RE: Current Roster Situations
Just wanted give a brief overview about our current roster and gradual growth. First off thank you all for your continued support and participation. Our attendance recently has been outstanding!
As you are aware we are well over 12 person group limit most nights recently. This is great because it does allow us some flexibility most nights as we do usually have 1 or more people that can’t always make it every night (myself included).
Unfortunately as we have seen this means also we may have extras that are formed into a 2nd group. Some players are ok with it and don’t mind not being part of the ‘main’ group. Understandably many of us want to only to run with the main group for various reasonable reasons(ex.ease to follow, survivability, AP etc..)
Making these group decisions raid night can be very difficult and nothing any of us want to do but unfortunately is necessary because of the limited group size. Many things will be taken into that decision - 1) What roles are critical and needed to fill group 2) Who has signed up 3) Are you in zone/on time 4) How long you can stay to play.
I wish it could be cut and dry and have EVERYONE in group. It’s not something we as leaders of group take lightly and never want anyone to feel unwanted.
VaranisArano wrote: »I'm sorry that's going down with your guild. It already happened to mine, and it sucks.
My PVP guild used to run 18-24 players in Cyrodiil. We recruited and trained new PVPers, so we frequently had newer players with us learning the ropes. We'd help our guildmates learn the basics of siege, make sure they had the gear they needed, and talk about the strategy of finding and winning fights in Cyrodiil. We had a very popular raid night for beginners that usually hit 24 players.
Then group size was slashed to 12.
Well, all of a sudden, we didn't have room for newbies.
We didn't even have room for players who've been with the guild for years.
Sure, we could try to run a Raid 2, but that's a pain in the butt for any type of coordinated movement, and it clutter up voice comms as the two raid leads try to keep track of each other. It's doable...but it wasn't as fun as running in our full-size group. Raid 2 wasn't as fun as being in Raid 1, especially when you got down to 4 players trying to fight in large keep battles.
Since we couldn't lead the full raid, we stopped recruiting. We kept our experienced players, so the beginner raid night fell by the wayside.
I don't know if ZOS accomplished what they wanted when they killed off the big PVP guild raids who used to recruit PUGs and teach new PVPers. I hope they did, because we lost a lot in the process.
ZOS: "Hope you only have 12 friends!"
Sorry, ZOS. That's not how that works. I had more than 12 friends in my guild, and your decision to cut group size meant I couldn't play in raid with all of them.
I do hope that as ZOS does this rearchitecture, they seriously consider bringing back 24-player groups.
Yep, not only did it not accomplish anything in PvP, it also got applied to all groups in PvE. Who cares if it makes social events harder to organize?
The lowering of group size proved to make zero difference in all the testing we all endured, so why was it left this way? And why should a message like this ever need be posted on my Discord?RE: Current Roster Situations
Just wanted give a brief overview about our current roster and gradual growth. First off thank you all for your continued support and participation. Our attendance recently has been outstanding!
As you are aware we are well over 12 person group limit most nights recently. This is great because it does allow us some flexibility most nights as we do usually have 1 or more people that can’t always make it every night (myself included).
Unfortunately as we have seen this means also we may have extras that are formed into a 2nd group. Some players are ok with it and don’t mind not being part of the ‘main’ group. Understandably many of us want to only to run with the main group for various reasonable reasons(ex.ease to follow, survivability, AP etc..)
Making these group decisions raid night can be very difficult and nothing any of us want to do but unfortunately is necessary because of the limited group size. Many things will be taken into that decision - 1) What roles are critical and needed to fill group 2) Who has signed up 3) Are you in zone/on time 4) How long you can stay to play.
I wish it could be cut and dry and have EVERYONE in group. It’s not something we as leaders of group take lightly and never want anyone to feel unwanted.
That's what I'd like to know myself. Iirc it was because the server was dealing with too much info of bigger groups, but...isn't having 2 groups of 12 essentially the same as having 1 group of 24? It doesn't make sense to me, how does breaking up group composition make any difference if the same number of people are still there. Apparently none since ZOS mentioned it didn't really do much after imposing smaller groups, yet instead of reverting it they made it apply to all PvE groups as well.Yep, not only did it not accomplish anything in PvP, it also got applied to all groups in PvE. Who cares if it makes social events harder to organize?
Agree, in PvP instead of a 24players group it's usually an alliance zerg of randos or two 12player+ groups on one crown.
Not sure what's the difference, but we wouldn't since ZOS didn't disclose any behind the scene information.
