I know ZOS is trying. I do not agree with the methods they are attempting to improve performance, but I will acknowledge and appreciate the commitment. Even if I think it was a mistake, I do believe their decision to extend the no proc conditions was made in good faith because there was a lot of feedback indicating that many players did like the gameplay. But sometimes when you try too hard, it can make things worse, like stripping a screw.
I have an ESO friend that I’ve known for over 6 years. I never once heard them once get angry or even raise their voice at either the game’s performance or losing a PvP encounter. I really can’t. This person has the patience of a Saint and is the type who’d drive 100 miles in a snowstorm on a weeknight to do a favor. I know this because they did it for me. That they have serious doubts and legit frustrations over this decision and the future path laid out by ZOS is only the tip of the proverbial iceberg of the feelings of many in the community.
Revert the no proc decision Quickly. It doesn’t sound like it is possible to “turn off” the dozen or so overbearing sets, so this is the lesser of two evils. I do not need to repeat what many people have said in the past 72 hours. Their reasoning is compelling, powerful, and undeniable. I’ll add one more reason: ZOS’s own philosophy that game systems should be consistent. For years, we have asked ZOS to separate PvP from PvE and for years, ZOS has given us the same answer: since their game embodies both PvE and PvP, the gameplay and mechanics should be the same so players can make a smooth and seamless transition between them. Indeed, there were players submitting bug reports during this past test because they thought their armor wasn’t working! ZOS’s decision will mean that even PvP modes will be different; somehow procs are fine in Battlegrounds and IC, but not in Cyrodiil. How is it even possible to balance that? I don’t like proc dominated gameplay, but this is not the way to go: invalidating 95% of the gear we paid real money to use and just making everything confusing. Do what you’ve got to do, but please revert this as quickly as possible.
Hire a PvP developer Asking Brian to lead combat and PvP is completely unfair. Nobody can possibly do that. How is Cyrodiil supposed to improve or be reformed if there isn’t someone whose primary responsibility is to monitor it, to think of how to enhance it, and to keep abreast of the many changes that happen from patch to patch? Not going to happen. And that’s what’s so frustrating. I and many other people pay $15 a month and it stinks knowing that the hundreds of dollars over the past few years have gone from my wallet to expansion after chapter after expansion that was dedicated to PvE. That PvE stuff we can’t even use for 6 months! Look at one amazing example of the level of the detail that goes into these many PvE zones, while Cyrodiil is stuck with a static map that is flawed because 90% of it never gets used.
Moreover, having no PvP developer while still making sweeping and significant changes, however well intended, has been counterproductive and has unfailingly upset a large portion of the community. This is going to happen every time in the future if ZOS continues to operate in this manner. Brian already has his hands full so
nothing can be added. Whatever changes that do happen will invariably involve
taking something away, which means some part of the community will hate them. Here are the last three big changes ZOS has made to Cyrodiil:
- Faction locks: Many liked it. Many hated it.
- Group size 12 & Group only heals: Many liked it. Many hated it.
- No procs: Many liked it. Many hated it.
Isn’t an update supposed to generate excitement and interest in the vast majority of the player-base? That’s what generally happens when people have designated responsibilities and resources are allocated to adding new content and augmenting/improving systems in need of reform. That hasn’t been happening and will not with ZOS’s current model.
Address the root cause for the complaints about proc sets. I understand there’s not an easy solution. As much as people say have them scale with stats or disallow multiple procs, that’s got to be tested and coded. It also doesn’t sound like it is possible to disable the dozen or so overbearing proc sets either (the ideal temporary solution). When I said I enjoyed the gameplay without procs, it was more like a plea for classes and skills to once again be exciting and effective options. If ZOS feels that eliminating 90% of the armor sets in the game will make Cyrodiil more interesting or that's what we wanted, then that's all that needs to be said just how over-nerfed and neutered class and skill options have become.
