Thanks for the responses! Also for @SneaKThis may actually be a good thing for PvP! (scenario 1)MISTFORMBZZZ wrote: »You know exactly how bad liked Vengeance is by a big chunk of the pvp community, perhaps the majority but still pushing this path, is outragous
Because if grey host keeps the same PvP population as now(those who dislike vengeance as multiple players are stating) while running parallel with vengeance with a healthy population, it means the vengeance campaign was successful in attracting many more PvE players into PvP. Tripling the PvP population, assuming vengeance and grey host are both healthy. Which in turn could benefit the entire PvP population as a whole, including grey host.
Why does it seem the PvP community is against running vengeance parallel to grey host, if as stated, PvPers would stay on grey host anyways? This seems like a fear that grey host would die, basically saying that even many of the players in grey host don't actually want to be in grey host.
Really don't understand why PvP players who feel grey host is the only worthwhile PvP are worried about a parallel running vengeance campaign, because if grey host players go to vengeance that means they didn't want to be in grey host anyways. More PvP options for everyone.
PS: Two different types of Cyrodiil pvp running at the same time, seems like a good thing to me. Especially if both have a healthy player population.
@Sarannah because PvP is only fun when other players are also playing. I prefer Ravenwatch, but if nobody is in Ravenwatch, then Ravenwatch is a dead campaign and not fun. So I'm playing in Gray Host, even though I'd really prefer being in Ravenwatch. This familiar dynamic between Ravenwatch and Gray Host will apply to Vengeance vs Gray Host too. If all the casual PvPers (zerglings) log into Vengeance instead because they can zerg without the fear of some bomb build or an experienced group decimating them, then Gray Host population will suffer, wither and die. This wouldn't be an issue if the PvP population as a whole is big enough to keep all campaigns at population cap for most of the day - but that's not the case anymore. Introducing Vengeance parallel to Gray Host risks killing Gray Host entirely.
So why is that a bad thing? Because people will quit the game over it. Vengeance isn't Ravenwatch. This is a downward spiral, because Vengeance doesn't give you the same opportunity of mastery that regular PvP does. In Gray Host/Ravenwatch you can still learn to play your build better, change your set (or CP) in new ways to try and get an edge over others. There is mastery involved in that, and this self-improvement aspect is at the core of what many PvPers enjoy about PvP in the first place - challenge and competition. There is no challenge, less competition and less mastery involved in a dumbed down version of PvP, where everyone's build is the same and all skills deal "standard damage". That's why adding Vengeance is not the same and that's why people reject the very idea of it.
The bolded: To me it seems you feel the population in grey host cannot be sustained without all the 'casual PvPers' also being in there. But if players are given the choice, and they prefer another campaign where they can have more fun, isn't that their choice? And in turn also stating that they never wanted to be in grey host in the first place, when given the choice.
Now I get that ESO's PvP is unique and requires 'mastery' as you put it, but at the same time ESO's PvP has such a high barrier of entry, that for most players it isn't worth it. Especially for new players, they don't want to spend months training/gearing/skilling, they want to hop into the action straight away(all other competing MMO's offer this/maybe introduce load outs for grey host?). For these players having a vengeance campaign would be perfect, as they don't want to be/shouldn't be forced to be slaughtered over and over by veterans who have 10+ years of ESO PvP training under their belt. Maybe in some clever way vengeance can even be used as a stepping stone towards 'mastered PvP', as you called it. Maybe some changes to the IC could have players flow naturally from vengeance to IC to grey host's more mastered style of PvP. But this is just throwing out some ideas.
Besides challenge and competition that some players love, some other group of players also love fun, fairness/equal, and more casual PvP. Which is why having two different PvP styles running at the same time could even be a blessing.
