote: »
    No, performance didn't improve. The lag is due to optimised groups spamming regen and proxy and the game trying to calculate who's VD should proc first. The change has increased lag with more optimised groups running the same way.

    People get VD in this game?


    :#
  • madrab73
    madrab73
    ✭✭✭✭✭
    barney2525 wrote: »
    madrab73 wrote: »
    No, performance didn't improve. The lag is due to optimised groups spamming regen and proxy and the game trying to calculate who's VD should proc first. The change has increased lag with more optimised groups running the same way.

    People get VD in this game?


    :#

    Only if you fail to socially distance from the zerg :)
  • vamp_emily
    vamp_emily
    ✭✭✭✭✭
    ✭✭✭
    I don't think the change reduced lag or created lag. Lag was there before the change. I don't think most of you understand about the advanced technologies we have today. I believe these servers can handle many more requests that a poplock server throws their way.

    Maybe Zeni's intent was to break groups up. It is still possible to be part of a guild and have (2)12 man teams attacking 2 different locations. However, I don't see many 12 man teams, or even ball groups. I mostly see faction stacking near Ash or Ales.

    During prime time on PC/NA server becomes unplayable at time. If you experience the same thing, you might want to try IC ( CP enabled ). It's been pretty fun there. A little more EP than I want to see at times but some great fights.


    If you want a friend, get a dog.
    AW Rank: Grand Warlord 1 ( level 49)

  • gatekeeper13
    gatekeeper13
    ✭✭✭✭✭
    ✭✭
    vamp_emily wrote: »
    Lag was there before the change. I don't think most of you understand about the advanced technologies we have today. I believe these servers can handle many more requests that a poplock server throws their way.

    Lag and desyncs are 100% server issue. It cannot process requests fast enough and does not send response to the players fast enough. Why the server cannot handle the demand on peak hours, I cant tell. Maybe the game engine is so badly written it actually requires a quantum server to perform as it should.

    What is a FACT, is that during PVP events where activity is 100% 24/7, the lag is considerably lower. This is because ZOS probably rents more server capacity for the event period.
    Edited by gatekeeper13 on January 6, 2021 2:10PM
  • Nezyr_Jezz
    Nezyr_Jezz
    ✭✭✭
    First off: No to 36 man teams. This has been provent be the cause of more lags, server kicks and overall worse pvp experience.

    As for server related issues: best solution would be to cut AOE bonus damage on most skills (which require additional computing) as well as real time AP server analysis instead of computing it at the end of a "cap" which crashes many people just before the end of the cyro siege.

    But it is what it is and those cyro servers (PC EU especially) are ran by hamsters. Pitty because with better peformance hardwarewise we would be able to enjoy the game more
  • Agalloch
    Agalloch
    ✭✭✭✭✭
    When the game was launched we had hundreds of players on the same screen in Cyro.with no lag..I want ESO Open PVP from 2014-2015 to come back..but I believe...it's a dream that cannot come true..:(
  • LalMirchi
    LalMirchi
    ✭✭✭✭✭
    ✭✭
    Agalloch wrote: »
    When the game was launched we had hundreds of players on the same screen in Cyro.with no lag..I want ESO Open PVP from 2014-2015 to come back..but I believe...it's a dream that cannot come true..:(

    Isn't this a result of moving most of the code from the client to the server?
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Knockmaker wrote: »
    Reverb wrote: »
    idk wrote: »
    No here is the thing, even though you might not have felt it having it reduced to 12, reduces number of calculations when it comes to certain abilities and armor sets. Because its likely not to target as many people. Things would be even worse then before most likely if they jumped the size up to 36. No they need to keep the group limit to twelve for good. If you want a group if there is many people asking for one then form your own. Take charge and help your fellow players get a group. 12 is plenty for group size.

    Not only did Zos specifically state that the changes were because they liked our behavior with smaller groups and such, they clearly distanced the smaller groups from any performance benefits seen in testing.

    So while I agree that we will not see 36 man groups in Cyrodiil, it is for very different reasons than what is presented here as it had nothing to do with server calculations.

    Exactly this. They were clear that following the testing, they were permanently reducing group size and removing non-grouped heals because they like the behavioral changes, not for impact on performance.

    Apparently zeni likes ball groups, and hates pug groups picking up the new players in zone.

    Ironically, I suspect ZOS really, really likes PUGs picking up players from zone. Grouping up is a great way for new and inexperienced players to learn to enjoy PVP!

    ZOS' solution: everyone needs to get in a group of12 or be at a serious disadvantage in large fights. Get in a group! Fight as a team!

    The problem: the sort of groups where newer and inexperienced players do well are the ones led by experienced players or PVP guilds. Those are the groups that just had their usual size chopped down to 12.


    What ZOS apparently didn't grapple with is that most players don't just want to join "a group, any group." PUGs, and especially newer players, typically need groups with a leader who knows how to get them to good fights, who can get them to siege or at least stick together during fights, and often need an advantage in numbers before they can compete with the organized guild raids who have voice comms and specific builds.

