BardokRedSnow wrote: »SaffronCitrusflower wrote: »SaffronCitrusflower wrote: »SaffronCitrusflower wrote: »Yesterday prime time Saturday night it was 2 bars for every faction on PC NA.
If Grey Host was active all three factions would have been popped locked.
Fewer and fewer people are coming back after every instance of vengeance.
You don't know this. Even Jessica blurred out the actual player numbers on the graphs she posted.
You mean the graphs that stated the player cap and you could see the side by side comparisons? /facepalm
Yep. Those are the graphs that have the player numbers blurred out. Take a look again, it's right there on the left axis. All the numbers are blurred out. They slapped a number on the graph but we have no idea if that number is actually reflective of the player numbers on the graphs or not, as that axis on the graphs is blurred out.
/facepalm is right.
We have corroborating evidence. Addons estimated Live population cap at around 300, it turns out it was 360, and they estimated Vengeance to be around 900, the same as ZOS stated.
Here's a very simple number extraction based on stated caps and simple area extrapolation:
The lines along the Y-axis are evenly spaced. You can see that the red line is just shy of half way between 250 and 500. Now, 500 - 250 = 250. 250/2 = 125. 250 + 125 = 375. So if the player cap is 360 it would fall where it is showing there.
Likewise, the green line is just over half-way between 750 and 1,000. 1000 - 750 = 250. 250/2 = 125. 750 + 125 = 875. So if the player cap is 900 it would fall just where it is showing.
Now, you can either believe ZOS's stated cap numbers or not, but regardless of actual numbers Vengeance has a population cap 2.67 times higher than Live - as shown by the graph.
Hey look! The player number axis on the left of the graphs are blurred out....just like everyone is pointing out.
Hey look, simple high school maths make that irrelevant.
Simple question, if its so irrelevant, why blur anything out in the first place?
They likely blurred the y-axis on the performance numbers as they are commercially sensitive, and simply went a bit overboard.
As I said, the graph shows that the Venegance population is 2.67x higher than the Live population. So you can either believe the player cap on Live is 360, which is the ballpark that players have been estimating for years, or not - and if not then by all means tell me what you think the current Live cap is.
Yeah this is awesome. I can log in and immediately have fun in PvP without wasting hours on boring prep work just to level the playing field. I can invite friends who have never played before. My wins aren't cheapened by an artificial stat advantage.it makes PvE irrelevant for PvPers
Yeah this is awesome. I can log in and immediately have fun in PvP without wasting hours on boring prep work just to level the playing field. I can invite friends who have never played before. My wins aren't cheapened by an artificial stat advantage.it makes PvE irrelevant for PvPers
ESO has long been a casual theme park, not a hardcore grind fest.
Come fight me on Vengeance and see if that holds true.because you like mindless template PvP
It’s a time sink, when it’s not, guess what, people won’t sink their time into it and it’ll die out.
Come fight me on Vengeance and see if that holds true.because you like mindless template PvP
It’s a time sink, when it’s not, guess what, people won’t sink their time into it and it’ll die out.
Players sink time into what they find fun. Not homework. There's good reason ESO, WoW, and FF14 have all been relaxing grind requirements in favor of accessibility. If you want 00s era competitive grind, you're on the wrong game. Maybe try some K-MMOs.
I only play this game when Vengeance is up, so I only get 1 week every 3 months.YandereGirlfriend wrote: »and then Vengeance comes along and makes them stop playing for a week... it is a VERY convenient time to simply step away for good.
okay i dont need to read more 💀😂
I only play this game when Vengeance is up, so I only get 1 week every 3 months.YandereGirlfriend wrote: »and then Vengeance comes along and makes them stop playing for a week... it is a VERY convenient time to simply step away for good.
The 100 or so GH regulars could all quit forever with zero impact on the game as a whole.
If you're still holding hope that they'll "fix" GH after 12 directionless years... lol.
I’m a long-time Blackreach player, and I want to explain why so many of us left—and why we probably won’t return under the current PvP plans.
Blackreach has always been our home. Even today, it still reaches medium pops on weekends and sometimes during the week. Before this past summer, the population was healthier and the gameplay was fun. There were plenty of Blues, Reds and Yellows to fight, and the environment felt competitive, social, and alive.
Due to factors I do not want to go into, the population has decreased.
Despite that, Blackreach is still fun most nights.