Maybe the target audiences for grey host and vengeance are so incredibly different on their own, that neither campaign will have any effect on the other and it's populations. The only way to know for sure is to have these campaigns run side-by-side. Maybe ZOS could do a test during the christmas/new years period, where they have both campaigns running for one month(15 dec-15 jan). To see how the populations work, where specific players go, which is more popular, where new/seasonal players go, etc.
For the record, I think vengeance and grey host could live perfectly side by side, as I suspect their target audiences are so incredibly different. Some players seem to be panicking for no good reason. And I do not want grey host to die or be taken away!
PS: Personally I do think there is skill and builds and mastery involved in vengeance as well, but the tests were too short to come into any sort of meta vs countermeta play.
PPS: I doubt ZOS is lying about wanting to keep grey host. There seems to be no logical reason why they would want to alienate a paying portion of their playerbase.
PPPS: Some players seem to be panicking because of this announcement, but there is no reason to as the vengeance and grey host playerbases are completely different player groups.
licenturion wrote: »Just like in nature, you need a certain number of herbivores to sustain a healthy population of carnivores. And to get the herbivores to stay, the grass needs to be greener! Vengeance grass is stale, but there is an electric fence keeping out the wolves (meaning everyone loses).
While I find your analogies you make in this thread amusing, they don't really make a good case for non-hardcore players to support your cause. You basically say here 'we need casual victims to have fun'.
Since you like analogies. Think of a city football league:
- Gray Host is the premier division. It’s intense, competitive, and only the most skilled players thrive. Matches are brutal but rewarding.
- Vengeance is the amateur division. It’s still football, but the rules are simplified, the pace is slower, and newcomers don’t get crushed instantly.
If the league only had the premier division, most casual players would quit after being demolished every match. If it only had the amateur division, the skilled players would leave because there’s no challenge. But with both divisions running side by side, casuals can play at their level, enjoy the sport, and maybe one day climb into the premier division.
The choice keeps the league alive: casuals don’t feel excluded, veterans don’t feel bored, and the ecosystem sustains itself. Without that split, the league collapses because one group inevitably burns out. (which already happened with the current low PvP population).
While I 100 percent agree they should commit to keeping and improving Gray Host, they should also move forward with Vengeance. It is quite telling that the PvP people have been complaining nothing is done for PvP for years and now there are some clear initiatives like Vengeance, a brand new mode and new progression system, the hardcore PvP players are basically saying 'nope, hands off, leave everything as it is'.
because PvP is only fun when other players are also playing.
I logged in for the Whitestrake's Mayhem event this summer and there was genuinely almost no PvP. As is, almost no one PvPs, even during events. Cyrodiil doesn't get or retain new players and fewer and fewer veterans seem to play as time goes on. There's systemic reasons for PvP's terrible participation rates. I won't get into it here, but if you care you can check out a thread I made in the past: click here.
You and others trying to make this point need to understand that whether they go through with Vengeance or not, PvP doesn't have much of a future anyway. It's basically dead already, in its current state it's losing players and gaining almost no new ones. Like it or not, it needs to get new players in who will stick around.Vengeance doesn't give you the same opportunity of mastery that regular PvP does. In Gray Host/Ravenwatch you can still learn to play your build better, change your set (or CP) in new ways to try and get an edge over others. There is mastery involved in that, and this self-improvement aspect is at the core of what many PvPers enjoy about PvP in the first place - challenge and competition.
Both Vengeance and Gray Host are very low skill environments. Vengeance is low skill because surviving is effortless. The healing is so overturned that many fights simply don't end and it doesn't really matter which player lines up damage better. This is a very straightforward and easy problem to fix though, they can reduce healing, increase burst, or lower max health... even a combination of those things would work.
Gray Host on the other hand is low skill because 8 years of bad changes and broken sets have piled up. They have so much to address to save Gray Host from the death spiral it's on. I truly think it's at the point where they are better off starting fresh (sort of like Vengeance) than trying to fix the current state of PvP through tweaks. The power gap and the amount of build customization is unsustainable.All competitive games need casuals. That's just how healthy populations work. So if ZOS makes choices that move the casual players elsewhere but keeps out the hardcore players (by Vengeance simply not being enjoyable to them), then ZOS is making the conscious decision to kick out the hardcore playerbase.
