Another Vengeance night...
This is not the same Vengeance that I knew from last year, when the campaign was locked on all 3 factions.
What in the oblivion is going on with this campaign? Why is it so empty and so stale?
BXR_Lonestar wrote: »IMO Vengeance popularity is down this time around because they released it during a PVE event and when the event lines up with PVE-based golden pursuits. Most players are PVE-oriented, so when it comes to playing Vengeance or working on the PVE event, that is an easy decision.
If they want to test the vengeance servers to the max, they need to have PVP-related golden pursuits that aren't so easy to get that anyone can go in there and finish within a couple of hours. Release it with PVP-related golden pursuits, with something like crowns to be earned at every stage, and also have 2x AP going and I guarantee you that players will show up to play Vengeance.
BXR_Lonestar wrote: »IMO Vengeance popularity is down this time around because they released it during a PVE event and when the event lines up with PVE-based golden pursuits. Most players are PVE-oriented, so when it comes to playing Vengeance or working on the PVE event, that is an easy decision.
If they want to test the vengeance servers to the max, they need to have PVP-related golden pursuits that aren't so easy to get that anyone can go in there and finish within a couple of hours. Release it with PVP-related golden pursuits, with something like crowns to be earned at every stage, and also have 2x AP going and I guarantee you that players will show up to play Vengeance.
Also doesn't help that effectively there is nothing new for players to latch their teeth into. I get that they added a couple new skill lines but players still want to play and those lines offer almost nothing new or useful for that purpose. I really hope there was something done on the backend to warrant such a long delay since the last test because otherwise, I see no reason for this one at all. From the player perspective it is a copy-paste of the last one. And frankly, without some incentive for players to keep trying new things there just isn't going to be enough of a population to garner any useful information anyway.
*tinfoil meta hat time* Orrrrr it could be that they were specifically testing to see what the interest level was in the worst-case scenario. I could surmise a couple or reasons for wanting such knowledge, ranging from understandable to downright bad news for pvpers everywhere. But I'll reserve those thoughts for myself since there is nothing substantial enough to make it anything other than guesswork on my part.
1) It would be nice if members wrote what server and platform they play instead of trying to figure out, and
2) as I wrote in another thread that console players should stop projecting their abysmal (?) situation onto PC.
Daily reminder that Vengeance pop cap is officially (much) higher, probably around 3x.
The server with the biggest player population - PC EU prime time:
Monday - all 3 alliances with 3 bars.
Tuesday - all 3 alliances with 3 bars, I had to wait 1 min to enter (AD).
Yesterday evening (Wednesday):
So far, every day AD wins massively, EP do some fighting - in Vengeance 2 we were close with Reds almost every day, and they even won 2 days. DC are again absolutely the worst, I think their PvP guilds are again boycotting. Maybe I'm wrong, but that's my impression because DC absolutely (?) dominates GH, and AD is the worst.
Basically, Venegance is an opposite of GH.
AngryPenguin wrote: »This is how a healthy map looks, and it is due to balanced populations. Yesterday, PC EU, each faction stood at 2 bars, AD briefly at 3 bars, but the other two factions were probably not that far away.
Factions having more or less the same number of players each, it is impossible for one of them to run in one huge megazerg. They have to break up the blob to defend/attack several objectives at the same time. Fights are spread across the map, and this is important performance-wise. Also, playing on such a map is a lot more fun.
ZOS needs to implement dynamic queue locks so there is no 3 bars vs. 1 bar situation that is detrimental to players' experience. @ZOS_Kevin @ZOS_GinaBruno
Um, No. How are guilds going to play their official guild raids with your proposal? I'm sick of non pvp players trying to dictate how to improve PvP. If ya'll had relevant and viable suggestions that would be one thing, but you don't.
If you are bringing an EP "raid" into a campaign that is already dominated by EP, then you should wait in queue until AD and DC population catches up. OR, you can bring your raid in on one of the underpopulated factions.
BetweenMidgets wrote: »Faction lock should go, no matter what campaign.
Yeah, how are you supposed to enjoy vengeance when your faction isn't even playing?
Do we all have to join EP to enjoy it? What happen to this once fun event?
I didn't realize EP was the biggest PvDoor faction on PC NA as well. I guess they also tend to run in one big blob, so the moment you burn any objective, all of them show up to "defend."
This map looks so awful, it would be totally pointless to log in as DC or AD for ~30v300 fights. People play games to have fun. This doesn't look fun at all, even on the EP side IMO.
No faction should be allowed to reach 3 bars while other factions are at 1 bar. There needs to be a pop-lock in place once there are 50 or so more players on one faction; no one can join that faction anymore until the other two get enough players to be competitive. A faction hits 2 bars while the other two are still on 1 bar? Lock it until the other two factions have 2 bars too.
Forget the low pop bonus; it isn't at all efficient. Even if it were 5x the amount of AP, what does it matter if the moment you burn a single resource, 100 reds or yel or blue show up to "defend", and you never even cap it. I wouldn't go in there for 10x AP bonus.
ZOS needs to rethink how queuing into campaigns works if they intend to have 300+ players per faction. I suggest locking the queue for factions that are numerically superior, and this lock has to be dynamic and updating regularly (every 5-minute check).
Having increased population caps is a great goal in itself. It needs to be implemented properly though. Populations must be balanced by ZOS because clearly players will not be jumping ship to weaker factions to even the game.
Its shameful because at the beginning of the event... EP took every single thing on the map.. DC/ADscrolls... everything.. It's nearly impossible to play the objective.
Sadly I don't think ZOS even cares for PvP anymore. It's been like this for years now with no quality improvements in Cyrodill.
AngryPenguin wrote: »This is how a healthy map looks, and it is due to balanced populations. Yesterday, PC EU, each faction stood at 2 bars, AD briefly at 3 bars, but the other two factions were probably not that far away.
Factions having more or less the same number of players each, it is impossible for one of them to run in one huge megazerg. They have to break up the blob to defend/attack several objectives at the same time. Fights are spread across the map, and this is important performance-wise. Also, playing on such a map is a lot more fun.
ZOS needs to implement dynamic queue locks so there is no 3 bars vs. 1 bar situation that is detrimental to players' experience. @ZOS_Kevin @ZOS_GinaBruno
Um, No. How are guilds going to play their official guild raids with your proposal? I'm sick of non pvp players trying to dictate how to improve PvP. If ya'll had relevant and viable suggestions that would be one thing, but you don't.
If you are bringing an EP "raid" into a campaign that is already dominated by EP, then you should wait in queue until AD and DC population catches up. OR, you can bring your raid in on one of the underpopulated factions.
You know what? We actually agreeYour premise is flawed. The two bars in Vengeance are about 200 players per alliance; whereas pop-locked in normal Live is about 80 players per alliance.
And yet, map on PC EU is balanced every evening in prime timeYandereGirlfriend wrote: »This is what PvP looks like when you remove the ability of players to effectively fight outnumbered. It devolves into deterministic "Which zerg is biggest?" autobattling. There is completely no point to log in if you're on an underpopulated side because there is literally nothing that you can do within the existing ruleset to turn the tide.
Folk often wail about ballgroups, 1vXers, and bombers but what they don't realize is that they are the last line of defense for an underpopulated faction against a map that looks like this.
edward_frigidhands wrote: »