Its should be
Grey Host
Vengeance PVP
Below 50
Iceheart
and maybe a 7 day no cp like Ravenwatch or whatever cause I like having one campaign that isn't alliance locked
Its should be
Grey Host
Vengeance PVP
Below 50
Iceheart
and maybe a 7 day no cp like Ravenwatch or whatever cause I like having one campaign that isn't alliance locked
I can't believe I didn't think of that lol With Vengeance No-CP and Sub50 can just be the same thing basically. Thats genius in my eyes! Well? There's the server space to do other things with for you.You don't need a below 50 campaign with Vengeance - that's one of the great things about the ruleset, it lets everyone play at the same level and is in fact much better for new under level 50 players than the current below-50 campaign. Vengeance also has a much higher population cap so there is no need from a population perspective to have four campaigns. However, Vengeance could bring so many new and existing players into eso/cyrodiil that Zos might have to start another server at some point.
MincMincMinc wrote: »My proposal is to have only two campaigns if vengeance is to remain. The main driving force is that new players currently do not have a functional cyrodil to even try pvp. Template pvp is perfect to learn in.
Before we saw with the noproc server that there was some interest, but it flopped. One reasoning is that people just bandwagon to the most populated server? Well why is that? Mainly because cyrodil as a gametype only functions with a high population. In lower population scenarios all it takes is one guild to log on and flip the map. This happened daily in the u50 campaign and killed it. Once those guilds gave up, they moved to nocp(noproc) and did the same thing until moving to greyhost. Which finally has enough population to stave it off for now..... Lag depending the player cap can only be reduced so far until inevitably one 40 man guild can control the server nightly.
So we would remove all the campaigns except greyhost as a CP1000+ only campaign. Then have the second campaign be a vengeance campaign which gives a functional cyrodil experience for new players lvl10+ that is fair even if older players decide to play. As a learning experience vengeance is far better, as you can really refine core mechanics in new players without the dlc bloated flashy nonsense drastically changing every quarter. If there is a good learning environment we may actually see the pvp population rise as a result. For the past 6+ years this hasn't existed since the u50 campaign has been desolate.
In time zos could use this as an ongoing testbed and add in more skill lines. Eventually slowly adding back:
- Attributes
- Simplified Passives
- Re-balanced Food buff system
- Re-balanced Mundus system
- Re-balanced Enchants+poisons
- The previous No proc pvp sets
- Stat proc sets (Think clever alch, but not Rush of agony)
BergisMacBride wrote: »Only problem I see with two different rulesets campaigns is that imo ZOS would in reality only support and do upgrades to one, and I’d bet it’d be the Vengeance server, given that is where their focus is currently and going forward. Current “normal” Cyrodiil would most likely be frozen in place with no significant updates or major changes or gear except for PvE sets. I can’t really see the Devs splitting their attention between the two, and the one not getting Dev love might suffer as a result.
AngryNecro wrote: »mmmm more playrse who dont have any idea how make pvp bilds) Even now, most players perceive the two-panel system only as a split into a panel for hill and attack. And those who start PVP in the company of revenge will have no idea about half of the possible mechanics at all.
SaffronCitrusflower wrote: »After so long of basically not supporting the current PvP format in Cyrodiil that ZOS would invest into and maintain a new format and the original format at the same time? In other words, do you think ZOS would go from barely supporting one PvP format to fully supporting two formats at the same time?
In the end it's almost certainly going to be one format or the other. This is why people should oppose any further investment by ZOS into the vengeance format.
What was/is your thought process around the 1000CP for GH? With only two campaigns it seems like one being Vengeance and one being CP and everything else enabled would be fine. Thoughts?
supabicboi wrote: »Vengeance works well as a training ground. GH is too hostile, without knowing what is happening, players get demotivated.
I think Vengeance needs a bare-bone upgrade, basically changing it from being a test to a bare-minimum live server. Limit the player level cap to CP 250-500, and from 500-750, GH and Vengeance are available as a middle ground, after CP 750, no more Vengeance/training grounds, so that we don't have highly leveled players that have become more avid PvPers to bully newbies. This is the same kind of subconscious rule sets that dictate trials and dungeons, some DLC contents are built to be harder.