ESO is not a competitive game whatsoever and in its current state appeals to a very specific and small group of players. New players and casuals have such a high bar to enter that they just don't. The people who are willing to give PvP a shot will decide it's not worth it when they see how bad the power gap is. The more competitive and serious PvP crowd would also be turned off by the power gap and broken sets because that lessens the importance of skill when fighting players on the same level.
So this leaves a population of players that basically likes to farm players who have half as strong of a build. These players also often ignore people who could pose a threat to them. That's obviously not fun for new/casual players and they'll either grow to hate PvP or never return. It's been like this for a long time. Most people in Imperial City or Cyrodiil would rather port out or run then to engage in any sort of PvP. That's telling. It's all completely unsustainable.
ZOS_JessicaFolsom wrote:Scenario 1 is what we are working toward, in which case Grey Host would remain as it is now. Like noted in the original message, through the Vengeance tests we've done so far, we learned that in order to support our goals - a large-scale PvP zone with mass-scale battles and a much higher population - the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game. So we will be applying that to Vengeance, and giving those who prefer the current Grey Host ruleset that option.
ZOS_JessicaFolsom wrote:Scenario 1 is what we are working toward, in which case Grey Host would remain as it is now. Like noted in the original message, through the Vengeance tests we've done so far, we learned that in order to support our goals - a large-scale PvP zone with mass-scale battles and a much higher population - the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game. So we will be applying that to Vengeance, and giving those who prefer the current Grey Host ruleset that option.
Correct me if I'm wrong, but didn't Cyrodiil performance start to degrade once the calculations were moved server side? Wasn't that in like 2017? Is there any avenue to explore there rather than stripping down to Cyrodiil?
This is a problem.ZOS_JessicaFolsom wrote: »We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.
laniakea_0 wrote: »First and foremost, it's good to see that the Vengeance test are yeilding answers.
But let's address this:This is a problem.ZOS_JessicaFolsom wrote: »We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.
It's not unexpected that a continually updated game would accumulate flaws that make it all less consistent but it still needs to be solved. splitting the rule-set is going to have the biggest impact on internal consistency, yet. I welcome the approach of offering separate campaigns, it'll tide players over for a while, but it cannot stay this way. the ultimate goal needs to be a gameplay rule-set that's consistent and seamless across the entire game. We also shouldn't neglect the fact that the Cyrodiil issues don't exist in isolation. there are a number of gameplay related problems across the game and in one way or another they all connect. In my honest opinion: Remaking the entire gameplay system from scratch is unavoidable. In order for the game to perform well, it needs to account for every new system you've added these past 10 years since launch and that needs to be the long term strategy if you seek lasting improvements.
laniakea_0 wrote: »First and foremost, it's good to see that the Vengeance test are yeilding answers.
But let's address this:This is a problem.ZOS_JessicaFolsom wrote: »We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.
It's not unexpected that a continually updated game would accumulate flaws that make it all less consistent but it still needs to be solved. splitting the rule-set is going to have the biggest impact on internal consistency, yet. I welcome the approach of offering separate campaigns, it'll tide players over for a while, but it cannot stay this way. the ultimate goal needs to be a gameplay rule-set that's consistent and seamless across the entire game. We also shouldn't neglect the fact that the Cyrodiil issues don't exist in isolation. there are a number of gameplay related problems across the game and in one way or another they all connect. In my honest opinion: Remaking the entire gameplay system from scratch is unavoidable. In order for the game to perform well, it needs to account for every new system you've added these past 10 years since launch and that needs to be the long term strategy if you seek lasting improvements.
I think you hit the nail on the head.
