Veinblood1965 wrote: »had several long standing guilds where the chats were lively and often just turn into ghost towns. Vendoring down about 80% and many long time friends left the game.
TX12001rwb17_ESO wrote: »So your only here for the optional versus mode?
I would prefer if ZOS just removed PvP, Cyrodiil has so much PvE potential.
BardokRedSnow wrote: »TX12001rwb17_ESO wrote: »So your only here for the optional versus mode?
I would prefer if ZOS just removed PvP, Cyrodiil has so much PvE potential.
So you're only here for the optional repetitive ai mode?
I would prefer it if zos made all instances open pvp instances, the zones have amazing PVP potential. So many pugs to farm.
tomofhyrule wrote: »
TX12001rwb17_ESO wrote: »So your only here for the optional versus mode?
I would prefer if ZOS just removed PvP, Cyrodiil has so much PvE potential.
Every instance of vengeance fewer and fewer players return to the game. That's just the facts. We aren't going to stick around if vengeance is mandated. We just aren't. ZOS needs to get that through their thick skulls.
Every instance of vengeance fewer and fewer players return to the game. That's just the facts. We aren't going to stick around if vengeance is mandated. We just aren't. ZOS needs to get that through their thick skulls.
Thats basiclly what i wanted to say with a lot of more words.
And yes the transparancy is text is good, their blurred out chart numbers are not
Cyrodiil needs to change. It does not work.
there is no solution to the performance except to cut player numbers in Cyro even further or cut the complexity of the calculations from skills.
Cyrodiil needs to change. It does not work. ZOS explained why it doesn't (The reason being something some of us have been shouting about for years).
Unless quantum computing becomes a thing anytime soon, there is no solution to the performance except to cut player numbers in Cyro even further or cut the complexity of the calculations from skills.
MISTFORMBZZZ wrote: »It does work and a lot of people enjoy it in the way it is. Speak for yourself.
MISTFORMBZZZ wrote: »I disagree. How about remove the animations of glowing swords and weapons , every single armor bit needs to be calculated in their animations, same as every single mount wich appears with a flashbang ultra LED animation and 16 different moving arms.
MISTFORMBZZZ wrote: »Take this from me and im gone and will not come back.
Cyrodiil needs to change. It does not work.
MISTFORMBZZZ wrote: »It does work and a lot of people enjoy it in the way it is. Speak for yourself.
Look at those graphs. If good performance is 50% or below on the Y, and you are routinely hitting 100% at a player cap of 360 - objectively it does not work.MISTFORMBZZZ wrote: »I disagree. How about remove the animations of glowing swords and weapons , every single armor bit needs to be calculated in their animations, same as every single mount wich appears with a flashbang ultra LED animation and 16 different moving arms.
Those things eat your memory. The issue is the server calcs which are from the skills.MISTFORMBZZZ wrote: »Take this from me and im gone and will not come back.
Nobody is taking anything. Did you even read the ZOS post?
"As a dev team, Scenario 1 (We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now) is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward."
MISTFORMBZZZ wrote: »''Those things eat your memory. The issue is the server calcs which are from the skills.''
Who says that ?
Many of the people complaining bitterly about Vengeance run in ball or small man groups, and they found out that in Vengeance they died just like pugs. Without Crutch of Agony and Vapid death, plus 10 ultis etc etc in subclassed builds, they couldn't instantly round up a bunch of people and kill them, then do it again 8 seconds later for hours on end.
...
I am so sick , especially in lower pop later at night, of ball groups running around using Proc of agony every 8 seconds for hours at time. Every single group does this, (now even worse with broken Warden charm-- which they all use, of course). This is dead, broken, stale, boring game play that has now been the meta for at least 2 years, an eternity. Something needs to change.
Many of the people complaining bitterly about Vengeance run in ball or small man groups, and they found out that in Vengeance they died just like pugs. Without Crutch of Agony and Vapid death, plus 10 ultis etc etc in subclassed builds, they couldn't instantly round up a bunch of people and kill them, then do it again 8 seconds later for hours on end.
Without 25,000 hp heals per second, 12,000 shield per second, they found out they had no advantage as a group and any 12 pugs could kill them.
The fact is that Cyrodil has died a slow death largely due to the enormously over powered groups. ZOS has lost sight of game balance.
The math is something like this: a pug group generally has only a small bonus as a group, so 12 people = approximately a strength of n=12.This is an additive increase per player.
However, with the above changes to the game, ball groups power goes at least multiplicative and, arguably, exponentially.
So now 2 players in a group can have a strength of 2(2) = 4. A six man can have 6(2) = a power of 36, This is why you see well structured 6 man groups running around with dozens of players seemingly helpless. Of course with a 12 man 12(2) = 144, they are virtually immortal. With heals of shields they have something like 37,000 hp heals per second for the whole group.
Now an exponential claim may be overstating the group advantage as you scale up. It may only be multiplicative, eg (players) (x) where X is probably 4-5. So in the scenario some 12 man groups are as strong as 50-60 pugs.
I am all for build variety and subclassing. But group strength should not be multiplicative or exponential. It should be additive, ie a group, due to coordinated movement and strategy, as an advantage over a similar number of pugs. So a well run ball group should have 12+n, eg advantage,
This is actually the case in Vengeance and some of the old school groups with skill had a noticeable , but not hugely overpowered advantage.
Also skilled players like @React ran up 110 kills and zero deaths based on skill. They didnt like it because the skill cap was low, and a competent player could defend against them, but skill actually did play some role. If you add back subclassing and sets that boost the individual (not group in pvp) the skill cap could rise.
I am so sick , especially in lower pop later at night, of ball groups running around using Proc of agony every 8 seconds for hours at time. Every single group does this, (now even worse with broken Warden charm-- which they all use, of course). This is dead, broken, stale, boring game play that has now been the meta for at least 2 years, an eternity. Something needs to change.
licenturion wrote: »Many of the people complaining bitterly about Vengeance run in ball or small man groups, and they found out that in Vengeance they died just like pugs. Without Crutch of Agony and Vapid death, plus 10 ultis etc etc in subclassed builds, they couldn't instantly round up a bunch of people and kill them, then do it again 8 seconds later for hours on end.
...
I am so sick , especially in lower pop later at night, of ball groups running around using Proc of agony every 8 seconds for hours at time. Every single group does this, (now even worse with broken Warden charm-- which they all use, of course). This is dead, broken, stale, boring game play that has now been the meta for at least 2 years, an eternity. Something needs to change.
If PvP’ers think Vengeance should be cancelled because they are so afraid that the majority will switch to Vengeance, that only says they actually agree that Vengeance mode is better for the majority of players.
MISTFORMBZZZ wrote: »On PS EU while the last vengeance (and this is no joke) like 30 people participated.
As soon it was gone the server was populated, leaderboard full and for a short time even 3 bars each