Edit:
OR if not CP, consider alliance ranks - upon reaching - Palatine, Brigadier, Prefect, Preatorian, etc. (Alliance Rank differentiation might be better upon second thought, and makes ton more sense. there are many pve only players that have reached beyond 1000cp, but, still fairly new to pvp, or never really gave it a shot. Alliance ranks also indicate the interest levels of a player in PvP too, more interested players will be inclined to leveling up faster to join the 'major leagues'. shout out to home boi Jackie Welles. btw alliance war General, the 1 star, that could take up to a year or 2 or even more for frequent players. timeline wise, find a sweet spot, balance time to join GH after reaching ____ rank and able to enjoy it. imo, Floor - Tribune, Ceiling - Palatine) there is an issue with this proposal - same account different toons with different alliance rank, as a hindsight consideration. just make alliance rank translate to all toons and its solved, ex. grand overlord across all toons, earned it on 1 toon alrdy, why not make it translate all across.
The structure is good, but here's a few more considerations. Vengeance will need some higher-level players that show the ropes to new PvPers, and the reason why it can't be a task for a guild or a minority is that it gets tiring. No one is hiring coaches or zerglords lol, and the game doesn't have the kind of NPC that would guide people on Cyro PvP (don't even think that is possible unless utilizing AI, which is not feasible to build into ESO's model). That's why the 500-750 CP players are included. Not just simply what to use to siege, but also get familiar with the map, the geography, where and what are advantageous and disadvantageous. This process takes time because it needs to be experienced, observing the chaos; GH does not have the freedom to observe, it is straight sense, therefore no time to learn.
We see very well, there are a ton of players that would be interested in joining PvP from the results of Vengeance, and its one of the few if not only reason why I like vengeance, it shows the game I love is not dead, but needs attention and changes. There is the issue where players that played in Vengeance not wanting to leave the Vengeance setting after reaching the CP level cap, and would rather stay instead of becoming a more avid PvPer in a more hostile environment. TBF, if I see someone in GH, I'll probably give them a few hard pokes love taps to see what they made of, it's PvP without crutches. Just that after 750 CP, it's about time to get those big boy pants on and not hunt new players for entertainment. That's why I think there is a need for the 500-750 CP transition stage, where both Vengeance and GH are available. This fine line between beginner/expert campaign will also make sure that both camps have population, and that there isn't jumping.
Cyro PvP requires crutches to start, especially considering the current knowledge gap in PvP between new and old players, back then there were strong and established guilds with leaders that don't mind teaching and guiding, now that the game has aged, the previous players and guilds that would do that have dwindled, and it's hard to rekindle that kind of motivation, so there needs to be new leaders, this is a consideration of real on-ground gameplay, zone chat interactions, and player movements/motivation to gather, defend, or mobilize within Cyro. Thats why Vengeance felt great to many people, because everyone on the same physique and crutches, we all Timmy's out there. Nothing wrong with needing crutches, a different analogy - tricycle and bicycle lol, makes sense to give a beginner a tricycle to ride right? but dumbing things down for the experienced.. well thats disrespectful.
With the much greater CP level gap now compared to back then, it also shows the levels of experience. It was like CP 800 max? Forgot exactly. It's not just about skill, there's also game sense, and it's really, really important. Even if skill is a stagnant thing and there is a peak for many, game sense can still be further developed. GH is just tough, it's not impossible, we can see just how many 'casuals' would like to join into PvP, but it's hard to survive. Where and where not to place camps and siege, knowing the basics of different playstyles, DPS, tank, heal, etc.
Imagine a Vengeance where it's like Cyrodil when it first came out, with the additions of - limit to old/certain sets, or straight-up ban some meta/new sets up to a period in time, ex. Pre-Greymoor sets, no mythics, etc. Since new players can and should just use the current "A-C" tier gear and set up, get to know building gear, develop interest in theorycrafting, and gaining a better understanding of the plethora of sets available in the game, using unorthodox methods to play, because honestly, that's how PvP is supposed to be. GH is just twisted with salt, sweat, and cheese. With the same alliance, class, and weapon skills as other campaigns would, cuz can't really make much difference in the skill than the versions that are elsewhere in the game, or else there is a lack of consistency, and also would basically mean it's new and independent PvP skills, don't think it'll work well.
I like the current Cyrodil GH, or at least I don't hate it. What I do despise are the poor maintenance and lack of balance updates to unbalanced sets and playstyles, as well as cheesy rat players that exploit the cheese to the maximum - I've given it a thought, it just feels like this is an issue stemming from the developer team being detached from the real action in GH, as they are the only ones that can really change, the players won't step away from cheese sets or broken solo/group playstyles unless discouraged, demotivated to do so. Give busted stuff a quick fix after seeing how busted it is.