    In my own experience, my first time leading a PUG raid happened because out of the 15 or so people who LFGed in zone chat in the early morning, I was the only one to say, "Hey, we could go retake that keep." Most people who group up want a leader. My group needed someone to point them at fights and explain the basics of siege and tactics in Cyrodiil - which I was only comfortable doing because I'd been playing with a PVP guild raid for about a year at that point.

    There's only so many leaders who have the experience and desire to lead PUG raids well. When ZOS drops the group size to 12, that's less PUG players being picked up by those leaders. Additionally, any PVP guild who used to pick up PUGs to fill up their raid to 24 players is now picking which 12 guildmates get to raid. Any group that cares about winning fights isn't going to pick up a lot of newer players because they can't "carry" inexperienced players who make mistakes as much as they used to be able to.

    So in practice, less players get into good PUG raids.

    Other players may step up to lead PUG raids and pick up the folks LFGing in zone chat, but adding new and inexperienced raid leads to the mix doesn't help with the overall experience of players in those groups.

    Then, on top of that, ZOS decides that all 12v12s are equal. No matter that one of them is a a collection of players who LFGed in zone chat and one is a guild raid with specific roles, sets, tactics, and voice comms. That decision did not help matters.


    It seems to me like ZOS hoped that forcing players into "a group, any group" would benefit newer players and do something to emphasize the benefits that teamwork brings in Cyrodiil's large scale battles. Unfortunately, I don't think that thought through all the consequences, largely because they misunderstand how to produce the sort of groups that actually help teach newer players how to be effective in Cyrodiil. Or, for that matter, what most LFG players want out of a group in Cyrodiil.

    I'm expecting a bit of a reckoning during Midyear Mayhem when a great number of casual PVPers who normally play PVE show up in Cyrodiil to fight. They'll all need to get in a group or find themselves at a serious disadvantage...but who's going to pick them up and lead them when the usual PUG raids and PVP guilds already have 12 players?

    This.

    I seriously hope that zos reads all these and sees the logic and revert their inaccurate measure. I have said the same thing in various posts but thanks for wrapping it all up in one post.

    I for one, lead pugs often, or recruit randoms in my group often. And with too small group size like we have here, I have to pick the not only just experienced players but very experienced players in order to be able to do basically simple things. This is really frustrating, because people are left out, and there is now a need for more pug-leaders, which is now more difficult than ever, since people do not want to risk filling their tiny group with random, inexperienced people and fail miserably. But, Cyro needs new people since the old ones constantly keep taking long breaks or quit due to server problems frustrations. And all we have is newbies who need to be taught, and we can't really show them how to achieve things, since we can't successfully siege a keep with a tiny group of inexperienced players. And on the other side are the ball groups who coordinate over voice and they come and wipe those tiny groups of inexperienced ppl in a blink of an eye.

    This group size reduction has to change. I already see population decreasing steadily and it is getting harder to fill the pop cap even tho it seems to have been low-key reduced again lately. We do have some new players, but they end up quitting Cyro as well, because either nobody wants them in their group or the group they are in can't do much with inexperienced players, even if they are accepted to those groups in the first place.

    And, no. It did not improve the performance. Even zos did not claim so. They should stop playing with fundamental gameplay mechanics without actually getting involved in that gameplay. Please play your game, zos. Cyrodiil in particular.

    Thanks for adding your perspective as someone who's currently leading PUG/LFG groups!
  • NeillMcAttack
    NeillMcAttack
    ✭✭✭✭✭
    vamp_emily wrote: »
    Lag was there before the change. I don't think most of you understand about the advanced technologies we have today. I believe these servers can handle many more requests that a poplock server throws their way.

    Lag and desyncs are 100% server issue. It cannot process requests fast enough and does not send response to the players fast enough. Why the server cannot handle the demand on peak hours, I cant tell. Maybe the game engine is so badly written it actually requires a quantum server to perform as it should.

    What is a FACT, is that during PVP events where activity is 100% 24/7, the lag is considerably lower. This is because ZOS probably rents more server capacity for the event period.

    It’s likely more to do with the fact that the campaigns are packed with casual solo players and not as much ballstacks!
    PC EU - NoCP PvP, is real PvP
    Tiidehunter Nord StamDK EP PvP Main
    Legion Commander Tresdin Stamplar DC PvE Main
    Sephirith Altmer MagPlar EP Gondar the Bounty Hunter Khajiit StamBlade DC
    The Dirge Redguard StamNecro EP Disruptor Stormcrafter Nord StamSorc AD
    Lone Druid Bosmer Stam Warden EP Necro-Phos Argonian MagBlade AD
    @ McAttack in game
    Played since beta, and then on console at release, until the game became unplayable on console.
  • dvonpm
    dvonpm
    ✭✭✭✭
    I also really wonder what these behavioral changes were.