Even with low pops, we fight familiar faces, we talk to each other, and it’s competitive without being miserable. Many of us have been in ESO PvP since 2015, and we’ve all done the ball-group scene. We’ve run organized raids, we’ve done the meta builds, we’ve played Greyhost at its peak.
But that’s not what we want anymore. We like experimenting with unique builds, we like small-scale fights, and we like an MMO PvP environment—not an FPS-style lobby shooter.
Greyhost isn’t fun for us—and the performance proves the point.
We gave it another chance recently, and it was a disaster. I got pulled through a wall from inside a door and Vicious Deathed instantly. Performance issues are real—even on high-end hardware—because the bottleneck is server-side.
The core problems in Greyhost never get addressed:
Overhealing
Speed creep
Shield stacking
And all of it overwhelmingly benefits ball groups
These ball groups, in turn, tank performance for everyone else in the fight.
This is why we absolutely do not want Vengeance.
Vengeance does not belong in an MMORPG. It feels like an FPS arena mode more than anything else. It removes the MMO identity from PvP, and it disconnects the entire experience from the rest of the game. Greyhost is broken, and instead of fixing it—or addressing the balance issues that have been around for years—the developers seem to be choosing a lazy workaround so they no longer have to meaningfully balance PvP.
And for many of us, that’s the breaking point.
Right now, none of us are playing. We’re all in other games, and we’re not sure we’ll be back if the only options moving forward are broken Greyhost or FPS-style Vengeance.
All we ever wanted was:
A functioning MMO PvP campaign
Balance that discourages unhealthy ball-group metas
A space for smaller or more creative groups to actually play
Stable performance that doesn’t collapse when a single stacked group rolls through
Blackreach was that place. And until there’s a real effort to fix Greyhost and restore meaningful PvP balance, there’s very little reason for players like us to return.
Nah not trying to change minds, nor split hairs over estimates. 100, 360, whatever. It's a drop in the bucket compared to the thousands of casual PvE regulars, many of whom would love to try a casual PvP they can immediately jump into and learn on the fly, no need for weeks of prep.edward_frigidhands wrote: »It is just toxic however if you're trying to get other game modes that other people prefer deleted with the misconception that this will change their minds about playing the one you prefer.
Rohamad_Ali wrote: »How much longer till this test is over? I would like a return to my normal crappy pvp please.
I only play this game when Vengeance is up, so I only get 1 week every 3 months.YandereGirlfriend wrote: »and then Vengeance comes along and makes them stop playing for a week... it is a VERY convenient time to simply step away for good.
The 100 or so GH regulars could all quit forever with zero impact on the game as a whole.
If you're still holding hope that they'll "fix" GH after 12 directionless years... lol.
Nah not trying to change minds, nor split hairs over estimates. 100, 360, whatever. It's a drop in the bucket compared to the thousands of casual PvE regulars, many of whom would love to try a casual PvP they can immediately jump into and learn on the fly, no need for weeks of prep.edward_frigidhands wrote: »It is just toxic however if you're trying to get other game modes that other people prefer deleted with the misconception that this will change their minds about playing the one you prefer.
They could full switch to Vengeance, lose all those GH regulars forever, and the game as a whole wouldn't notice or care. I still advocate for Vengeance even with this in mind. Most of those GH regulars probably wouldn't actually quit, they'd complain but keep playing (and spending) anyway, just like they've been doing for the past decade.
Either way, they're still never gonna fix GH, because it can't be fixed.
Vengeance has pretty much the same action during NA prime time. On average you pick either the 1 circle keep zerg brawl, or the 1 back keep PvDoor defense. GH is completely dead outside NA prime time, so is Vengeance. It will take time to rebuild critical mass regardless of format.BardokRedSnow wrote: »Greyhost is back and populated in the evenings.
They at least have a chance to learn. There is no chance to learn on full build mode. You will be deleted instantly if you don't already have the correct knowledge and prep. This may not be a big deal for a trifecta pro, but it's an absolute impasse for the average gamer.I don't think most people are learning though.
There is no chance to learn on full build mode. You will be deleted instantly if you don't already have the correct knowledge and prep. This may not be a big deal for a trifecta pro, but it's an absolute impasse for the average gamer.
An argument? On an internet forum? Tamriel has fallen. Billions must be nerfed.LittleLionLeone wrote: »People are just using it to argue now it seems.
