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The 12 person group thing stinks and is costing us members and participation...

  • neferpitou73
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    Futard wrote: »
    Another idea...
    They just should let it be as it is and remove healing outside of your own group again.

    How would this fix any of the issues brought up?

    This isn't a balance issue. This is a "people aren't participating because they can't play with their friends issue"
  • ArchMikem
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    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?? :'(

    Well, they have claimed on camera that they consider ESO to be an RPG first.
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  • Nuketastic2300
    I myself have never really been much of a PvE player and I've never really been into PvP...ever. Still, as a solo casual player and as an RPer who both RPs and DMs events I gotta say that the decision to halve group sizes has been one of the worst and I seriously hope that its reversed as soon as possible @ZOS_GinaBruno . Speaking solely from my experience as an RPer, its made hosting, running, and attending RP events a pain. While full groups of 24 might be on the rarer side of things its actually not uncommon to get a turnout that exceeds 12. My most recent event that I ran myself was a jousting tournament that included both guild members and other RPers from the Elsweyr section of the RP community and it had a fairly decent turnout. I don't recall the exact attendance but we did at one point exceed the new and definitely not improved cap of 12. Now granted, I did use zone chat within the house to post rolls and other DM posts I can't constantly remind people to unmute zone chat, which I can almost guarantee that your average RPer has muted. As a result, its possible some of the latecomers missed a few rolls and posts, both of which are essential to the overall experience of the event. What's worse, had this event taken place in the overworld rather than a house, which yes RPers do still RP in the overworld, the zone chat alternative to group chat goes right out the window. All in all, the change hasn't done anything to improve the game on our end, and given that the infrastructure is being reworked I question if it really helped all that much on your end ZOS, and has just actively made the game less fun to play.
  • tyran404_ESO
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    @ZOS_GinaBruno, Adding my voice into this as well as a leader of a RP guild. Since the change the logistics to putting together an event for my growing guild has gotten burdensome and clumsy. For public rp nights I have to coordinate with a group full of event runners lone and had to to also find people run groups for phasing, event coordination, communication and so on. We went from having simpler , easier, and more direct means of running many events not just in RP, but also PVP (alliance raids for new people), PVE(World boss tours for new players), and so on to basically a web of small groups that have major risk of miscommunications and the feeling of being left out from the main group etc.

    We've been resorting to using player houses for a open zone chat, but that has got its problems from the sheer fact that housing populations are what they are and we had scores of folks on a waiting list to get. All of this could have been mitigated with the return of the 24 man group sizes. Performance on my end hasn't gotten notably better and my life running a guild has gotten notably worse though trying to work around its absence. Hopefully you guys might be able to reintroduce it and find another way to save some bytes of data.
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  • VaranisArano
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    Futard wrote: »
    Another idea...
    They just should let it be as it is and remove healing outside of your own group again.

    There's another example that didn't have any impact on overall performance and was a negative for players who's preferred playstyle was impacted.

    ZOS reverted that change.
  • neferpitou73
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    @ZOS_GinaBruno You guys said you were looking for 'special rulesets' to placate PvPers until the performance fixes are done. This would be a great one to look at.
  • Larcomar
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    I agree on the guild point - I know it's negatively impacted my guild. Our regular pvp raids used to be big events, which got lots of new people coming along. Nowadays they're generally limited to the same group of 12 people. There just isn't the room to bring new people in.

    The point I wanted to emphasise though was the impact this decision had on the PUG scene in cyro. When I started out pvping, there'd be at least three pugs running most afternoons (pceu). There'd be the leader, half a dozen or so of his guildies and then they opened the rest of the spots up to pick ups. That's how a lot of us got into pvp.

    When zos cut the limit from 24 to 12, three more pug's didn't mysteriously spring up. Running those groups requires a lot of experience, patience and a pretty thick skin. We ended up with the same 3 or 4 groups just half the size. Moreover, that didn't just halve the number spots for casual players looking for a group. It more like cut it by 75%. Because the leader still had his 6 or 7 buddies with him and instead of there being say 16 free spots in the group, there were now maybe 4.

    And of course, as people found, 12 man groups - or at least 12 man groups with a sizeable number of casual players in them - just aren't that effective. if you take 24 random people, there's enough people on site to mount a siege, and they'll have enough siege to knock over a fort. The 12 mans? When you bear in mind one person's probably leaving, one person's handing in at northgate, one persons on his way to join the group and one person's just plain lost, they've maybe got 8 or 9 bodies.

    The month after zos put this decision through, there was a steady stream of casual players standing at northgate plaintively shouting LFG for what felt like an hour before they gave up. Some eventually went off and zerg surfed, some just left, and a lot didn't come back. And since then, I watched the population in cyro plumet. Sure the server still caps, but it caps later and later and there's almost nothing happening in the afternoons now. I don't go in before 5pm now, it's just not worth it, and often will leave it until after 6. It's a shadow of what it once was.

