I don't understand, what are you not able to do with 12 players that you can do with 24? The only use is dolmen XP farm as far as I know.
I don't understand, what are you not able to do with 12 players that you can do with 24? The only use is dolmen XP farm as far as I know.
VaranisArano wrote: »I don't understand, what are you not able to do with 12 players that you can do with 24? The only use is dolmen XP farm as far as I know.
Have 13-24 players talk in Group Chat.
Have 13-24 players all be able to see each other's positions with group chevron.
Have 13-24 players all reliably end up in the same instance, if there's any travel involved.
For roleplaying, I suspect group chat is the big factor. It's private and can't be trolled, unlike /say chat. Nor does it fill up guild chat with smaller RP sessions.
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I don't understand, what are you not able to do with 12 players that you can do with 24? The only use is dolmen XP farm as far as I know.
I would almost guess if anyone was to blame for this it would be the dolmen groups.
I'm not inclined to think this is the case. We know that companions take up a slot in dungeons and trials, and in the last ESO Live they showed the companion's health bar showing up as if they were a party member. It seems most likely to me that companions take up a slot in any party the player is in, so at most we'd have multiple groups of 12 players + 12 companions under the current system. Groups of 6 players + 6 companions isn't really materially better.VaranisArano wrote: »Edited: My suspicion, and I hope I'm wrong, is that ZOS is afraid of multiple groups of 24 players + 24 companions running around.
BTW, the roleplayers that use regular chat channels while roleplaying in major areas such as cities are very inexperienced which is why their chat is broadcast to the area.
I'm not inclined to think this is the case. We know that companions take up a slot in dungeons and trials, and in the last ESO Live they showed the companion's health bar showing up as if they were a party member. It seems most likely to me that companions take up a slot in any party the player is in, so at most we'd have multiple groups of 12 players + 12 companions under the current system. Groups of 6 players + 6 companions isn't really materially better.VaranisArano wrote: »Edited: My suspicion, and I hope I'm wrong, is that ZOS is afraid of multiple groups of 24 players + 24 companions running around.
I personally think that they were just trying to make all of their game systems consistent, and there's no longer an "official" activity that takes a group of more than 12.BTW, the roleplayers that use regular chat channels while roleplaying in major areas such as cities are very inexperienced which is why their chat is broadcast to the area.
Excuse me?
(Haha I agree with most of what you're saying, but come now--the decision to use regular chat versus party chat is hardly a marker of experience.)
Edit: Since I didn't make it clear here, I will say now that I sincerely hope the revert this change.
I'm not inclined to think this is the case. We know that companions take up a slot in dungeons and trials, and in the last ESO Live they showed the companion's health bar showing up as if they were a party member. It seems most likely to me that companions take up a slot in any party the player is in, so at most we'd have multiple groups of 12 players + 12 companions under the current system. Groups of 6 players + 6 companions isn't really materially better.VaranisArano wrote: »Edited: My suspicion, and I hope I'm wrong, is that ZOS is afraid of multiple groups of 24 players + 24 companions running around.
I personally think that they were just trying to make all of their game systems consistent, and there's no longer an "official" activity that takes a group of more than 12.BTW, the roleplayers that use regular chat channels while roleplaying in major areas such as cities are very inexperienced which is why their chat is broadcast to the area.
Excuse me?
(Haha I agree with most of what you're saying, but come now--the decision to use regular chat versus party chat is hardly a marker of experience.)
Edit: Since I didn't make it clear here, I will say now that I sincerely hope the revert this change.
I don't know how chat works in PC (if at all) but on console guilds have 4 channels that people can use to chat to each other within the guild without being grouped together. Guild chat is an existing thing. I don't know if it has a max number of ppl on it though.
And you can keep people together by travelling to a player via guild roster. So you could have multiple groups of 12 and still chat to each other and travel to each other. Yeah, it's an absolute pain in the rear but it's not like it's entirely stopped you from having over 12 people RP together.
Best case, they don't change it and it stays at 24. Worst case, there's easy enough work arounds.
VaranisArano wrote: »As usual you can thank pvp complain threads for this. They couldn't deal with zergs.
B. If anything, PVP should prove that you can still have zergs of many players in one place without players being in 24-person groups. So if that was ZOS' goal, well, they already know that reducing group size doesn't necessarily reduce the number of players at an objective.
I don't know how chat works in PC (if at all) but on console guilds have 4 channels that people can use to chat to each other within the guild without being grouped together. Guild chat is an existing thing. I don't know if it has a max number of ppl on it though.
And you can keep people together by travelling to a player via guild roster. So you could have multiple groups of 12 and still chat to each other and travel to each other. Yeah, it's an absolute pain in the rear but it's not like it's entirely stopped you from having over 12 people RP together.
Best case, they don't change it and it stays at 24. Worst case, there's easy enough work arounds.
On PC there is one guild chat for everyone in the guild. For open areas, there is Zone, Say, Yell, and Emote. There is also a zone for specific languages but all of this can be viewed by anyone. They are public channels except for guild which is private for up to 500 people.
The question I have, is there anything in-game to support roleplayers other than grouping?
"I'm not inclined to think this is the case. We know that companions take up a slot in dungeons and trials, and in the last ESO Live they showed the companion's health bar showing up as if they were a party member. It seems most likely to me that companions take up a slot in any party the player is in, so at most we'd have multiple groups of 12 players + 12 companions under the current system."
So this had the conspiracy theorist in me kick in and wonder if cutting the group size to twelve is a way to promote the use of companions. More people using them better chance of selling more companions.
Then I thought, nah, they'd never do that.
VaranisArano wrote: »I would almost guess if anyone was to blame for this it would be the dolmen groups.
On the one hand, I agree. Dolmen groups are an easy target right now.
In Cyrodiil, we know that stacks lots of players in one location hurts performance. The only places I ever see PVE approach the same density of players fighting in one place is the Alikr Dolmens. Maybe a world boss or a Dragon Hunt/Harrowstorm during an event. Its possible that ZOS saw some performance improvements to be made.
On the other hand, if that's why ZOS did it, then the experience of PVPers should prove that this idea is incorrect.
In Cyrodiil, even with the reduced group sizes, we see that players still zerg and faction stack at important objectives. So if players think the exp grinding at the Alikr Dolmens is necessary, they are all gonna zerg at the dolmens, regardless of if they are in 3 groups or double that.
I hate to think that Companions might be the reason. 12 Players + up to 12 Companions = 24.
As usual you can thank pvp complain threads for this. They couldn't deal with zergs.
Joy_Division wrote: »Not just roleplay, but really any for of socializing. Every week one of my guild runs farming groups for resources, which is just mostly an excuse to get together and hang out.
Unnecessary change that just hurts folks trying to enjoy each other's company, which is supposed to be a big feature of MMOs.