    And if they continued, or if it was just a bit quieter while we, especially ball groups, worked out maximizing the lower group size and other changes.

    My own guild hasn't changed all that much except for having to stop and check group composition and shuffle mostly healers around several times a night.

    And sometimes leads seem a little more hesitant to attack keeps. 12 isn't really enough to take a well defended keep and I think at times they forget about 2nd groups when making on the fly calls. We seem to be taking more resources/outposts and my AP gain has been a bit lower.

    Just trying to think of behavioral changes I've noticed in my own groups and yeah. I'm head scratching too.
  • NeillMcAttack
    NeillMcAttack
    ✭✭✭✭✭
    idk wrote: »
    idk wrote: »
    madrab73 wrote: »
    No, performance didn't improve. The lag is due to optimised groups spamming regen and proxy and the game trying to calculate who's VD should proc first. The change has increased lag with more optimised groups running the same way.

    The way any “smart” heal works in the game is like this. I press rapid regen, the game runs an algorithm that checks every player that can possibly receive the HOT, in the current situation a max of twelve players, and decides which members to apply it to. You want to increase that to 36. Which simply means MORE calculating. And there are other spells that are similar. For example, breath of life, cauterise, living vines, etc. In a faction stack this number can be even bigger than 36, meaning tons of processing power is taken up by these skills, these are the main cause of server lag.

    So I’m sorry to say, until ZOS changes how all these skills work, neither the group size will be increasing, nor will alliance heals be returning. It would not make any sense.

    Considering that the algorithm was not limited to members of the group before Zos's recent changes and Zos made it clear they did not make those changes to help performance the smart heals do not seem to be the issue they are being made out to be.

    I’m not going to debate the meaning of “behavioural changes”. Although I may as well get it off my chest will I’m on it.

    The fact that people around here can not understand the meaning of PR, or Marketing, has completely hampered any real discourse on many subjects relating to Cyro.
    Every single thing that is communicated to us, is reviewed and approved, or denied/changed, to protect the profitability of the product. No community manager could ever be honest with us of it means it could hurt future investments from current or new players.
    Therefore, we would never be told something like, “we made these changes as it was the only quick fix we could make that made some campaigns at least somewhat playable, since we chose to put everything server side (which we all know but was never communicated btw, they only mentioned block moving server side). Sorry we have no real fixes, and we don’t when or if we will ever actually be able to give you the experience you crave.”

    It’s like that recent release based in the future that has everyone crying saying, “they lied”! That is literally their job, to persuade you to purchase their product. It’s called marketing. And if you think they are not solely concerned about profit, you are living in dream land.

    Zeni are not your besties, they are a service provider, and they only want you to consume said service for you cash. They are not to to be trusted!

    I very much understand PR. I also understand when people are reading into things that are clearly not being said and that is what is happening when someone tries to spin Gina's comment into something she clearly did not say and clearly distanced things from.

    I have long put the blame for the continued degradation of Cyrodiil performance at the feed of Zos management. The issue has never been group size or heals. The issue is the changes Zos has made to the game that has increased server load and as such has been the cause of the performance issues we have seen. I clearly do not consider them besties as you seem to allude to.

    Those of us that have been in this game for years can point to some of the biggest impacts that have occurred because we were here when they happened. Heck, the campaigns used to perform better, while not perfect, with a pop cap significantly larger than we have now. As such we have more large groups with more heals going out than we have now. So it is smoke and mirrors to blame group size and heals for the issues.

    Maybe we can get somewhere here...

    Nobody has claimed that the networking changes and movement of processes weren’t the greatest factor in the performance issues we have now. But that is now where we are. Unless you are hopeful of ZOS reverting that, or some of it, you have to accept that now grouping and healing are an issue.

    Now don’t confuse, it isn’t grouping or even healing per se, it’s simply AOE’s and smart healing. Unfortunately, 90% of the heals in the game are either “smart” or AOE. And these abilities now only function in a group. Now perhaps you don’t believe that it currently is AOE's causing most the issues, but then Rich’s claims are straight up lies (and also disingenuous as he never once addressed the movement of processes server side).
    I don’t understand how people here are dismissing Rich’s claims that AOE's and ballgroup gameplay is what they suspect is the problem, and at the same time agree with Gina’s statement that the changes, THAT SPECIFICALLY TARGETTED AOE'S AND SMART HEALING ACROSS THE BOARD, weren’t made for performance reasons. Do you see the logic I am trying to get my head around?

    This is where the community is deadlocked, some believe ZOS actually wanted some unknown behaviors to change, and some believe it was a quick performance boost since they ruined Cyro with U25. All discourse on the topics die at this point.