They never considered it to be an MMO. There's been interviews where they outright say they don't see ESO as an MMO and thus don't call it one.freespirit wrote: »@ZoS_Kevin @ZOS_RichLambert .... Please, please please point this in the right direction.
We NEED 24 man groups back asap after all this is MMO right??? Or do @ZoS no longer consider ESO to be a MMO?? :'(
That's what I'd like to know myself. Iirc it was because the server was dealing with too much info of bigger groups, but...isn't having 2 groups of 12 essentially the same as having 1 group of 24? It doesn't make sense to me, how does breaking up group composition make any difference if the same number of people are still there. Apparently none since ZOS mentioned it didn't really do much after imposing smaller groups, yet instead of reverting it they made it apply to all PvE groups as well.Yep, not only did it not accomplish anything in PvP, it also got applied to all groups in PvE. Who cares if it makes social events harder to organize?
Agree, in PvP instead of a 24players group it's usually an alliance zerg of randos or two 12player+ groups on one crown.
Not sure what's the difference, but we wouldn't since ZOS didn't disclose any behind the scene information.
But what about the fact that smaller groups versus big ones still results in the same numbers roughly, just split over more groups. In your example one 24-man group might be 576, but two 12-man groups would still be 288. That's close to a 50% reduction in information being transmitted, but there's nothing saying the difference in the amount of data going back and forth is that great between group sizes, as we've been given absolutely no numbers either way. In fact, seeing as ZOS has said there was no significant impact from reducing group sizes, I think we have a better case for that difference to be much smaller.VaranisArano wrote: »That's what I'd like to know myself. Iirc it was because the server was dealing with too much info of bigger groups, but...isn't having 2 groups of 12 essentially the same as having 1 group of 24? It doesn't make sense to me, how does breaking up group composition make any difference if the same number of people are still there. Apparently none since ZOS mentioned it didn't really do much after imposing smaller groups, yet instead of reverting it they made it apply to all PvE groups as well.Yep, not only did it not accomplish anything in PvP, it also got applied to all groups in PvE. Who cares if it makes social events harder to organize?
Agree, in PvP instead of a 24players group it's usually an alliance zerg of randos or two 12player+ groups on one crown.
Not sure what's the difference, but we wouldn't since ZOS didn't disclose any behind the scene information.
It does reduce the amount of intra-group communication, though.
For example, 24 players in a group get constant updates on each other's map position and health bars. When you split them into two groups, they don't see that data from the other group anymore.
So if we imagine that health bars are one data point, then:
24-player groups are generating 24×24 health bar data points per second. 576 data points.
12-player groups are generating 12x12 health bar data points per second. 144 data points.
On the surface at least, ZOS slashed the amount of intra-group data being passed between group members by more than half when they cut the group numbers.
Like I said, I hope that ZOS got what they want out of it, because it absolutely sucks for players.
But what about the fact that smaller groups versus big ones still results in the same numbers roughly, just split over more groups. In your example one 24-man group might be 576, but two 12-man groups would still be 288. That's close to a 50% reduction in information being transmitted, but there's nothing saying the difference in the amount of data going back and forth is that great between group sizes, as we've been given absolutely no numbers either way. In fact, seeing as ZOS has said there was no significant impact from reducing group sizes, I think we have a better case for that difference to be much smaller.VaranisArano wrote: »That's what I'd like to know myself. Iirc it was because the server was dealing with too much info of bigger groups, but...isn't having 2 groups of 12 essentially the same as having 1 group of 24? It doesn't make sense to me, how does breaking up group composition make any difference if the same number of people are still there. Apparently none since ZOS mentioned it didn't really do much after imposing smaller groups, yet instead of reverting it they made it apply to all PvE groups as well.Yep, not only did it not accomplish anything in PvP, it also got applied to all groups in PvE. Who cares if it makes social events harder to organize?
Agree, in PvP instead of a 24players group it's usually an alliance zerg of randos or two 12player+ groups on one crown.
Not sure what's the difference, but we wouldn't since ZOS didn't disclose any behind the scene information.
It does reduce the amount of intra-group communication, though.
For example, 24 players in a group get constant updates on each other's map position and health bars. When you split them into two groups, they don't see that data from the other group anymore.
So if we imagine that health bars are one data point, then:
24-player groups are generating 24×24 health bar data points per second. 576 data points.
12-player groups are generating 12x12 health bar data points per second. 144 data points.
On the surface at least, ZOS slashed the amount of intra-group data being passed between group members by more than half when they cut the group numbers.