We have had three long “metas” in which proc based gear has been overbearing. Why hasn’t this lesson been learned? And why must these persist long after the issue has been identified? I know some of the worst offenders have prompted concerns during PTS cycles. This needs to get nipped in the bud. And why the long wait until after an update to adjust problems? I strongly believe it is a mistake for ZOS to only make adjustments during updates and I’ll go into detail in the spoiler below
I won’t even bring up how many other MMOs somehow manages to do this. It seems to me that they do this because it’s actually more efficient in the long run. I took about a 6-month break from ESO just after the COVID pandemic hit because of my frustration with proc sets. Here we are, one year later, and proc sets are such a problem that ZOS implemented a decision eliminate 95% of the gear sets from Cyrodiil. It’s crystal clear the update-only-4-times-a-year method cannot address these sorts of concerns. It’s because ZOS is asking us to test new huge additions – trials, entire new systems like CP, many PVE quests, bugs, etc. – that old concerns just fall through the cracks. For years, we have complained that hardly anything gets changed during the PTS and this is likely why: there’s just way too much on ZOS’s plate. Because we’re still complaining about Crimson Twilight 6 months later, not enough focus goes into the new content, which no doubt accounts for bumpy releases. The PTS process would go so much smoother if ZOS followed the already established practice of addressing imbalances and bugs in-between updates. Moreover, oppressive procs won’t last for year and there isn’t any need to waste more time and upset a large portion of the community by making the sort of decision to remove proc sets from PvP. Win. Win. Win. Please change how the game is updated
Serious consideration needs to be given to restoring what our classes were once able to do. We wouldn’t wear multiple proc sets in the first place if we had confidence that our class kits were up to the job. Before I took a break from ESO, I remember there was this commitment to “class identity.” I come back, and not only is that gone, but also the patch notes were full of even more nerfs. I will acknowledge that the PVP community has flooded the forums with complaints, but the reason I pay money to professional game designers is that they are supposed to have the knowledge and experience to filter out the vast majority of “learn to play” issues from legitimate balance concerns. It is a very rare thing that I see a player I know is top notch and has a ton of experience advocate for a class nerf. Very rare. And it is very disconcerting that the two classes that have been added as DLC – more specifically stamina Necromancer and stamina Warden – are near consensus top tier, whereas the four original classes struggle (though sorcerers less so). ZOS’s goal should be more than just improving performance. It should also be actually making Cyrodiil PvP fun to play. On that note,
Instead of trying to reduce server calculations – which invariable will upset a significant portion of the community – seek to spread out those calculations such that they happen in different places at different times – which will upset nobody and make Cyrodiil more fun to play for everybody. Yes, this is a long-term solution, but that is precisely what the aim should be. Every short-term test that has been tried has not worked and were heading for a year of PvP (Sept 2020 – Sept 2021) that will be played under conditions that upset a lot of people. Don’t we remember 3 or 4 years ago when CP was temporarily disabled – at a time when CP had more bloat in calculations – and on ESO Live we heard that did not have a discernible impact on performance. The last test run in 2020: group size 6, no cross heals, AoE cooldown, scaling AOE costs also had no discernible impact. The reasons for Cyrodiil’s performance woes have very deep roots. We’re banging our heads against the wall here. I don’t even know what we learned from all these tests.
Now that we’ve had time to digest a lot of data and information, we have a better idea of next steps and the work needed to produce noticeable improvements to performance in Cyrodiil. This work is complex and will take a fair amount of time and effort. We are committed to improving the PvP experience, though, and we have already begun scheduling out this work. Please note that none of the scheduled work will implement any of the changes we made on PC during past tests, and at this time we don’t plan to run any additional tests.
What is this data and information? What is the better idea of next steps? What sort of work is getting scheduled out? If that work involves none of the changes from the past tests, how does ZOS know what work to schedule out? If all of the tests that were implemented did not produce the desired results, I don’t understand the confidence being exuded here such that ZOS does not feel the need for further tests.
There is nothing specific here. I’m not doubting the commitment and I accept that it is complex issue. But there is nothing concrete to grasp onto here, just the assurance that even though every previous test didn’t work, ZOS nevertheless has a plan. I fear the proverbial cure will be worse than the disease.
How to spread out those calculations? Let’s examine all the methods that ZOS has tried in the past: Asking us nicely, making bridges & gates destroyable, mass AoE damage via Vicious Death and Proximity Detonation, armor vendor in towns, removing AoE Caps, adding an additional outpost per alliance, having different campaign scoring mechanics, high AP bonuses for capturing resources, reducing group size to 12, making keep strength tied to resources, and removing cross healing are the ones that come to my mind. None of these had any effect because none of them address the primary reason why we stack: there is literally no PvP related reason to go to 90% of the map and a fair number of PvP reasons to go to the other 10% are unrewarding and mostly a horse riding simulator. The only method that tried to tackle this underlying issue was the new outposts. However, because they are so remote and nothing actually happens with their capture, there isn’t a compelling reason to go there
Consider what originally ZOS intended for “small scale” PvP, resources. Often, there are periods of stagnation when an Alliance will go extended periods without having any fight on the map. Here’s one example from Greyhost near then end of February at about 7:30 PM.
