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ZOS: Please increase size limit to 24 in PvP!

Skoomah
Skoomah
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12 players just aren’t enough. For big guilds, group cap of 24 is way better. Please ZOS!
  • Dragonnord
    Dragonnord
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    People can't kill a 12-man ball group, imagine a 24-man one.
     
    And more lag, since you will have even more concentration of players.
     
    Edited by Dragonnord on March 19, 2024 5:54PM
  • redlink1979
    redlink1979
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    Here's the dev comment regarding group reduction introduced upon Blackwood release (patch notes v7.0.5):

    "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."

    https://forums.elderscrollsonline.com/en/discussion/575323/pc-mac-patch-notes-v7-0-5-blackwood-update-30#latest
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
    • Sons of the Night Mother | VforVendetta | Grownups Gaming EU | English Elders [PS][EU] 2500 CP
    • Daggerfall's Mightiest | Eternal Champions | Legacy | Tamriel Melting Pot [PS][NA] 2300 CP
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  • SaffronCitrusflower
    SaffronCitrusflower
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    Here's the dev comment regarding group reduction introduced upon Blackwood release (patch notes v7.0.5):

    "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."

    https://forums.elderscrollsonline.com/en/discussion/575323/pc-mac-patch-notes-v7-0-5-blackwood-update-30#latest

    I remember reading that too. So disappointing. I'm sure if they reduced the pop cap to 20/faction in Cyrodiil performance would improve too. Why doesn't ZOS invest in the server support to keep Cyrodiil running smoothly with higher group sizes and population caps anymore? They used to.
  • SaffronCitrusflower
    SaffronCitrusflower
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    Dragonnord wrote: »
    People can't kill a 12-man ball group, imagine a 24-man one.
     
    And more lag, since you will have even more concentration of players.
     

    They need to limit cross healing to only 1 instance of each heal/player. That all by itself would be a huge load off the server. But we've been pointing this out for years now to no avail.
  • OsUfi
    OsUfi
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    Dragonnord wrote: »
    People can't kill a 12-man ball group, imagine a 24-man one.
     
    And more lag, since you will have even more concentration of players.
     

    I mean, 13+ member ball groups already exist thanks to Discord?

    As far as concentration of players, I know I've been in 40+ member groups when running with Yovens Knights and Aryenns Lights on PCEU. Discord does wonders.

    The reduction of 24 to 12 player groups always baffled me.
  • FluffyBird
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    I think it's less of "N players in one spot" and more about calculations of, say, a skill affecting those N players. IIRC ZOS made some support/healing abilities group-only, may be the same reason. So, you can have 120 players in one place, but some things you'll have to calculate only for 12.
  • DrNukenstein
    DrNukenstein
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    Here's the dev comment regarding group reduction introduced upon Blackwood release (patch notes v7.0.5):

    "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."

    https://forums.elderscrollsonline.com/en/discussion/575323/pc-mac-patch-notes-v7-0-5-blackwood-update-30#latest

    Oh wow, who would have thought big groups are the problem....

    #4mancapeverywhere
  • cyclonus11
    cyclonus11
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    Give us a no-grouping alliance locked server!
    Edited by cyclonus11 on March 19, 2024 9:53PM
  • Theist_VII
    Theist_VII
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    Here's the dev comment regarding group reduction introduced upon Blackwood release (patch notes v7.0.5):

    "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."

    https://forums.elderscrollsonline.com/en/discussion/575323/pc-mac-patch-notes-v7-0-5-blackwood-update-30#latest
    #4mancapeverywhere

    Yes.
  • LadyLavina
    LadyLavina
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    Telos_Tim wrote: »
    Here's the dev comment regarding group reduction introduced upon Blackwood release (patch notes v7.0.5):

    "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."

    https://forums.elderscrollsonline.com/en/discussion/575323/pc-mac-patch-notes-v7-0-5-blackwood-update-30#latest
    #4mancapeverywhere

    Yes.

    I mean, no? I've run with groups before that , when they reach cap, just run a second/even third group in voice and use the tab-markers to denote crowns/healers and such. You're never going to outright stop big groups.
    Edited by LadyLavina on March 19, 2024 10:50PM
    PC - NA @LadyLavina 1800+ CP PvP Tank and PvP Healer
  • Xzysts
    Xzysts
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    Skoomah wrote: »
    12 players just aren’t enough. For big guilds, group cap of 24 is way better. Please ZOS!

    Absolutely not. If this happens, I think groups over 6 should be penalized with a 90% healing debuff on all players in that group.
    -Goblinew on YouTube
    Community Discord: hK4dFwE7zZ
    All-class player w/over 8,000 hours across multiple platforms
  • Tommy_The_Gun
    Tommy_The_Gun
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    ZOS reduced group size limit when they ninja-nerfed population limit in Cyro. It would be silly if there was 24 player ball group and there would be only 50 non-grouped players left lol.
  • Artim_X
    Artim_X
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    Nah, keep it at 12.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Sluggy
    Sluggy
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    Dragonnord wrote: »
    People can't kill a 12-man ball group, imagine a 24-man one.
     