    What we should be asking Zeni in my opinion, is where do you intend to go from here? Will we ever get some semblance of what we want back? Is it even possible to remove heal stacking with this game engine? Should radiating regen be conal? Can we add a switch to our smart heals that make them only target ourselves? Can you please pick no-cp or cp to focus PvP balance around finally? Or here is a good one, why did you move the activation of synergies server side, surely that can be returned to the client, and if it is a cheater thing, then only the cool down needs to remain on the server, not the execution? You know, stuff that actually advances the conversation, helps ZOS come up with ideas, we have the most experience in Cyro, we can actually be of value. Instead of focusing on obscure nonsense.

    We can't even talk about balance anymore IMO, because when your abilities are delayed, it makes procs appear a lot stronger than they are, and this skews the meta, this makes it far more desirable to slot procs that tick every second on the server regardless of my ping. That is one of the reasons I wanted to reduce groups further in another thread, because you can not build on broken foundations.

    Like, I'm not happy either, I'm here a long time also because of what Cyro was. But I am also an adult, and see no point in crying over spilled milk.
    PC EU - NoCP PvP, is real PvP
    Tiidehunter Nord StamDK EP PvP Main
    Legion Commander Tresdin Stamplar DC PvE Main
    Sephirith Altmer MagPlar EP Gondar the Bounty Hunter Khajiit StamBlade DC
    The Dirge Redguard StamNecro EP Disruptor Stormcrafter Nord StamSorc AD
    Lone Druid Bosmer Stam Warden EP Necro-Phos Argonian MagBlade AD
    @ McAttack in game
    Played since beta, and then on console at release, until the game became unplayable on console.
  • ragnarok6644b14_ESO
    ragnarok6644b14_ESO
    ✭✭✭✭✭
    So I wanted to get to the bottom of something:

    Did ZOS actually majorly change the way calculations were handled by moving them serverside?

    I've heard this assertion a lot, and am clueless (I don't track patch notes or anything) but this seems like an obvious badbad.

    If that is the case, why? Stadia? Anticheat?
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    If we're asking ZOS "Where do we go from here?", I'd like to again look ahead to Midyear Mayhem.

    Because we do know what's going to happen, based on past events: ZOS will spin up multiple extra campaigns. The main CP and No CP campaigns will fill up very early and even the overflow campaigns will be pretty busy and see very big fights - the sort of big, faction-stacked, drawn-out sieges that would normally see lots of lag, bugs, and disconnects. And yet performance will be pretty good! But once the event ends, well, we're back to "normal".


    So perhaps ZOS should look at what they do differently during Midyear Mayhem.

    Is this something they do on their end to improve player experience, like dedicating more server resources to the Cyrodiil instances?
    Is this a player behavior difference where large raids of PUGs fighting at a keep somehow aren't causing performance problems?


    Midyear Mayhem is proof that we can have a Cyrodiil that does a pretty solid job of supporting large group, large scale combat and still have decent performance.

    Unfortunately, ZOS seems to be chasing any other option they can find to avoid doing whatever it is that makes such a big improvement to performance during MYM. I don't know what it is that they so desperately don't want to do that they were at one point considering implementing AOE cooldowns to avoid, but that's not really a promising sign.
  • Jaraal
    Jaraal
    ✭✭✭✭✭
    ✭✭✭✭✭
    LalMirchi wrote: »
    Agalloch wrote: »
    When the game was launched we had hundreds of players on the same screen in Cyro.with no lag..I want ESO Open PVP from 2014-2015 to come back..but I believe...it's a dream that cannot come true..:(

    Isn't this a result of moving most of the code from the client to the server?

    That plus routing all the data through Akamai's scrubber servers before sending it to ZOS' servers. Ping tracing shows considerable latency added by the extra step.
  • Sahidom
    Sahidom
    ✭✭✭✭
    Jaraal wrote: »
    Sahidom wrote: »
    There is nothing wrong with the 12-man group size.

    With the previous 24 player group size, you could have 8 or 9 players who didn't carry any seige and had no idea how a ram works and still make a successful door breach. But if you have 8 or 9 out of 12 who won't be standing in your ram, let alone know how to deploy a ballista and stand in the ram at the same time you are pretty much doomed to failure.

    The smaller group size is designed to exclude new and untrained players. And ZOS has been more than successful in achieving that behavior.

    If this was a guild group than the organizer didn't communicate whats needed to the participants.

    Most ball groups members don't carry siege and just bank the AP; or the skilled PVP members have the inexperienced handle the siege.

    Either way, the group size isn't the issue its the players who didn't decide to buy siege. The group size doesn't exclude new and untrained players in the context your implying; people learn by playing and experiencing PVP combat, yes there loads of forgiveness when you have 24 other people hitting the same target but that type of group isn't teaching new or untrained players how to get better.
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sahidom wrote: »
    Jaraal wrote: »
    Sahidom wrote: »
    There is nothing wrong with the 12-man group size.