    Now, I imagine a lot of players probably don't care what happens in pugs, or what goes down into the off peak period. But what I think we've lost because of this change was a really important feeder. A lot of people want to try cyro out, but they don't really know what to do, where to go and are probably a little worried just wondering off by themselves. Give them a group and a bit of leadership, they'll get their heads around it. But without that, they're probably just going to say sod it and go do something else.

  • KhajiitLivesMatter
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    sometimes during events like midyear mayhem i liked to recruit some randoms and over 10-20min i had a 24man group and i could coardinate them (atleast most of the time) to make good ap and take some keeps only if my group
    but today 1. it got harder to recruit people even 12 takes very long 2. if 12 people its basicly impossible to take a keep alone with this group cause ull always have 1-2 noobs 1-2afk/far away dudes - so if limit is 12 u have 8 people to take a keep and that normaly wont work - but if u have 24 and 4 again are useless than u still had a good chance to get the keep with 20man
  • CipherNine
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    They wont listen. I'm sick of hearing how 'ZOS listens to their community rather than the other devs do' No they dont.
    They do whatever the hell they want. No matter how much feedback they get. There is no point in testing things on the PTS. All of the feedback will be ignored
    PC-NA
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  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Futard wrote: »
    Another idea...
    They just should let it be as it is and remove healing outside of your own group again.

    I actually liked the removal of cross healing.

    I was originally in the camp that smaller groups meant less zerg balls, but that really wasnt the impact. Now that the dust has settled, I think bigger group size is better for the game overall.

    And for the record, I dont have an issue with zerg balls as a playstyle, just that they clearly impact performance. If the change to groups of 12 actually helped performance, I would be all for it, but it didnt seem to do anything other than help make cyro a ghost town.

  • Vaoh
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    I thought it was hilarious that they applied the 12-person group cap to PvE as well. At least in PvP their excuse was to improve Cyrodiil performance (which failed).

    But in PvE?? It literally just hurts social guilds. No benefit whatsoever.
  • Jazraena
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    I'd just like to throw in the voice of another RPer who constantly sees RP events exceed the new group limit. It happened with 24 as well, mind you, but far more frequently, and those large events that needed 2 groups before now need 4 - which greatly complicates coordination, communication and occasionally requires extra DMs, which are rare enough as it is.

    Was there really any improvement from halving group sizes? Because there were certainly annoying downsides.
  • NordSwordnBoard
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    The point still stands that if it didn't change anything for the better, why didn't it get reverted back to its original state? Especially outside PvP - Did a 24 player dolmen group hurt performance more than two 12 player groups?
    Fear is the Mindkiller
  • Izanagi.Xiiib16_ESO
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    Vaoh wrote: »
    I thought it was hilarious that they applied the 12-person group cap to PvE as well. At least in PvP their excuse was to improve Cyrodiil performance (which failed).

    But in PvE?? It literally just hurts social guilds. No benefit whatsoever.

    They applied it to pve because they couldn't fix the bug where players would just make groups larger than 12 in pve and then keep them that size in cyro.
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  • Wolfpaw
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    I have noticed no difference in performance 12 vs 24...the hammer on the other hand kills performance every time, yet is still here?

    If full alliance size zergs is the culprit hammering performance (til noted fix next year), perhaps have a greater incentive to spread out an alliance on that map that doesn't diminish groups size, skills, and roles.

    1. Defending a claimed keep
    2. Player escorting resources to strengthen keeps/guards instead of the auto feature we have now. This was a lot of fun in GW2, escorting & preventing resources from reaching enemy keeps.

    Etc...
    Edited by Wolfpaw on February 11, 2022 1:08AM
  • Kwoung
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    Chiming back in on my own thread, now from a PVE perspective. My guild has cancelled numerous very popular PVE events because of the 12 person limit. Our weekly "Fun Runs" were affected first, they were super popular and we often surpassed the 24 person limit. Then the lowered limit required more leaders, better coordination, etc... and it spiraled into a death loop due to folks ending up in different instances, not being able to travel to the actual crown, etc... It simply became so much of a hassle to try and coordinate, we gave up. It was really sad, since having 40+ guildies dancing on a dolmen or world boss spawn trying to get it to spawn were good times and everyone was having a blast "back in the day".

    For a large percentage of our members, these were the first guild events they experienced and it pretty much locked them into playing ESO and buying the game and a sub after their free trial ended they had so much fun.
    Edited by Kwoung on February 11, 2022 2:05AM
  • Vaoh
    Vaoh
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    Vaoh wrote: »
    I thought it was hilarious that they applied the 12-person group cap to PvE as well. At least in PvP their excuse was to improve Cyrodiil performance (which failed).