Devs might just have a really low idea of what is happening on the ground, they are basically the new players that don't know the dynamics of GH, trying to fix something they don't know. They just look at data and hope they'll gather some kind of insight, and I hope they do.
But for real, hop into Cyro and just observe how some of the things that have been repeatedly mentioned in the forum is behaving in the game, the good and the bad, experience ROA pulling you, it doesn't matter how fast your reaction is, there will be a time when you slip up and get pulled in without blocking in time, feel the PvP to know what the issue is, devs. Please also change/overhaul the guild recruitment system. Not only for PvP, but your game's economy is failing
Be in the perspectives of both long-time PvPers, as well as new players that are interested in PvP. Understand their perspective and know the difference of what these groups want, and know that devs have an intrinsic responsibility to build an environment that allows nurturing PvP into new players, creating a sustainable PvP model. The current issue I see is the lack of/low numbers of 'middle class' in PvP in this game. Hardware and calculation issues to improve performance are up to the devs. But explaining the playing environment falls to players, both aspects work together to create a whole, and one does not work without the other. Don't be hyperfocused on improving performance but as a result deprive us of a full experience.
Also, demanding fair PvP play in an MMO is counterintuitive. It shows my colors, but, get good. You think in a battlefield setting game, there's telling the opponent to drop their armor, weapon, and forget their martial arts techniques, so that there's fair play? Stop yanking ma pizzle. I see this aspect of the game as inevitable and beautiful. Some will be better than others. Train or get better hardware, we all play in similar laggy situations. Why the whine. My ping is never lower than 250, no complaints from me. Occasional lag spikes, don't bother much. Separating the field to 2 different beginner/expert settings = that makes more sense. When you've crossed the line of supposedly transitioning from tricycle to bicycle, but end up sucking at it.. well that just gives off an impression that some work needs to be put in, everyone has gone through that stage, the speed of progress and improvement depends on the player.
This is probably one of the most intelligent posts here. A campaign styled like the one presented to us as Vengeance would have worked great as an introductory campaign to Cyrodiil, but certainly not as a full-fledged endgame PvP.
Why? For a simple reason: to earn Achievements in PvE (trials or dungeons), you need to understand the mechanics of the content, have the right build, and possess the knowledge and skills to make use of it. Simplifying PvP to just joining a server and picking a few skills to slot into your bar is a complete negation of what an MMO is about. It undermines the point of doing anything in the game since you can’t really utilize it. It’s a slap in the face to anyone who values character progression, the freedom to create builds, and the liberty to play the way they want.
This is probably one of the most intelligent posts here. A campaign styled like the one presented to us as Vengeance would have worked great as an introductory campaign to Cyrodiil, but certainly not as a full-fledged endgame PvP.
Why? For a simple reason: to earn Achievements in PvE (trials or dungeons), you need to understand the mechanics of the content, have the right build, and possess the knowledge and skills to make use of it. Simplifying PvP to just joining a server and picking a few skills to slot into your bar is a complete negation of what an MMO is about. It undermines the point of doing anything in the game since you can’t really utilize it. It’s a slap in the face to anyone who values character progression, the freedom to create builds, and the liberty to play the way they want.
People should also have liberty to choose, as you said, to play the way they want, so why not letting enhanced kind of vengeance to live ? Its not about training for *end game* for me, and for MANY others im sure, THAT could be endgame, cos we have enough of feeding some ballgroups noobs playing their own **** in old cyro. And situation in old cyro would NEVER change, cos of overall game mechanics, only way to fix it, is blocking all set bonuses, class passives and reducing healing shielding. And for those who dont want to see that in old cyro, ok, keep your old cyro, but let us others to have fun in a pure fair play PVP content.
MincMincMinc wrote: »This is probably one of the most intelligent posts here. A campaign styled like the one presented to us as Vengeance would have worked great as an introductory campaign to Cyrodiil, but certainly not as a full-fledged endgame PvP.
Why? For a simple reason: to earn Achievements in PvE (trials or dungeons), you need to understand the mechanics of the content, have the right build, and possess the knowledge and skills to make use of it. Simplifying PvP to just joining a server and picking a few skills to slot into your bar is a complete negation of what an MMO is about. It undermines the point of doing anything in the game since you can’t really utilize it. It’s a slap in the face to anyone who values character progression, the freedom to create builds, and the liberty to play the way they want.
