JustLovely wrote: »Permanent Vengeance is the only thing that will save the PvP population. PC NA is down 50% YoY outside of Primetime
And to build off that side convo, yes, implying there's a one-way correlation like that while denying the possibility of the inverse being true is heavily fallacious
Mandated vengeance mode will be the death of ESO PvP, and probably the last major change ZOS makes before ESO is shut down all together.
The current PvP populations are low because ZOS' pop caps are unrealistically low at 60-80 players/faction.
ZOS could fix current live PvP if they put in the resources required to do it. If ZOS doesn't already know exactly what's causing the performance issues they're not the AAA studio we've all been told they are.
The population is lower than last year even when you factor in queue count. It's not a tenable path to not put forward Vengeance as a permanent mode. Between performance issues, balance issues, and factions treating the main campaign like a side campaign and nightcapping religiously—pvp population is in the crater. People log on see a map one color and get zerged down when touching a resource and go play another game, and the more people play other games, the less ESO has pull over their time.
And with a smaller pvp population, comes fewer people to counter the voices of the PvErs/some PvPers who prefer Vengeance.
And if Vengeance was offered as a permanent mode side-by-side with existing campaigns, Vengeance will be the most populated, as the people who do not like Vengeance will just play there as it will be the most populated.
To really hammer this home, not having locked pop for DC or EP at a little past 12 on a Saturday night is alarming. That's with a drastically reduced population cap. If they ever did increase population cap again, there would not be enough players to lock pop it until primetime, and depending on how large of a pop increase, it's possible it wouldn't fill at primetime. You could gather all the current ESO PC NA PvPers into one 2017 level population cap campaign and it wouldn't even be half filled. PvP population is only getting decimated year after year, and it's not only typical attrition for older games.
That population in the image is the same population at this time every work day for this cycle, and that's what the map looks like for the type of fights you'll get, either stack the side that's PvDooring that cycle, get 70v1 zerged on a resource, or play another game(which is the choice most have made). That's a massive dip from just last year, an insurmountable dip from 8 years ago. At this pace, we'll be doing 30v30v30 Cyrodiil in 2028 with NA late night being one side stacked at 30v5v5 at best.
Lastly, to your point that "The current PvP populations are low because ZOS' pop caps are unrealistically low at 60-80 players/faction."
The populations are low because no one PvPs on ESO anymore. Even the old players that come back to check it out quit within weeks.
BretonMage wrote: »The blue-tiered antiquity Ayleid trees are also missing from the Achievement vendor:[*] Ayleid Sculpture, Simple Tree
[*] Ayleid Sculpture, Complex TreeI agree. I can understand certain collectibles like music boxes being effectively one-of-a-kind, but items like trees, lighting and tapestries are standard decorative features. We should have the ability to collect or purchase multiples of these.They should be buyable upon unlocking. Otherwise what's the point of 3/3-ing the Codex? I've stopped buying West Weald maps; it's pointless with how low the drop rates are, on top of not being able to get these items even when you finally unlock, years later. Related: https://forums.elderscrollsonline.com/en/discussion/677218/solstice-treasure-map-leads-and-lootable-rewards-sources-rng-bugs
@ZOS_Kevin We really need these added to the achievement vendor's inventory, especially if drop chances for them are so inordinately low.
JustLovely wrote: »acastanza_ESO wrote: »They told us they were working through the rest of the skill lines and testing adding various features back in to see where the degradation is coming from. They're literally doing the exact things they told us they were going to do from the very beginning.
I don't see why people are confused by ZOS.... doing what they've told us they were going to do...
Because they keep asking us whether Vengeance is fun, whether we like the simplified skills, etc. I don't see no reason to ask whether players enjoy a setup that is supposed to focus exclusively on technical issues. If this is purely a performance testing setup, then it doesn't matter at all whether it is fun or not, since it will cease to exist once problems are solved.
That's very true. It will also be less maintenance and cheaper to balance without affecting PvE/PvErs, which is their main source of income.
Vengeance mode IS PvE.
It's a fact that per capita PvP players spend more on the game than any other subset of the ESO community. PvP is all of PvE plus Cyrodiil.
PvErs are the income for ESO. They will get their way eventually
Please post your source for this information.
Per capita, PvP players spend WAY more on the game than PvE players do. They have to if they want to remain competitive. There is nothing competitive about most of the PvE content.
Notice how you used the per capita disclaimer. Per capita doesn't matter for income for a video game company. A player can spend 50 grand a year on crown crates a year, be the highest per capita spent in the game, and still not be enough to pay for any company expenses.
It's an established fact that PvE pays the bills for ZoS. It's not even a debatable point at this time. There aren't enough PvPers on PC NA to even fund a PvP only version of ESO, let alone be the major funders for the entire game. [snip]
Also, post your sources for your claims that PvPers are the players who spend the most. That you need to pay to win in ESO. And the source that shows per capita spending for players in ESO, please.
JustLovely wrote: »acastanza_ESO wrote: »They told us they were working through the rest of the skill lines and testing adding various features back in to see where the degradation is coming from. They're literally doing the exact things they told us they were going to do from the very beginning.
I don't see why people are confused by ZOS.... doing what they've told us they were going to do...
Because they keep asking us whether Vengeance is fun, whether we like the simplified skills, etc. I don't see no reason to ask whether players enjoy a setup that is supposed to focus exclusively on technical issues. If this is purely a performance testing setup, then it doesn't matter at all whether it is fun or not, since it will cease to exist once problems are solved.
That's very true. It will also be less maintenance and cheaper to balance without affecting PvE/PvErs, which is their main source of income.
Vengeance mode IS PvE.
It's a fact that per capita PvP players spend more on the game than any other subset of the ESO community. PvP is all of PvE plus Cyrodiil.
PvErs are the income for ESO. They will get their way eventually
SilverBride wrote: »DenverRalphy wrote: »SilverBride wrote: »I'm saying that players that only want to queue for Base Game dungeons should have the right to queue for content they prefer, too.
They can. It's called queueing for a specific dungeon.tomofhyrule wrote: »SilverBride wrote: »I'm saying that players that only want to queue for Base Game dungeons should have the right to queue for content they prefer, too.
And they do. It's called "queue for specific dungeons."
And have to give up the random dungeon rewards to benefit those queueing for specific dungeons.tomofhyrule wrote: »If your entire goal of queueing is "I want the rewards for being a helpful human being," then you get what people need. You should not get the rewards for helping others if your entire goal is not to help others.
This has nothing to do with being helpful human beings. It has to do with being able to choose the content we want to participate in, which should be an equal choice for all players.
Sorry to hear that. But yeah, running dungeons 150 times during one event is not a good idea anyway. I wouldn't force anyone do what I did. That was nuts. And it was after work, so my free time was pretty much just dungeons after dungeons.I can't run more than two a day due to an RSI. I'm running 1/day most days, which is fine. No rush. I'll probably never complete the sticker book, but it's something to do.
On this topic, a nice QoL improvement would be to have a "select all" on the Queue for a Specific Dungeon dialogue. That would make it easier to uncheck dungeons as one completes them. Right now, I've completed Fungal Grotto, but I'm not going to spend time every day checking every dungeon except those two. Sure, there's an addon, but this is a basic usability feature that should be in every dialogue in the game where you need to select stuff. Including the crafting menus.