    But in PvE?? It literally just hurts social guilds. No benefit whatsoever.

    They applied it to pve because they couldn't fix the bug where players would just make groups larger than 12 in pve and then keep them that size in cyro.

    Obviously I did not develop ESO, but I imagine there have to be workarounds for this.

    Here’s just one example.....
    - Groups larger than 12 become no longer able to enter Campaign queue, to use Activity Finder, or to have their characters ported in Cyrodiil/IC (in case the other checks fail).
    - No one can join a group of 12 when that group is queued for any content.

    Anything is better than just removing the ability to group more than 12 players lol.
  • AcadianPaladin
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    ESO has given me a few magical moments that really stick with me for their lasting impact. One such moment was as a clueless and scared newbie to Cyrodiil. Monitoring zone chat prompted me to respond to a request to join a keep running group. Turns out, the group was large and most of those in the group were in the same PvP guild. The guild leader could see right away I was a newb and gave me basic pointers as we went like stack on the crown, man the ram, how to repair keep doors, etc. After we called it a night, she even tendered an invitation to her pvp guild. I knew I'd never be a pvp fan so I graciously declined but that pvp guild's patient kindness to a newb really stuck with me. As a PvE'er, I hear all kinds of bad things about the PvP community but, thanks to that guild's kindness to me, I've never bought into that.

    I fear with the group reduction size that the concern of @VaranisArano is correct: 'Well, all of a sudden, we didn't have room for newbies.' It saddens me that the experience I had is unlikely to manifest for current newbies.
    PC NA(no Steam), PvE, mostly solo
  • Kwoung
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    I fear with the group reduction size that the concern of @VaranisArano is correct: 'Well, all of a sudden, we didn't have room for newbies.' It saddens me that the experience I had is unlikely to manifest for current newbies.

    It already came to pass long ago when they made the change. Now there isn't even room for guild members in group, let along picking up a newbie and showing them the ropes.
  • Sylvermynx
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    Y'know.... I've come to consider some of these changes in a "different" light....

    [snip]

    [Edited for Discussion of Moderation Action]
    Edited by Psiion on February 12, 2022 3:54AM
  • Kwoung
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    ArchMikem wrote: »
    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?? :'(

    Well, they have claimed on camera that they consider ESO to be an RPG first.

    That doesn't change the fact that they advertise it a a multiplayer game you can explore with friends:
    Join over 10 million players in the award-winning online multiplayer RPG and experience an ever-expanding story set across Tamriel. Explore a rich, living world with friends or embark on a solo adventure – the choice is yours to make in a persistent Elder Scrolls world.

    By definition, regardless of how they want to label it, it is a MMORPG
    Massive: 10 million plyers (20 now right?)
    Multiplayer: Says it right in the product description
    Online: Also says it right in the game description
    RPG: And again right in the game description
  • EdmondDontes
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    The point still stands that if it didn't change anything for the better, why didn't it get reverted back to its original state? Especially outside PvP - Did a 24 player dolmen group hurt performance more than two 12 player groups?


    We aren't going back to 24 man groups because the server can't handle it and ZOS refuses to lease more server capacity.


  • hafgood
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    Please bring back groups of 24, the 12 man limit has devastated PvP group population, randoms rarely get picked up now so don't learn the art of PvP
  • SimonThesis
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    The group size change did not improve performance whatsoever, all it did was make it harder for friends to play together.
  • WhiteCoatSyndrome
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    I usually solo but I ran into this problem today. Joined a PuG that maxed out on people and offered to drop so the lead could get a buddy into the group, then tried to follow around via Discord. It worked for about two fights before I got killed and couldn’t find them again. Very frustrating.
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  • etchedpixels
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    Kwoung wrote: »
    Massive: 10 million plyers (20 now right?)

    They've never clarified what that "20 million" is. However at the most optimistic interpretation it would appear to be 20 million paid accounts created since the game started, and it's not clear if the number they gave includes free accounts. We might find out from Microsoft corporate filings one day but I doubt it somehow.

    They've always guarded their active numbers which makes me suspect they are actually a lot lower than people think, because they'd be blowing their own trumpet and publishing them if they were better.

    From the window steam gives it would appear the average player plays enough time to do the story and that's it (SteamDB average total playtime 101.2 hours). So that would imply an awful lot of their 20 million players are just dusty archives. Yes that number is distorted by the "bought it for a fiver never played it yet / bought it thought it sucked" people but it's also distorted the other way by the people who play a lot.

    Not saying it's small - they rack up a fairly steady 25K simultaneous players on PC steam alone.
    Too many toons not enough time
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