People should also have liberty to choose, as you said, to play the way they want, so why not letting enhanced kind of vengeance to live ? Its not about training for *end game* for me, and for MANY others im sure, THAT could be endgame, cos we have enough of feeding some ballgroups noobs playing their own **** in old cyro. And situation in old cyro would NEVER change, cos of overall game mechanics, only way to fix it, is blocking all set bonuses, class passives and reducing healing shielding. And for those who dont want to see that in old cyro, ok, keep your old cyro, but let us others to have fun in a pure fair play PVP content.
I feel like some of you misunderstand the cp cap concept I put in the OP. The cp cap is not forced on endgame players. I suppose a better term would be a requirement. Anyone could play in the vengeance campaign, all levels and cps. The only players who can play in greyhost would be CP500+ or whatever discussed value sounds reasonable at the time.
The most important takeaway most people have regardless if they liked participating is that vengeance actually has a potential bright future. Whereas current cyrodil is like trying to unmix chocolate milk.....its just not possible without near infinite resources. Drink it while its here, but pouring a new glass and adding what you want is a better path forward.
SaffronCitrusflower wrote: »After so long of basically not supporting the current PvP format in Cyrodiil that ZOS would invest into and maintain a new format and the original format at the same time? In other words, do you think ZOS would go from barely supporting one PvP format to fully supporting two formats at the same time?
In the end it's almost certainly going to be one format or the other. This is why people should oppose any further investment by ZOS into the vengeance format.
MincMincMinc wrote: »
I feel like some of you misunderstand the cp cap concept I put in the OP. The cp cap is not forced on endgame players. I suppose a better term would be a requirement. Anyone could play in the vengeance campaign, all levels and cps. The only players who can play in greyhost would be CP500+ or whatever discussed value sounds reasonable at the time.
The most important takeaway most people have regardless if they liked participating is that vengeance actually has a potential bright future. Whereas current cyrodil is like trying to unmix chocolate milk.....its just not possible without near infinite resources. Drink it while its here, but pouring a new glass and adding what you want is a better path forward.
supabicboi wrote: »MincMincMinc wrote: »
I feel like some of you misunderstand the cp cap concept I put in the OP. The cp cap is not forced on endgame players. I suppose a better term would be a requirement. Anyone could play in the vengeance campaign, all levels and cps. The only players who can play in greyhost would be CP500+ or whatever discussed value sounds reasonable at the time.
The most important takeaway most people have regardless if they liked participating is that vengeance actually has a potential bright future. Whereas current cyrodil is like trying to unmix chocolate milk.....its just not possible without near infinite resources. Drink it while its here, but pouring a new glass and adding what you want is a better path forward.
I see the point in all of this. but I want to make sure im understanding what Enhanced Vengeance even is first. first to point out a few facts: the Vengenance we played was only a Test, with literally all possible things that could effect performance, to be disabled and limited, therefore, the version we played was as simple as simple gets in Cyro, even more simple than Cyro 1.0 - this can then be inferred that an Enhanced Vengeance would be in between the test/simplest version of vengeance and the current Cyro GH. But what is in between?...
I agree that consolidating Cyrodiil into two servers (Vengeance and a laggy cheese server) would be a good step. However, I really think Vengeance was on to something with the equalized stats and no gear bonuses.
Instead of trying to go back to the non-proc style server they tried before, I think they should run with the Vengeance idea, but expand on it to allow more player choice and builds. That could include some of the things you mentioned, as well as weapon skill lines, armor type having an impact on health/resistance/regen etc.
I agree that consolidating Cyrodiil into two servers (Vengeance and a laggy cheese server) would be a good step. However, I really think Vengeance was on to something with the equalized stats and no gear bonuses.
Instead of trying to go back to the non-proc style server they tried before, I think they should run with the Vengeance idea, but expand on it to allow more player choice and builds. That could include some of the things you mentioned, as well as weapon skill lines, armor type having an impact on health/resistance/regen etc.
I agree but I wanted to tag this because an old friend of mine and VERY experienced Gray Host type player had a GREAT suggestion for Vengeance's future:
When (not yet, and not until last I think) they do add sets back, how about Infinite Archive style? That is to say: each class has 2, 3, maybe up to 4 options for sets to run that are unique to the class.