who has "no place to play" in current PvP? i mean, why? these tests do not do anything to us, nothing positive, if there would be a real deal with tests - i would notice it, nothing from Vengeance went to live (i know only one good thing and it's a target for target heals).
Most likely it's just a job to look like they do something and thinking about something or trying to change current PvP to some sort of stupid boring zergrush which is not fun (and still, nothing disturbs players to zergrush in current PvP). There's nothing about ball groups, small scales, solo player (i am pretty sure devs hate solo pvpers).
scrappy1342 wrote: »spartaxoxo wrote: »scrappy1342 wrote: »tomofhyrule wrote: »If they did that, then there should be different rewards for each queue: 1 transmute and "one daily writ" worth of XP for doing a basegame, and the 10 transmutes and the normal random XP for doing a DLC.
...because the entire point of the random queue is to backfill dungeons for people who need groups. People aren't looking for help with their FGI speedrun, so there's no way it should be as rewarding as helping someone get through Black Gem Foundry.
Come to think of it, I really think it should have a dynamic reward anyway
- Higher reward for DLC than basegames
- Higher reward for vet than normals
- Bonus rewards if someone in the group completed the dungeon quest (to encourage people to allow people to quest)
have not read through all the comments, but they do this in other games and it works GREAT. they should be different queues with different rewards because doing FG1 and doing a dlc are NOT the same amount of work. if you have different queues, then ppl don't mind queueing for the harder things because they will get a reward that fits it
this was not as big of an issue before because if ppl didn't want the dungeons, they just didn't buy them. but now the only way to do that was to not buy solstice.
The power discrepancy in those other games wasn't as large as this one. I think drastically reduced rewards for doing it on normal e.g. no transmutes and reduced exp would make sense for other games. But, in this game, the rewards being the same make sense because then people don't have a reason to queue for stuff they're not ready to do. The queue times are already long with x dungeon barely ever succeeding.
that's another great thing about different queues. you can put different requirements on them. you can see the levels there to the side. and the two that are locked up above. i was on a lower level alt when i took the screenshot. one is locked to me because i'm not lvl 100 on that one. the other is because i have not unlocked certain end game dungeons. some of them have item level requirements of course we don't have item level here >.> but they could link it to achievements or cp or something. they could even put specific achievements in the game needed to unlock those queues
all population of Vengeance based on event they actually put into the game for the duration. Last Vengeance i've seen (second one) on EU was quite bad, i mean, 1-2 days of lock and then numbers significantly dropped for the rest of the time.
What makes me think that whole "positive" side of Vengeance is not that it is really good, but because it has rewards. Me myself wasn't participating that crap and won't, once they make it permanent - i leave the game. Pretty upset to admit, that it may be future of PvP (Vengeance itself) where i have no place to play (i am solo old vXer).
Being really good (as in interesting/engaging/fun) isn't the point of Vengeance atm. Since V1 PTS, players have been complaining about balance issues, and pointing out that even if it is only a test, it still needs to be fun to get high and sustained participation. But ZOS replied along these lines "it's a performance test, balance isn't our focus rn". So here we are.
And rewards aren't that great, I mean it's mostly AP.
I'm pretty confident that Vengeance "itself", as we know it so far, isn't the future of Cyrodiil. There will likely be more tests with more systems, and eventually with sets; the mode will evolve.
Hopefully, it will reach a point where it becomes really good to both, players who enjoy current PvP and players who have no place to play in current PvP.
who has "no place to play" in current PvP? i mean, why? these tests do not do anything to us, nothing positive, if there would be a real deal with tests - i would notice it, nothing from Vengeance went to live (i know only one good thing and it's a target for target heals). Most likely it's just a job to look like they do something and thinking about something or trying to change current PvP to some sort of stupid boring zergrush which is not fun (and still, nothing disturbs players to zergrush in current PvP). There's nothing about ball groups, small scales, solo player (i am pretty sure devs hate solo pvpers).
Vengeance has no point of existence, beside it goes on forever once they done with "tests". But as i said: many players will leave, coz we play current PvP exactly because of this "disbalance", i mean, skill still matters.
Imperial_Archmage wrote: »As in either increase its abysmal drop rate or remove it from the daily professional writs circuit because it’s literally a massive gold loss to do those dailies.