Come fight me on Vengeance and see if that holds true.because you like mindless template PvP
It’s a time sink, when it’s not, guess what, people won’t sink their time into it and it’ll die out.
Players sink time into what they find fun. Not homework. There's good reason ESO, WoW, and FF14 have all been relaxing grind requirements in favor of accessibility. If you want 00s era competitive grind, you're on the wrong game. Maybe try some K-MMOs.
manukartofanu wrote: »I only play this game when Vengeance is up, so I only get 1 week every 3 months.YandereGirlfriend wrote: »and then Vengeance comes along and makes them stop playing for a week... it is a VERY convenient time to simply step away for good.
The 100 or so GH regulars could all quit forever with zero impact on the game as a whole.
If you're still holding hope that they'll "fix" GH after 12 directionless years... lol.
Actually, if those who log in once every three months stop playing, no one will even notice.
But if the entire PvP community leaves—that’s minus 200–500 players from the current online population. Along with them, part of the economy will collapse, which will lead to further player loss.
If you keep making changes that reduce online numbers or push players away, eventually there will be no players left. And those who played once every three months will keep doing exactly that - playing once every three months.
What we have already: a guaranteed event page drop for people who want rewards for five minutes of gameplay. The result? A ruined event economy and zero reason to farm boxes, which led, surprise, surprise, to lower online numbers.
Arcanist: letting in newcomers and people who don’t want to spend time learning how to play. The result? Players with no skill can easily clear all the content they previously couldn’t, and then they leave.
And the list of concessions and pandering to those who don’t actually want to play the game can go on and on.
The outcome: a game made for people who don’t want to play it.
manukartofanu wrote: »I only play this game when Vengeance is up, so I only get 1 week every 3 months.YandereGirlfriend wrote: »and then Vengeance comes along and makes them stop playing for a week... it is a VERY convenient time to simply step away for good.
The 100 or so GH regulars could all quit forever with zero impact on the game as a whole.
If you're still holding hope that they'll "fix" GH after 12 directionless years... lol.
Actually, if those who log in once every three months stop playing, no one will even notice.
But if the entire PvP community leaves—that’s minus 200–500 players from the current online population. Along with them, part of the economy will collapse, which will lead to further player loss.
If you keep making changes that reduce online numbers or push players away, eventually there will be no players left. And those who played once every three months will keep doing exactly that - playing once every three months.
What we have already: a guaranteed event page drop for people who want rewards for five minutes of gameplay. The result? A ruined event economy and zero reason to farm boxes, which led, surprise, surprise, to lower online numbers.
Arcanist: letting in newcomers and people who don’t want to spend time learning how to play. The result? Players with no skill can easily clear all the content they previously couldn’t, and then they leave.
And the list of concessions and pandering to those who don’t actually want to play the game can go on and on.
The outcome: a game made for people who don’t want to play it.
That is not entirely true. Sure, it is less evident when players leave one by one as opposed to the entire base at once, but the effects are still noticeable. Population is shrinking and PvPers are aware of it. Also, those who left took their wallet with them so there’s that impact too.
Some of the people who plan to move to other games should Veng be permanent (alongside GH) will be replaced by others coming back (and some will bring their friends).
Time will tell if we’re indeed witnessing the death of ESO PvP, or a new beginning.
manukartofanu wrote: »I only play this game when Vengeance is up, so I only get 1 week every 3 months.YandereGirlfriend wrote: »and then Vengeance comes along and makes them stop playing for a week... it is a VERY convenient time to simply step away for good.
The 100 or so GH regulars could all quit forever with zero impact on the game as a whole.
If you're still holding hope that they'll "fix" GH after 12 directionless years... lol.
Actually, if those who log in once every three months stop playing, no one will even notice.
But if the entire PvP community leaves—that’s minus 200–500 players from the current online population. Along with them, part of the economy will collapse, which will lead to further player loss.
If you keep making changes that reduce online numbers or push players away, eventually there will be no players left. And those who played once every three months will keep doing exactly that - playing once every three months.
What we have already: a guaranteed event page drop for people who want rewards for five minutes of gameplay. The result? A ruined event economy and zero reason to farm boxes, which led, surprise, surprise, to lower online numbers.
Arcanist: letting in newcomers and people who don’t want to spend time learning how to play. The result? Players with no skill can easily clear all the content they previously couldn’t, and then they leave.
And the list of concessions and pandering to those who don’t actually want to play the game can go on and on.