    With the previous 24 player group size, you could have 8 or 9 players who didn't carry any seige and had no idea how a ram works and still make a successful door breach. But if you have 8 or 9 out of 12 who won't be standing in your ram, let alone know how to deploy a ballista and stand in the ram at the same time you are pretty much doomed to failure.

    The smaller group size is designed to exclude new and untrained players. And ZOS has been more than successful in achieving that behavior.

    If this was a guild group than the organizer didn't communicate whats needed to the participants.

    Most ball groups members don't carry siege and just bank the AP; or the skilled PVP members have the inexperienced handle the siege.

    Either way, the group size isn't the issue its the players who didn't decide to buy siege. The group size doesn't exclude new and untrained players in the context your implying; people learn by playing and experiencing PVP combat, yes there loads of forgiveness when you have 24 other people hitting the same target but that type of group isn't teaching new or untrained players how to get better.

    Gotta be honest here, my experience leading PUGs is that I could say we needed to bring siege weapons, wait for people to buy siege weapons, even set up extra siege weapons that I bought to ensure there was enough, and reiterate that we needed to stick together and siege down the door or wall in order to win enough times that my group probably got sick of it...and I still had a portion of players who didn't bring siege, wouldn't use the siege I dropped, and who insisted on running around skirmishing away from us even when it got them killed.

    And that was when I'd have up to 24 players. My PUGs weren't exactly 20/20 siege machines. That's in stark contrast to my PVP guild where every player is prepared to run multiple siege weapons so we can burst the door instead of standing in the boiling oils.

    Drop it down to 12 players and PUGs really do need everyone in the same place working together to siege if they want to be successful at taking or defending a keep.

    Now, maybe PUGs have learned a lot about how to play since I last led groups! Maybe I wouldn't need to beg, plead, and cajole them into buying and using my siege weapons. Maybe having no heals except for those coming from their party members has finally drilled it into their heads that they need to stick together in a fight.

    Maybe. Is that what you are seeing?

    If not, then it seems pretty clear that groups who do want to siege, capture, and defend Cyrodiil objectives have pretty good reasons to not want to pick up much "dead weight" and instead restrict their 12-man group to members who actually will bring siege weapons, stick together, and be useful in a fight. In effect, that disincentivizes bringing in newer and casual players who, due to simple inexperience, just aren't as effective.


    But now I'm curious. Since the big PUG raids and guild raids who previously took in newbies are shrunk down to 12 and have less room for error with bringing in inexperienced players, who do you think is teaching those newer players? Are they just supposed to learn on their own by experiencing PVP combat?
  • Sahidom
    Sahidom
    ✭✭✭✭
    Sure. PUG groups do need to work together and be on the same page i.e. siege, stay together, don't be baited,... basically, all the lessons you'd expect in a guild organized group.

    There is less room for error in smaller groups. But the lessons mentioned above dont have a steep learning curve. Landing killing blows has a steep learning curve but thats where practice and using skills by reading the combat, as it unfolds, helps. Goggle can be your friend here.

    PvP is much harder than Trials by far. Players who want to excel and learn the ropes have BG, IC and dueling that offers smaller scale encounters and with an experienced player can be trained; or self trained by trial and error.

    I see this argument to increase size split between groups that usually carry PUGs or others and those skilled players that don't want to lower their group play requirements, so they have the highest success rate to siege/take keeps or gain AP. Ironically, this is the same dilemma new Trial members face but in PVP context.

    There are many ways to help untrained players in PVP that doesnt involve a 24-36 man ball group.
    Sahidom wrote: »
    Jaraal wrote: »
    Sahidom wrote: »
    There is nothing wrong with the 12-man group size.

    With the previous 24 player group size, you could have 8 or 9 players who didn't carry any seige and had no idea how a ram works and still make a successful door breach. But if you have 8 or 9 out of 12 who won't be standing in your ram, let alone know how to deploy a ballista and stand in the ram at the same time you are pretty much doomed to failure.

    The smaller group size is designed to exclude new and untrained players. And ZOS has been more than successful in achieving that behavior.

    If this was a guild group than the organizer didn't communicate whats needed to the participants.

    Most ball groups members don't carry siege and just bank the AP; or the skilled PVP members have the inexperienced handle the siege.

    Either way, the group size isn't the issue its the players who didn't decide to buy siege. The group size doesn't exclude new and untrained players in the context your implying; people learn by playing and experiencing PVP combat, yes there loads of forgiveness when you have 24 other people hitting the same target but that type of group isn't teaching new or untrained players how to get better.

    Gotta be honest here, my experience leading PUGs is that I could say we needed to bring siege weapons, wait for people to buy siege weapons, even set up extra siege weapons that I bought to ensure there was enough, and reiterate that we needed to stick together and siege down the door or wall in order to win enough times that my group probably got sick of it...and I still had a portion of players who didn't bring siege, wouldn't use the siege I dropped, and who insisted on running around skirmishing away from us even when it got them killed.

