The Elder Scrolls Online confirms that the 12-person group limit is about performance

    
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catte

Some people are not terribly happy about the 12-player group limit in The Elder Scrolls Online for understandable reasons. It makes anything you’d want to do with more people pretty well impossible, including more social experiences like housing tours. So what’s the reasoning behind it? A lot of players had speculated that it was based on performance, and community manager Gina Bruno has confirmed on the official forums that this is exactly the reason behind it.

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.

Of course, this doesn’t do much to mollify the people who are affected by this situation and want larger group sizes, as there’s no real recourse offered for things like housing tours where performance isn’t as much of an issue. Nothing in Bruno’s statement implies that the group size limit is up for debate. Still, at least players have an actual reason now instead of just speculation.

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Godnaz

Guildwars 2 and FFXIV don’t perform any better when 60+ players are in close proximity. Network and game engine coding combined with under performing internet service providers are generally the stifle here. Both of the games mentioned above have tinkered with player culling, reduced particle effects, player instance segregation and we’re talking about games that were in development pre 2009. These games are not only showing thier age but also proving that technical advancements in higher network player count are not a priority monetarily for any business involved.

I doubt we’ll see a stable 60+ multiplayer MMORPG where everyone playing is getting optimum frame rates, full effects with no culling. There are very few, not even a hand full of MMO’s that can pull this type of performance off in 2021.

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Hurbster

Yay! New Band-Aid.

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Dug From The Earth

So they limit groups to 12 players in pve for performance… but Cyrodiil has no limit of how many players can be side by side in battle… and they turn the other way when it comes to performance issues.

Alomar
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Alomar

Actually, Cyrodiil at launch was 600v600v600 and relatively lag free compared to today. Since then ZOS has reduced the cap many times and has never been willing to state where it is now because of how much smaller it is. Most people who do general estimates from playing so long guess it to be no more than 80-100 per faction.

Years and years of mediocre post-launch dev coding on top of a shaky foundation layer of code has led to ESO’s performance being a never ending list of band-aids or distractions to hope you forget just how shit it runs.

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Bruno Brito

The fact that ESO has several improvised safeguards in place because the game is extremely prone to issues like lag, rubberbanding, desync and such is nothing new.

I’m still holding myself for the day they finally reveal what really is causing all the lag.

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Calien McCarthy

Does the patcher still overwrite the entire game when patching even a small file, or did they finally at least fix that?

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Bruno Brito

I don’t know. I don’t think so. Patches aren’t that big nowadays, except for DLCs.

Jokerchyld
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Jokerchyld

That was one time and was due because the changes made during that time required a whole new code base. Before and after that its only downloaded the patch size.

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Izanagi

Actually on Console it wasn’t a one time thing because they messed up the versioning so it took multiple releases to fix of 30gb+ should be fixed now though.

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Vanquesse V

honestly, at this point it’s safe to assume that the reason for anything in that game that seems even slightly off logic wise, is due to performance