Like I said, I hope that ZOS got what they want out of it, because it absolutely sucks for players.
VaranisArano wrote: »I can't comment on PVE as to how many guilds cut back on their multi-group activities due to this change, though. My trading guilds weren't ever into that.
etchedpixels wrote: »VaranisArano wrote: »I can't comment on PVE as to how many guilds cut back on their multi-group activities due to this change, though. My trading guilds weren't ever into that.
It turned into exactly the farce that was predicted at the time in PvE, where as ever Zenimax didn't listen.
The main guild I'm in used to take a big group of new people into a public dungeon or other location together on voice chat and take a relaxed trip through content that many of the newer and more casual players never did. Now we end up with two groups of 12 often can't get them all in the same instance and all the banter and fun has been replaced by "is group 2 at boss X yet" and lots of "follow X, no not in group 2, that's group 1" and utter confusion and chaos.
Participation appears to be way down as a result, in fact the problem seems to have fixed itself in many cases because now nobody turns up at all except about 6 usual suspects.
It was done months and months ago in Cyrodill, when they were doing all those tests to try and fix performance. Then it was imposed game-wide a few updates ago, icr which one. ALL groups are limited to 12 now and have been for months now. It really does suck.HedgehogFeet wrote: »When did they do this?Is it just in Cyrodiil (& IC) or is it everywhere?
They hate PvP
In practice we might not see a lot of two12-man groups to make a full 24 for Cyro, but my point is more about how splitting groups into smaller ones just results in a larger number of smaller groups, rather than smaller numbers of larger groups. Sort of like taking three groups of ten oranges and splitting them into six groups of five. You haven't really done much. Obviously there's a lot more to it than that given coding is a lot more to complicated than sorting a handful of fruit, I was just using it as an example.VaranisArano wrote: »But what about the fact that smaller groups versus big ones still results in the same numbers roughly, just split over more groups. In your example one 24-man group might be 576, but two 12-man groups would still be 288. That's close to a 50% reduction in information being transmitted, but there's nothing saying the difference in the amount of data going back and forth is that great between group sizes, as we've been given absolutely no numbers either way. In fact, seeing as ZOS has said there was no significant impact from reducing group sizes, I think we have a better case for that difference to be much smaller.VaranisArano wrote: »That's what I'd like to know myself. Iirc it was because the server was dealing with too much info of bigger groups, but...isn't having 2 groups of 12 essentially the same as having 1 group of 24? It doesn't make sense to me, how does breaking up group composition make any difference if the same number of people are still there. Apparently none since ZOS mentioned it didn't really do much after imposing smaller groups, yet instead of reverting it they made it apply to all PvE groups as well.Yep, not only did it not accomplish anything in PvP, it also got applied to all groups in PvE. Who cares if it makes social events harder to organize?
Agree, in PvP instead of a 24players group it's usually an alliance zerg of randos or two 12player+ groups on one crown.
Not sure what's the difference, but we wouldn't since ZOS didn't disclose any behind the scene information.
It does reduce the amount of intra-group communication, though.
For example, 24 players in a group get constant updates on each other's map position and health bars. When you split them into two groups, they don't see that data from the other group anymore.
So if we imagine that health bars are one data point, then:
24-player groups are generating 24×24 health bar data points per second. 576 data points.
12-player groups are generating 12x12 health bar data points per second. 144 data points.
On the surface at least, ZOS slashed the amount of intra-group data being passed between group members by more than half when they cut the group numbers.
Like I said, I hope that ZOS got what they want out of it, because it absolutely sucks for players.
So here's my impression (and it's just an impression, so take with appropriate salt): when ZOS cut the group size, it's pretty rare to see a group of 24 replaced by 2 groups of 12 in PC/NA PVP.
There's a lot of reasons for that.
The larger the group, the better the leadership needs to be to keep it coordinated. 12 is still a pretty large group. Unfortunately, it's not like the number of good raid leaders willing to lead PUGs doubled.
The guilds who do have good raid leaders have to deal with the difficulties of Raid 2. The OP did a good job of describing those annoyances. My guild dropped to one raid of 12 pretty quickly even though we had several good raid leads.
The big PUG guilds who used to run 2-3 raids of 24 players like Army of the Pact did...well, I don't see anyone running Raid 4 or Raid 5 anymore.
What we get now is closer to the old joke my guild used to make: "DC never zergs. Those are twenty small-scale groups all in the same place." From the perspective of lowering group communications, ZOS is fine with that.