    And that was when I'd have up to 24 players. My PUGs weren't exactly 20/20 siege machines. That's in stark contrast to my PVP guild where every player is prepared to run multiple siege weapons so we can burst the door instead of standing in the boiling oils.

    Drop it down to 12 players and PUGs really do need everyone in the same place working together to siege if they want to be successful at taking or defending a keep.

    Now, maybe PUGs have learned a lot about how to play since I last led groups! Maybe I wouldn't need to beg, plead, and cajole them into buying and using my siege weapons. Maybe having no heals except for those coming from their party members has finally drilled it into their heads that they need to stick together in a fight.

    Maybe. Is that what you are seeing?

    If not, then it seems pretty clear that groups who do want to siege, capture, and defend Cyrodiil objectives have pretty good reasons to not want to pick up much "dead weight" and instead restrict their 12-man group to members who actually will bring siege weapons, stick together, and be useful in a fight. In effect, that disincentivizes bringing in newer and casual players who, due to simple inexperience, just aren't as effective.


    But now I'm curious. Since the big PUG raids and guild raids who previously took in newbies are shrunk down to 12 and have less room for error with bringing in inexperienced players, who do you think is teaching those newer players? Are they just supposed to learn on their own by experiencing PVP combat?

    Edited by Sahidom on January 6, 2021 11:24PM
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sahidom wrote: »
    Sure. PUG groups do need to work together and be on the same page i.e. siege, stay together, don't be baited,... basically, all the lessons you'd expect in a guild organized group.

    There is less room for error in smaller groups. But the lessons mentioned above dont have a steep learning curve. Landing killing blows has a steep learning curve but thats where practice and using skills by reading the combat, as it unfolds, helps. Goggle can be your friend here.

    PvP is much harder than Trials by far. Players who want to excel and learn the ropes have BG, IC and dueling that offers smaller scale encounters and with an experienced player can be trained; or self trained by trial and error.

    I see this argument to increase size split between groups that usually carry PUGs or others and those skilled players that don't want to lower their group play requirements, so they have the highest success rate to siege/take keeps or gain AP. Ironically, this is the same dilemma new Trial members face but in PVP context.

    There are many ways to help untrained players in PVP that doesnt involve a 24-36 man ball group.

    This might be my personal experience as someone who initially hated PVP and only gradually got into Cyrodiil by working with PUGs and eventually my PVP guild.

    But if I'd been expected to "learn to play" by doing Battlegrounds and graduating through dueling and Imperial City "small scale"/ganker's paradise before I could play in Cyrodiil, I'm not sure I'd be a PVPer now. "Get gud, scrub, and maybe when you can carry your own weight we'll accept you in group," is the antithesis of my PVP learning experience. My guild welcomed, carried and trained me until I got good enough to play effectively in large and small scale fights.

    So personally, I'm really against the whole idea that I should pull the ladder up behind me. I became a PVPer specifically because my PVP guild was able to welcome, carry, and train a newbie. I'm not thrilled that the group size changes currently give a bigger penalty to the good PUGs and guilds who do pick up and teach inexperienced players.


    And I'm not sure that expecting new PVPers to learn from dueling, BGs, or IC before joining groups in Cyrodiil is a good way to ensure the long term strength of Cyrodiil's population, you know? Seems like that's more of a plan to support solo and small scale style play.
    Edited by VaranisArano on January 7, 2021 7:18PM
  • Knockmaker
    Knockmaker
    ✭✭✭✭
    Sahidom wrote: »
    Sure. PUG groups do need to work together and be on the same page i.e. siege, stay together, don't be baited,... basically, all the lessons you'd expect in a guild organized group.

    There is less room for error in smaller groups. But the lessons mentioned above dont have a steep learning curve. Landing killing blows has a steep learning curve but thats where practice and using skills by reading the combat, as it unfolds, helps. Goggle can be your friend here.

    PvP is much harder than Trials by far. Players who want to excel and learn the ropes have BG, IC and dueling that offers smaller scale encounters and with an experienced player can be trained; or self trained by trial and error.

    I see this argument to increase size split between groups that usually carry PUGs or others and those skilled players that don't want to lower their group play requirements, so they have the highest success rate to siege/take keeps or gain AP. Ironically, this is the same dilemma new Trial members face but in PVP context.

    There are many ways to help untrained players in PVP that doesnt involve a 24-36 man ball group.

    This might be my personal experience as someone who initially hated PVP and only gradually got into Cyrodiil by working with PUGs and eventually my PVP guild.

    But if I'd been expected to "learn to play" by doing Battlegrounds and graduating through dueling and Imperial City "small scale"/ganker's paradise before I could play in Cyrodiil, I'm not sure I'd be a PVPer now. "Get gud, scrub, and maybe when you can carry your own weight we'll accept you in group," is the antithesis of my PVP learning experience. My guild welcomed, carried and trained me until I got good enough to play effectively in large and small scale fights.