    And more lag, since you will have even more concentration of players.
     

    They need to limit cross healing to only 1 instance of each heal/player. That all by itself would be a huge load off the server. But we've been pointing this out for years now to no avail.

    I'm doubtful it would help. You still have to do a ton of work just rule out who can actually be healed before you even apply it. And with the frequency with which ballgroups spam healing skills I'm guessing most of the work goes into that part of the calculation.
  • dmnqwk
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    Actually it's a good idea.

    They should increase it from 12 to 24, but prohibit effects/buffs etc from affecting anyone except yourself and the FIVE others in our subgroup (so 4 subgroups per 24).

    This means you can move together, but ball group players ONLY affect 6 people max! Because it's not for power, right? Just for ease of play? So makes sense to reduce calculations so player 1 can't affect player 7-24 only those in their group!
  • subarctic
    subarctic
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    Miss the days of 24 player groups. Much more fun, even when it was laggy as hell, but that was when the game was new in 2014/15, so we endured lag since it was novel and cool with large-scale PvP.
  • hiyde
    hiyde
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    Outside of Cyrodiil, it's super annoying when running large guild events (Boss runs, Games/events, etc).

    For example, if we run a fishing derby and more than 11 guildies want to participate with the host, we have to find a second host to form a second group and the groups can't talk to each other. I can't give an opinion on if it's good or bad for Cyro, but I don't understand why it also had to be a limitation outside of Cyro.

    @Hiyde GM/Founder - Bleakrock Barter Co (Trade Guild - PC/NA) | Blackbriar Barter Co (Trade Guild-PC/NA)
  • Jaraal
    Jaraal
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    Here's the dev comment regarding group reduction introduced upon Blackwood release (patch notes v7.0.5):

    "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."

    https://forums.elderscrollsonline.com/en/discussion/575323/pc-mac-patch-notes-v7-0-5-blackwood-update-30#latest

    Yeah, because when they introduced companions at the same time with Blackwood and allowed them to take group spots, the performance tanked because of trying to calculate and process 12 AI group members along with 12 real players. It had nothing to do with Cyrodiil, where companions are not even allowed.

    Cyro was just the collateral damage. And rolling group size in Cyro back to 24 will not make for bigger zergs. In fact, faction stacking became far worse once group size was reduced, because previously semi-casual groups of 24 could quickly and efficiently take keeps anywhere on the map, while the solos were spread around the zone. But now, the solos just flock wherever they see resources being taken, because they know the action will SLOWLY pick up in that area.

    Also, ball groups would not automatically become 24 person groups. It's hard enough trying to coordinate the actions of 12 players, including ulti timing and stacking together for maximum buff coverage. A mini-zerg/mega-ball of 24 would quickly get split up running walls and get get picked off in small clusters. Raid leaders don't want to try and control all that noise. They would stay small and quick, guaranteed. However, a semi-coordinated casual group of 24 (especially if they are in a Discord or other voice coms) would be a problem for standard balls.
  • SerafinaWaterstar
    SerafinaWaterstar
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    Um, are you lot on pc?

    Console here - in my pvp guild, if we have the need for a second (or even third) group of twelve, we all just go into Guild Chat 1 and talk to each other?

    And if join from outside guild so not in vc, use group text chat to inform.

    Can pcs not do that?!
  • hiyde
    hiyde
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    Um, are you lot on pc?

    Console here - in my pvp guild, if we have the need for a second (or even third) group of twelve, we all just go into Guild Chat 1 and talk to each other?

    And if join from outside guild so not in vc, use group text chat to inform.

    Can pcs not do that?!

    Assuming this reply was for me.

    A: It clutters a guild chat in a 500 member guild where anyone not in the event doesn't know what's going on/doesn't want to see it.

    B: Even setting that aside, we have 2 guilds and we run the events simultaneously for both. Therefore guild chat wouldn't work.

    We just did a 4 Day Birthday party with 14 events and the common refrain from the hosts was "this 12 member group limit sucks".

    End of the world? No. Just wish the 24 option didn't go away. ;)
    @Hiyde GM/Founder - Bleakrock Barter Co (Trade Guild - PC/NA) | Blackbriar Barter Co (Trade Guild-PC/NA)
  • katanagirl1
    katanagirl1
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    cyclonus11 wrote: »
    Give us a no-grouping alliance locked server!

    I actually thought of this the other day. I don’t group because I like to be able to fall back and defend hks if necessary, and you can’t just leave crown to do that in a group.

    My performance in Cyrodiil is actually quite good outside of a group. (Except when we got a new Netgear modem, for some reason both the ones we tried could not keep a stable connection and the Mbps decreased over time.). So back to the 8 year old modem and performance is good again.

    My faction hardly has any groups anyway, no one wants to run 12 man groups other than ball groups.

    Why not give a no-grouping campaign a try? Or better yet, make that one of the ZOS tests some weekend. I really fell like the inconclusive no-proc test was missing something.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Necromancer
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
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