So I guess that's a long way to say that whether or not ZOS achieved their goal in terms of 24 players vs 2 groups of 12, the knock-on effects of slashing group size certainly did have the effect of lowering overall communcations just because there were less full-size groups in PVP. On PC/NA, I just don't see every, or even most, 24-player raids being replaced by 2 12-player raids.
I can't comment on PVE as to how many guilds cut back on their multi-group activities due to this change, though. My trading guilds weren't ever into that.
It was done months and months ago in Cyrodill, when they were doing all those tests to try and fix performance. Then it was imposed game-wide a few updates ago, icr which one. ALL groups are limited to 12 now and have been for months now. It really does suck.HedgehogFeet wrote: »When did they do this?Is it just in Cyrodiil (& IC) or is it everywhere?
They hate PvPIn practice we might not see a lot of two12-man groups to make a full 24 for Cyro, but my point is more about how splitting groups into smaller ones just results in a larger number of smaller groups, rather than smaller numbers of larger groups. Sort of like taking three groups of ten oranges and splitting them into six groups of five. You haven't really done much. Obviously there's a lot more to it than that given coding is a lot more to complicated than sorting a handful of fruit, I was just using it as an example.VaranisArano wrote: »But what about the fact that smaller groups versus big ones still results in the same numbers roughly, just split over more groups. In your example one 24-man group might be 576, but two 12-man groups would still be 288. That's close to a 50% reduction in information being transmitted, but there's nothing saying the difference in the amount of data going back and forth is that great between group sizes, as we've been given absolutely no numbers either way. In fact, seeing as ZOS has said there was no significant impact from reducing group sizes, I think we have a better case for that difference to be much smaller.VaranisArano wrote: »That's what I'd like to know myself. Iirc it was because the server was dealing with too much info of bigger groups, but...isn't having 2 groups of 12 essentially the same as having 1 group of 24? It doesn't make sense to me, how does breaking up group composition make any difference if the same number of people are still there. Apparently none since ZOS mentioned it didn't really do much after imposing smaller groups, yet instead of reverting it they made it apply to all PvE groups as well.Yep, not only did it not accomplish anything in PvP, it also got applied to all groups in PvE. Who cares if it makes social events harder to organize?
Agree, in PvP instead of a 24players group it's usually an alliance zerg of randos or two 12player+ groups on one crown.
Not sure what's the difference, but we wouldn't since ZOS didn't disclose any behind the scene information.
It does reduce the amount of intra-group communication, though.
For example, 24 players in a group get constant updates on each other's map position and health bars. When you split them into two groups, they don't see that data from the other group anymore.
So if we imagine that health bars are one data point, then:
24-player groups are generating 24×24 health bar data points per second. 576 data points.
12-player groups are generating 12x12 health bar data points per second. 144 data points.
On the surface at least, ZOS slashed the amount of intra-group data being passed between group members by more than half when they cut the group numbers.
Like I said, I hope that ZOS got what they want out of it, because it absolutely sucks for players.
So here's my impression (and it's just an impression, so take with appropriate salt): when ZOS cut the group size, it's pretty rare to see a group of 24 replaced by 2 groups of 12 in PC/NA PVP.
There's a lot of reasons for that.
The larger the group, the better the leadership needs to be to keep it coordinated. 12 is still a pretty large group. Unfortunately, it's not like the number of good raid leaders willing to lead PUGs doubled.
The guilds who do have good raid leaders have to deal with the difficulties of Raid 2. The OP did a good job of describing those annoyances. My guild dropped to one raid of 12 pretty quickly even though we had several good raid leads.
The big PUG guilds who used to run 2-3 raids of 24 players like Army of the Pact did...well, I don't see anyone running Raid 4 or Raid 5 anymore.
What we get now is closer to the old joke my guild used to make: "DC never zergs. Those are twenty small-scale groups all in the same place." From the perspective of lowering group communications, ZOS is fine with that.
So I guess that's a long way to say that whether or not ZOS achieved their goal in terms of 24 players vs 2 groups of 12, the knock-on effects of slashing group size certainly did have the effect of lowering overall communcations just because there were less full-size groups in PVP. On PC/NA, I just don't see every, or even most, 24-player raids being replaced by 2 12-player raids.
I can't comment on PVE as to how many guilds cut back on their multi-group activities due to this change, though. My trading guilds weren't ever into that.