    So personally, I'm really against the whole idea that I should pull the ladder up behind me. I became a PVPer specifically because my PVP guild was able to welcome, carry, and train a newbie. I'm not thrilled that the group size changes currently give a bigger penalty to the good PUGs and guilds who do pick up and teach inexperienced players.


    And I'm not sure that expecting new PVPers to learn from dueling, BGs, or IC before joining groups in Cyrodiil is a good way to ensure the long term strength of Cyrodiil's population, you know? Seems like that's more of a plan to support solo and small scale style play.

    That is true. IC, BG are not substitutes or stepping stones for Cyrodiil. They are simply different. I also simply jumped in to Cyrodiil directly back in the day, joined LFG groups, learned some from those groups, some through trial and error. That's party the reason I tend to lead PUGs myself.

    However, with the group size changes, there are a lot of serious problems as mentioned earlier. I have also grown tired of leading PUGs especially after this particular change and I have noticed that I play much less lately, and when I step in Cyro, I see lfgs all the time and mostly nobody to lead them. Most of those group-seekers are new players ,which is something very much appreciated in Cyrodiil, however, I keep observing that they rarely find groups. One of them either steps up and creates a group (which usually doesn't turn that good), or they give up after a few times of stepping in Cyro and being unable to find groups and quit Cyro permanently (maybe even eso at some point, who knows). All that remains is older, grumpy players (no harm intended, I also feel that way myself for understandable reasons) whose nerves were strained because of all that everlasting server problems, and a low-pop'd, yet still laggy Cyrodiil.

    Edit: Also, 36 might be too much, yeah. But, most of us are talking about reverting it to what it was, if not up to 36.
    Edited by Knockmaker on January 8, 2021 10:12AM
  • Goregrinder
    Goregrinder
    ✭✭✭✭✭
    ✭✭
    I was one of the people who had been advocating for the reduction in group size to 12 people, so I'm certainly not going to back track on that and hope it jumps to 36 lol. 12-man is a perfect size.. Less dumb healing going on, and more effort to coordinate two 12-man groups is required.
  • Knockmaker
    Knockmaker
    ✭✭✭✭
    Now that the cross-healing mistake is being reverted, can we show the same unity and raise our voices similarly to revert the changes to group size? With the cross-healing is re-enabled, it will be even harder to counter ball groups with smaller groups while the ball groups get even more heals from solo healers. Group size needs to be reverted as well.
  • RDMyers65b14_ESO
    RDMyers65b14_ESO
    ✭✭✭✭✭
    Say that it is 80 per faction. 20 AD will be pvdooring Rayles (although Alma Ruma is in BRK). The other 60 will be attacking Ash against 10 DC. 20 DC will be trying to defend Ales against 40 or so EP. 20 EP will be on Bruma/Dragonclaw. 20 DC will be fighting at Chalman against 20 or so EP. The rest of DC will be at the base screaming in zone "I need a group! LFG." as they haven't figured out how to look at the damn map yet.

    Meanwhile, people who know how to read a map are sitting in queue waiting.

    So, no, group size does not need to be increased until people learn how to stop faction stacking.
    Edited by RDMyers65b14_ESO on January 28, 2021 4:33PM
  • Goregrinder
    Goregrinder
    ✭✭✭✭✭
    ✭✭
    Say that it is 80 per faction. 20 AD will be pvdooring Rayles (although Alma Ruma is in BRK). The other 60 will be attacking Ash against 10 DC. 20 DC will be trying to defend Ales against 40 or so EP. 20 EP will be on Bruma/Dragonclaw. 20 DC will be fighting at Chalman against 20 or so EP. The rest of DC will be at the base screaming in zone "I need a group! LFG." as they haven't figured out how to look at the damn map yet.

    Meanwhile, people who know how to read a map are sitting in queue waiting.

    So, no, group size does not need to be increased until people learn how to stop faction stacking.

    Yupppp!
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Knockmaker wrote: »
    Now that the cross-healing mistake is being reverted, can we show the same unity and raise our voices similarly to revert the changes to group size? With the cross-healing is re-enabled, it will be even harder to counter ball groups with smaller groups while the ball groups get even more heals from solo healers. Group size needs to be reverted as well.

    I'd like the 24 player group size back because I think it makes Cyrodiil more accessible and welcoming to new players when PUG and Guild leaders can pick up more players in group and thre's more room for carrying inexperienced players as they learn.

    I'm not sure its the answer to balancing vs ball groups now that cross-heals are back.

    A lot of the 12-man ball groups that farm weren't impacted by the changes because they were already farming in back keeps with few to no solo healers or friendly PUGs around. And in the event that there are, those solo healers aren't in the group, aren't in their voice comms, and don't know where to go to keep up with the farming group. It should be easy to pick off a solo healer who's tagging along in the event that anyone is, as its very easy for them to get left behind. (I've tried to solo heal a farming ball group a couple of times before this change. Even with knowing how ball groups move, its pretty difficult not to get caught out of position and killed when you aren't in their voice comms.)