Also, riddle me this: Console and PC parity must be preserved at all costs, housing on PC must be limited to what consoles can handle. But introducing two competing systems of PvP is fine? The more I think about Scenario 1, the more it sounds like Scenario 2 was always the goal and Scenario 1 is just the PR statement. If noCP PvP taught us anything, then that maintaining two different rule-sets of PvP at the same time means that one rule-set gets ignored in balance discussions. I wonder which rule-set of PvP ZOS is going to be thinking about in the future. Maybe they'll take the same approach as they did with subclassing - "You don't like the state of balance? Try subclassing Vengeance!"
laniakea_0 wrote: »laniakea_0 wrote: »First and foremost, it's good to see that the Vengeance test are yeilding answers.
But let's address this:This is a problem.ZOS_JessicaFolsom wrote: »We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.
It's not unexpected that a continually updated game would accumulate flaws that make it all less consistent but it still needs to be solved. splitting the rule-set is going to have the biggest impact on internal consistency, yet. I welcome the approach of offering separate campaigns, it'll tide players over for a while, but it cannot stay this way. the ultimate goal needs to be a gameplay rule-set that's consistent and seamless across the entire game. We also shouldn't neglect the fact that the Cyrodiil issues don't exist in isolation. there are a number of gameplay related problems across the game and in one way or another they all connect. In my honest opinion: Remaking the entire gameplay system from scratch is unavoidable. In order for the game to perform well, it needs to account for every new system you've added these past 10 years since launch and that needs to be the long term strategy if you seek lasting improvements.
I think you hit the nail on the head.
Also, riddle me this: Console and PC parity must be preserved at all costs, housing on PC must be limited to what consoles can handle. But introducing two competing systems of PvP is fine? The more I think about Scenario 1, the more it sounds like Scenario 2 was always the goal and Scenario 1 is just the PR statement. If noCP PvP taught us anything, then that maintaining two different rule-sets of PvP at the same time means that one rule-set gets ignored in balance discussions. I wonder which rule-set of PvP ZOS is going to be thinking about in the future. Maybe they'll take the same approach as they did with subclassing - "You don't like the state of balance? Try subclassing Vengeance!"
well... multiple campaigns isn't exactly a new thing, server capacity for it appears to exist. and hopefully, the point of vengeance would be that it doesn't really need to be balanced. it really depends on what new content they want to regularly add to it. but I would agree that it's far from ideal.
ZOS_JessicaFolsom wrote:Scenario 1 is what we are working toward, in which case Grey Host would remain as it is now. Like noted in the original message, through the Vengeance tests we've done so far, we learned that in order to support our goals - a large-scale PvP zone with mass-scale battles and a much higher population - the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game. So we will be applying that to Vengeance, and giving those who prefer the current Grey Host ruleset that option.
Correct me if I'm wrong, but didn't Cyrodiil performance start to degrade once the calculations were moved server side? Wasn't that in like 2017? Is there any avenue to explore there rather than stripping down to Cyrodiil?
I think the issue there was before that we've had more cheating. Still, maybe not the worst idea to explore at this stage.

ZOS_JessicaFolsom wrote:Scenario 1 is what we are working toward, in which case Grey Host would remain as it is now. Like noted in the original message, through the Vengeance tests we've done so far, we learned that in order to support our goals - a large-scale PvP zone with mass-scale battles and a much higher population - the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game. So we will be applying that to Vengeance, and giving those who prefer the current Grey Host ruleset that option.
Correct me if I'm wrong, but didn't Cyrodiil performance start to degrade once the calculations were moved server side? Wasn't that in like 2017? Is there any avenue to explore there rather than stripping down to Cyrodiil?
ZOS_JessicaFolsom wrote: »We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible.
PPS: I doubt ZOS is lying about wanting to keep grey host. There seems to be no logical reason why they would want to alienate a paying portion of their playerbase.
PPPS: Some players seem to be panicking because of this announcement, but there is no reason to as the vengeance and grey host playerbases are completely different player groups.