Pop locked across the board and only one fight happening. That’s the longstanding issue in a nutshell. What am I and the 20 AD twiddling their thumbs at Nickel and another 20 twiddling their thumbs at BRK supposed to do? Whatever the zone generals may suggest, that’s nice, but for 7 years we’ve twiddled our thumbs. The Ash milegate is smashed. Am I supposed to ride my horse all the way around the Priory milegate to and capture Ash Farm? Just so the 20 DC twiddling their thumbs can zerg me down on my slow templar? The alternative is to go to a keep further away – a longer horse ride – so there are only 3 or 4 DC twiddling their thumbs. OK, fair enough. But this is only a realistic option for a small percentage of ESO’s population that can fight 3 or 4 people and even have a shot. And even if they do win, the hourly update means the Alliance score stays the same and the player isn’t rewarded with any loot at that resource. That’s a whole lot of horse riding for the sole purpose of finding a personal challenge. So guess what the AD at Nickel did?
Siege a destroy milegate. Yes, a person screamed in zone chat for everyone to go around Priory and hit Ash from the flank. It happened a half an hour later. It’s pointless to do what Cyrodiil is 100% focused on, capturing keeps, without being in a group/zerg/pick your term. So that’s what we do.
EP didn’t have it easier because there were 50 DC at Arrius that also were twiddling their thumbs at the only obvious place on the map that would get any action. Who wants to ride all the way to Harlun’s to attack an undefended remote outpost? I wouldn’t either. They banged their heads on against Arrius for a good 40 minutes.
We need the map to be vibrant, dynamic, and full of interesting mechanics to entice us to engage with it. This can only happen if there is a PvP developer and particular attention is paid to the gameplay patterns of Cyrodiil.
Years ago, I wrote some suggestions on how to do this and, to my surprise, ZOS did actually implement some of them. Indeed, a few were almost exactly what I suggested (38, 39, 42, 54, 65, 71, 89, 90). This tells me that ZOS does try. This is good, but
this only happened when we had Brian full time PvP. And he needs help; he was only able to do some of the minor suggestions. Can we get the art folks who build the wonderful new PvE zones to reform a map we’ve all known that needed it for years?
Make the map impact the Alliance scoring all the time; not just once an hour such that 95% of our actions are irrelevant on the scoreboard. Make the Alliance war actually worth winning. It is more profitable from me to farm in Betnikh for 30 minutes than win a PvP campaign for 30 days. We’ve known this for years and it’s not changed. Because there is no PvP team. Make the map have immediate rewards for going somewhere and doing something. Looting a Columbine supply cart. Gathering pieces for an ancient artifact the player can use once getting them all (and not having a flashing icon screaming for the entire map to congregate at one spot!). Acquiring strategic resources the player can gather to fulfill the “change one of the 15 burning spellweave axes into an Inferno Staff” quest. There is so much amazing detail on the Cyrodiil map, it’s a shame that it’s not being used even to a fraction of its potential. It can be done, but like anything else, it will take time and effort. It’s been seven years of players twiddling their thumbs waiting for swords to appear on the map and then everyone riding to them.
Make it happen. I know this sounds like pie in the sky dreaming, especially in light of ZOS’s end of the year admission that they were too ambitious in 2020 development. It’s not dreaming. It’s an acknowledgement of the reality that grand aims and commitments to improving Cyrodiil PvP isn’t realistic while the lead combat developer is so over-burdened that we have these proc sets still in place that led to the controversial Friday decision that upset so many people. Let’s learn from the proverbial lessons of history. I know ZOS has tried. I know ZOS does care. If this game is so popular, MMO of the year and all that, we’ll stay with ESO, pay the $15 sub, buy some Crown Crates if the quantity of new content is lessened in favor of improving the quality of the existing product. 2020 concluded with ZOS acknowledging their “aggressive development” led to “game instability, far too many bugs, and very rough update launches” that were “unacceptable.” Break this cycle. We’ve already went through one and a half months of a bugged Orbs, broken synergies that allowed an entire raid to crush a single Nova, and are now we are staring in the face of 6 months of a decision out of the blue that bars us from using 95% of the gear we paid for, to say nothing of our preorders. All I am saying is take a step back and follow the lessons on that 2020 retrospective written by Rich Lambert.
Can we all just imagine what if ZOS undertook what I am suggesting here say back in 2015 when it was clear Cyrodiil’s map and gameplay patterns needed reform? Much of this
would already be done! People may have actually be doing something other than faction stacking at the next keep and ZOS would not have to agonize in making that Friday decision that they knew would upset a ton of people. That had to be tough. I totally understand that. If we are going to commit to Cyrodiil, let’s do this in a way that at least tries to avoids making those divisive decisions that upset the very people they seek to help?