    In short, those farming ball groups neither lost nor will gain much healing, while the PUGs who fought them lost and will gain back a lot of healing.


    Whereas the organized raids who will benefit most from cross-heals are the ones in the middle of the PUG zerg or the faction stack. At that point, the answer to fighting them is "bring your own faction stack." After all, if we merely revert back to the status quo with crossheals and 24 player groups, many of those PVP guild raids go back to running their full raid with even more damage and support players, making them that much more powerful. (To be clear, I'd love that, as I could run with everyone in my PVP guild again in a single raid. But, uh, the PUGs who tangle with us might not enjoy that so much.)

    So I guess when we talk about balance, its more a matter of whether its necessary to have 24 PUG raids to beat ball groups even with cross-heals back...and whether its worth making organized guild raids more powerful.

    But from an overall look at Cyrodiil, I think 24 player groups were better for players who need or want a group in Cyrodiil. Its far more welcoming, more accepting for inexperienced players, and means less time typing LFG in zone chat before they get a group.
  • Knockmaker
    Knockmaker
    ✭✭✭✭
    Knockmaker wrote: »
    Now that the cross-healing mistake is being reverted, can we show the same unity and raise our voices similarly to revert the changes to group size? With the cross-healing is re-enabled, it will be even harder to counter ball groups with smaller groups while the ball groups get even more heals from solo healers. Group size needs to be reverted as well.

    I'd like the 24 player group size back because I think it makes Cyrodiil more accessible and welcoming to new players when PUG and Guild leaders can pick up more players in group and thre's more room for carrying inexperienced players as they learn.

    I'm not sure its the answer to balancing vs ball groups now that cross-heals are back.

    A lot of the 12-man ball groups that farm weren't impacted by the changes because they were already farming in back keeps with few to no solo healers or friendly PUGs around. And in the event that there are, those solo healers aren't in the group, aren't in their voice comms, and don't know where to go to keep up with the farming group. It should be easy to pick off a solo healer who's tagging along in the event that anyone is, as its very easy for them to get left behind. (I've tried to solo heal a farming ball group a couple of times before this change. Even with knowing how ball groups move, its pretty difficult not to get caught out of position and killed when you aren't in their voice comms.)

    In short, those farming ball groups neither lost nor will gain much healing, while the PUGs who fought them lost and will gain back a lot of healing.


    Whereas the organized raids who will benefit most from cross-heals are the ones in the middle of the PUG zerg or the faction stack. At that point, the answer to fighting them is "bring your own faction stack." After all, if we merely revert back to the status quo with crossheals and 24 player groups, many of those PVP guild raids go back to running their full raid with even more damage and support players, making them that much more powerful. (To be clear, I'd love that, as I could run with everyone in my PVP guild again in a single raid. But, uh, the PUGs who tangle with us might not enjoy that so much.)

    So I guess when we talk about balance, its more a matter of whether its necessary to have 24 PUG raids to beat ball groups even with cross-heals back...and whether its worth making organized guild raids more powerful.

    But from an overall look at Cyrodiil, I think 24 player groups were better for players who need or want a group in Cyrodiil. Its far more welcoming, more accepting for inexperienced players, and means less time typing LFG in zone chat before they get a group.

    Agreed. Ball groups is the least of it. This reduced group size is not new player friendly and has many more disadvantages.
  • itscompton
    itscompton
    ✭✭✭✭✭
    Lysette wrote: »
    Stahlor wrote: »
    @NeillMcAttack True in theory, but nobody can see any improvement. It still lags like hell most of the time.

    And it pretty much always will be - simply because the design of skills and abilities and how they interact with each other is too computation and messaging intensive. The thing with ball groups could be solved though, by capping the amount of the effect. For example heal can just deliver a certain amount of total healing - if too many are in the effect area, the per person amount would be much lower - and this paired with a max amount of healing a person can get in a certain time frame.

    And this scheme basically with all such skills - this would make people avoiding too large groups, because the heal would be more effective in a smaller group. And the same with other effects of other skills,

    The combat system is still ***, but this would at least solve the ball group problem. But tbh a redesign would be necessary, but this isn't going to happen - so it will stay laggy.

    This comment actually gets the the heart of what's wrong with ball groups in PvP. Even limited to 12 players it's still very possible for an organized group to have enough healing to be nearly unstoppable. These groups are running with 4-5 dedicated healers/purge bots and can withstand being attacked by 3x their numbers WHILE being bombarded with siege and then they just push around in circles mowing people over with the combined AOE damage of the 7-8 DD's.
    Until they put a cap on group healing or at least some kind of penalty for group heals in PvP ball groups will always be an issue.
    Edited by itscompton on January 28, 2021 8:45PM
Sign In or Register to comment.