The outcome: a game made for people who don’t want to play it.
That is not entirely true. Sure, it is less evident when players leave one by one as opposed to the entire base at once, but the effects are still noticeable. Population is shrinking and PvPers are aware of it. Also, those who left took their wallet with them so there’s that impact too.
Some of the people who plan to move to other games should Veng be permanent (alongside GH) will be replaced by others coming back (and some will bring their friends).
Time will tell if we’re indeed witnessing the death of ESO PvP, or a new beginning.
I agree with what you said. From how i see it, more people despite vengeance then liking it. So imo if these who despite it, leave entirely, the impact is bigger.
Anyway its weird how the playerbase gets split lately, same with subclassing..
Which is a shame, as people should want to think for themselves and should respect different opinions. This is coming from an EU player who likes healthy discussions.manukartofanu wrote: »I only play this game when Vengeance is up, so I only get 1 week every 3 months.YandereGirlfriend wrote: »and then Vengeance comes along and makes them stop playing for a week... it is a VERY convenient time to simply step away for good.
The 100 or so GH regulars could all quit forever with zero impact on the game as a whole.
If you're still holding hope that they'll "fix" GH after 12 directionless years... lol.
Actually, if those who log in once every three months stop playing, no one will even notice.
But if the entire PvP community leaves—that’s minus 200–500 players from the current online population. Along with them, part of the economy will collapse, which will lead to further player loss.
If you keep making changes that reduce online numbers or push players away, eventually there will be no players left. And those who played once every three months will keep doing exactly that - playing once every three months.
What we have already: a guaranteed event page drop for people who want rewards for five minutes of gameplay. The result? A ruined event economy and zero reason to farm boxes, which led, surprise, surprise, to lower online numbers.
Arcanist: letting in newcomers and people who don’t want to spend time learning how to play. The result? Players with no skill can easily clear all the content they previously couldn’t, and then they leave.
And the list of concessions and pandering to those who don’t actually want to play the game can go on and on.
The outcome: a game made for people who don’t want to play it.
That is not entirely true. Sure, it is less evident when players leave one by one as opposed to the entire base at once, but the effects are still noticeable. Population is shrinking and PvPers are aware of it. Also, those who left took their wallet with them so there’s that impact too.
Some of the people who plan to move to other games should Veng be permanent (alongside GH) will be replaced by others coming back (and some will bring their friends).
Time will tell if we’re indeed witnessing the death of ESO PvP, or a new beginning.
I agree with what you said. From how i see it, more people despite vengeance then liking it. So imo if these who despite it, leave entirely, the impact is bigger.
Anyway its weird how the playerbase gets split lately, same with subclassing..
As above so below, I would say. Society is more and more polarized, and that is reflected in different communities, including gamers.
manukartofanu wrote: »I only play this game when Vengeance is up, so I only get 1 week every 3 months.YandereGirlfriend wrote: »and then Vengeance comes along and makes them stop playing for a week... it is a VERY convenient time to simply step away for good.
The 100 or so GH regulars could all quit forever with zero impact on the game as a whole.
If you're still holding hope that they'll "fix" GH after 12 directionless years... lol.
Actually, if those who log in once every three months stop playing, no one will even notice.
But if the entire PvP community leaves—that’s minus 200–500 players from the current online population. Along with them, part of the economy will collapse, which will lead to further player loss.
If you keep making changes that reduce online numbers or push players away, eventually there will be no players left. And those who played once every three months will keep doing exactly that - playing once every three months.
What we have already: a guaranteed event page drop for people who want rewards for five minutes of gameplay. The result? A ruined event economy and zero reason to farm boxes, which led, surprise, surprise, to lower online numbers.
Arcanist: letting in newcomers and people who don’t want to spend time learning how to play. The result? Players with no skill can easily clear all the content they previously couldn’t, and then they leave.
And the list of concessions and pandering to those who don’t actually want to play the game can go on and on.
The outcome: a game made for people who don’t want to play it.
That is not entirely true. Sure, it is less evident when players leave one by one as opposed to the entire base at once, but the effects are still noticeable. Population is shrinking and PvPers are aware of it. Also, those who left took their wallet with them so there’s that impact too.
Some of the people who plan to move to other games should Veng be permanent (alongside GH) will be replaced by others coming back (and some will bring their friends).
Time will tell if we’re indeed witnessing the death of ESO PvP, or a new beginning.