In a way ZOS succeeded, since stories like your PvP guild's have certainly been going on through a lot of others. And so it led to smaller numbers of people bothering with Cyrodiil at all, but from what ZOS was saying on the technical side of things, there wasn't much of a backend difference between 24-man groups and 12-man groups.
ZOS_GinaBruno wrote: »Hi everyone,
First, we wanted to thank you all for providing so much valuable feedback on the change to group sizes in this update. We understand there are situations where having a larger group size is desired and makes some activities more enjoyable.
As some of you have guessed, this change ultimately comes down to performance. We’ve been continually looking at ways to improve performance and stability across the game and we found reducing the group size was an effective way to ensure there would be fewer situations where you hit critical memory. Additionally, there’s a fair amount of data that has to be exchanged on the backend for every person in your group. By limiting the group size to 12, we’re introducing additional performance gains.
Thanks again for taking the time to share your thoughts with us on this topic. We appreciate it, and we hope this helps provide additional context for the change.
VaranisArano wrote: »It was done months and months ago in Cyrodill, when they were doing all those tests to try and fix performance. Then it was imposed game-wide a few updates ago, icr which one. ALL groups are limited to 12 now and have been for months now. It really does suck.HedgehogFeet wrote: »When did they do this?Is it just in Cyrodiil (& IC) or is it everywhere?
They hate PvPIn practice we might not see a lot of two12-man groups to make a full 24 for Cyro, but my point is more about how splitting groups into smaller ones just results in a larger number of smaller groups, rather than smaller numbers of larger groups. Sort of like taking three groups of ten oranges and splitting them into six groups of five. You haven't really done much. Obviously there's a lot more to it than that given coding is a lot more to complicated than sorting a handful of fruit, I was just using it as an example.VaranisArano wrote: »But what about the fact that smaller groups versus big ones still results in the same numbers roughly, just split over more groups. In your example one 24-man group might be 576, but two 12-man groups would still be 288. That's close to a 50% reduction in information being transmitted, but there's nothing saying the difference in the amount of data going back and forth is that great between group sizes, as we've been given absolutely no numbers either way. In fact, seeing as ZOS has said there was no significant impact from reducing group sizes, I think we have a better case for that difference to be much smaller.VaranisArano wrote: »That's what I'd like to know myself. Iirc it was because the server was dealing with too much info of bigger groups, but...isn't having 2 groups of 12 essentially the same as having 1 group of 24? It doesn't make sense to me, how does breaking up group composition make any difference if the same number of people are still there. Apparently none since ZOS mentioned it didn't really do much after imposing smaller groups, yet instead of reverting it they made it apply to all PvE groups as well.Yep, not only did it not accomplish anything in PvP, it also got applied to all groups in PvE. Who cares if it makes social events harder to organize?
Agree, in PvP instead of a 24players group it's usually an alliance zerg of randos or two 12player+ groups on one crown.
Not sure what's the difference, but we wouldn't since ZOS didn't disclose any behind the scene information.
It does reduce the amount of intra-group communication, though.
For example, 24 players in a group get constant updates on each other's map position and health bars. When you split them into two groups, they don't see that data from the other group anymore.
So if we imagine that health bars are one data point, then:
24-player groups are generating 24×24 health bar data points per second. 576 data points.
12-player groups are generating 12x12 health bar data points per second. 144 data points.
On the surface at least, ZOS slashed the amount of intra-group data being passed between group members by more than half when they cut the group numbers.
Like I said, I hope that ZOS got what they want out of it, because it absolutely sucks for players.
So here's my impression (and it's just an impression, so take with appropriate salt): when ZOS cut the group size, it's pretty rare to see a group of 24 replaced by 2 groups of 12 in PC/NA PVP.
There's a lot of reasons for that.
The larger the group, the better the leadership needs to be to keep it coordinated. 12 is still a pretty large group. Unfortunately, it's not like the number of good raid leaders willing to lead PUGs doubled.
The guilds who do have good raid leaders have to deal with the difficulties of Raid 2. The OP did a good job of describing those annoyances. My guild dropped to one raid of 12 pretty quickly even though we had several good raid leads.
The big PUG guilds who used to run 2-3 raids of 24 players like Army of the Pact did...well, I don't see anyone running Raid 4 or Raid 5 anymore.
What we get now is closer to the old joke my guild used to make: "DC never zergs. Those are twenty small-scale groups all in the same place." From the perspective of lowering group communications, ZOS is fine with that.
So I guess that's a long way to say that whether or not ZOS achieved their goal in terms of 24 players vs 2 groups of 12, the knock-on effects of slashing group size certainly did have the effect of lowering overall communcations just because there were less full-size groups in PVP. On PC/NA, I just don't see every, or even most, 24-player raids being replaced by 2 12-player raids.
I can't comment on PVE as to how many guilds cut back on their multi-group activities due to this change, though. My trading guilds weren't ever into that.
In a way ZOS succeeded, since stories like your PvP guild's have certainly been going on through a lot of others. And so it led to smaller numbers of people bothering with Cyrodiil at all, but from what ZOS was saying on the technical side of things, there wasn't much of a backend difference between 24-man groups and 12-man groups.
But even in your example of oranges, there is a substantial decrease in data sent between group members.
3 groups of 10 are sharing 300 data points per second just for one item of information like position on the map.
6 groups of 5 are sharing 150 data points.
So assuming that there's an exact replacement of large groups with smaller groups, the amount of datapoints is halved.
This is what Gina Bruno said about their goals:ZOS_GinaBruno wrote: »Hi everyone,
First, we wanted to thank you all for providing so much valuable feedback on the change to group sizes in this update. We understand there are situations where having a larger group size is desired and makes some activities more enjoyable.
As some of you have guessed, this change ultimately comes down to performance. We’ve been continually looking at ways to improve performance and stability across the game and we found reducing the group size was an effective way to ensure there would be fewer situations where you hit critical memory. Additionally, there’s a fair amount of data that has to be exchanged on the backend for every person in your group. By limiting the group size to 12, we’re introducing additional performance gains.
Thanks again for taking the time to share your thoughts with us on this topic. We appreciate it, and we hope this helps provide additional context for the change.
If there's been a follow-up message, I don't remember it, sorry.
And finally, what you have to remember is that even if the change didn't impact the overall player experience with performance (that is, we didn't see an improvement on our end), it doesn't mean that ZOS wasn't successful in targeting those specific metrics on the backend.
This, it made adding pugs to your cyrodil run an no go, this robs new people from the rush of getting into an group of decent players. And as above statement that an 24 man pug run is able to take an lightly defended keep, an 12 man does not not as only half are at objective. Organized pvp guilds are still on common discord and are hurt far less than pugs.Oreyn_Bearclaw wrote: »VaranisArano wrote: »I'm sorry that's going down with your guild. It already happened to mine, and it sucks.
My PVP guild used to run 18-24 players in Cyrodiil. We recruited and trained new PVPers, so we frequently had newer players with us learning the ropes. We'd help our guildmates learn the basics of siege, make sure they had the gear they needed, and talk about the strategy of finding and winning fights in Cyrodiil. We had a very popular raid night for beginners that usually hit 24 players.
Then group size was slashed to 12.
Well, all of a sudden, we didn't have room for newbies.
We didn't even have room for players who've been with the guild for years.
Sure, we could try to run a Raid 2, but that's a pain in the butt for any type of coordinated movement, and it clutter up voice comms as the two raid leads try to keep track of each other. It's doable...but it wasn't as fun as running in our full-size group. Raid 2 wasn't as fun as being in Raid 1, especially when you got down to 4 players trying to fight in large keep battles.
Since we couldn't lead the full raid, we stopped recruiting. We kept our experienced players, so the beginner raid night fell by the wayside.
I don't know if ZOS accomplished what they wanted when they killed off the big PVP guild raids who used to recruit PUGs and teach new PVPers. I hope they did, because we lost a lot in the process.
ZOS: "Hope you only have 12 friends!"
Sorry, ZOS. That's not how that works. I had more than 12 friends in my guild, and your decision to cut group size meant I couldn't play in raid with all of them.
I do hope that as ZOS does this rearchitecture, they seriously consider bringing back 24-player groups.
I think that was the elephant in the room that ZOS missed. Even for someone like myself that I wouldnt call a noob, but also wouldnt call a hard core PVPer, it has affected me. It's been a while since I raided in PVP with any consistency (I did once upon a time), but there were a handful of guilds I would run with from time to time to fill out their numbers. That pretty much stopped when it went to 12. Not sure I have been in a group larger than 3 or 4 since the change.
The other thing it missed was the necessity of large group sizes for the pug herders of the world. People like Ahtu get a lot of grief, but it is often overlooked as to how much it helps the faction for one person to carry the mantle for their alliance to recruit pugs out of zone chat and set them to a task that benefits your alliance, even if it is a simple one like PVDoor. These types of groups are way less effective and help far fewer people with a cap of 12.