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Vengeance ruleset for Dungeons/Etc.

  • MISTFORMBZZZ
    MISTFORMBZZZ
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    Vengeance for trials would be good, i want to have access to some nice skins and titles without doing anything, too
    PS EU
  • spartaxoxo
    spartaxoxo
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    SneaK wrote: »
    spartaxoxo wrote: »
    I won't comment on the PvP side of things since I do not PvP, but let's not pretend that this thread is anything other than a "we might suffer so they should too" type of thread.

    As was mentioned in one of the posts above, this is a direct response to the recent Vengeance thread and to the concern that Scenario #2 is the future of PvP.

    Bingo. It's a non-starter anyway because PvE does not have anywhere close to the performance issues of Cyrodiil. And PvP players have been making it clear for years that fixing performance should be their top priority. They tried for years to do just that so it's not surprising that their tests revealed that certain solutions simply aren't feasible.

    Suffer? I’d like the option to have access to a better performing game in PvE and ZOS has the answer.

    It's disingenuous to compare the performance of the two. PvE works fine compared to Cyrodiil. A small cut isn't the same as a broken leg even if both are injuries. And performance issues in Cyrodiil have been far more disruptive than PvE.
    Edited by spartaxoxo on 25 November 2025 07:12
  • edward_frigidhands
    edward_frigidhands
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    SneaK wrote: »
    Vengeance also removes things like Craft bag and quests from Cyrodiil.

    Imagine what would happen if PvE, you know the 99% of the game had 99% of it's content removed and nobody could do quests, daily writs, had their painfully grinded sets removed, their craft bag empty and forcefully had their vampirism and lycanthrope characters made normal.

    But it would stop the lag right? And I could still complete the content/achievements.

    Exactly. What a great point!
  • edward_frigidhands
    edward_frigidhands
    ✭✭✭✭✭
    Lord_Hev wrote: »
    Dagoth_Rac wrote: »
    Dungeons and overland do not have the performance issues or extremely low population that Cyrodiil does. Stop acting like ZOS came up with Vengeance out of personal spite. It is an attempt to fix a very real problem that PvE simply does not have.


    PvE surprisingly has a lot of similar issues that PvP has. The game fundamentally has become so incredibly bloated. Single abilities that do multiple things, unnecessary passives that should just be baked natively into characters without needing skill investments. Proc sets that require reading a paragraph. Not to mention severe visual clutter. I can't even understand what half the world bosses do anymore because there's 50+ players all spamming abilities and creating a nightmare of a lightshow while the boss basically T-poses because the server is struggling to keep-up despite playing on a PC that is beyond overkill for the recommended hardware listed.

    Vengeance mode for PVE would resolve all of these issues.
  • YandereGirlfriend
    YandereGirlfriend
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    spartaxoxo wrote: »
    SneaK wrote: »
    spartaxoxo wrote: »
    I won't comment on the PvP side of things since I do not PvP, but let's not pretend that this thread is anything other than a "we might suffer so they should too" type of thread.

    As was mentioned in one of the posts above, this is a direct response to the recent Vengeance thread and to the concern that Scenario #2 is the future of PvP.

    Bingo. It's a non-starter anyway because PvE does not have anywhere close to the performance issues of Cyrodiil. And PvP players have been making it clear for years that fixing performance should be their top priority. They tried for years to do just that so it's not surprising that their tests revealed that certain solutions simply aren't feasible.

    Suffer? I’d like the option to have access to a better performing game in PvE and ZOS has the answer.

    It's disingenuous to compare the performance of the two. PvE works fine compared to Cyrodiil. A small cut isn't the same as a broken leg even if both are injuries. And performance issues in Cyrodiil have been far more disruptive than PvE.

    Tell that to folk pursuing trifecta clears. I am not sure that they would agree with you.
  • edward_frigidhands
    edward_frigidhands
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    SneaK wrote: »
    Maybe they could cap the population in Grahtwood to prevent the tearing and audio skipping. Wonder if that would help with performance?

    I guess with a vengeance ruleset though they wouldn’t have to..

    True and real in terms of suggestions.
  • SneaK
    SneaK
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    spartaxoxo wrote: »
    SneaK wrote: »
    spartaxoxo wrote: »
    I won't comment on the PvP side of things since I do not PvP, but let's not pretend that this thread is anything other than a "we might suffer so they should too" type of thread.

    As was mentioned in one of the posts above, this is a direct response to the recent Vengeance thread and to the concern that Scenario #2 is the future of PvP.

    Bingo. It's a non-starter anyway because PvE does not have anywhere close to the performance issues of Cyrodiil. And PvP players have been making it clear for years that fixing performance should be their top priority. They tried for years to do just that so it's not surprising that their tests revealed that certain solutions simply aren't feasible.

    Suffer? I’d like the option to have access to a better performing game in PvE and ZOS has the answer.

    It's disingenuous to compare the performance of the two. PvE works fine compared to Cyrodiil. A small cut isn't the same as a broken leg even if both are injuries. And performance issues in Cyrodiil have been far more disruptive than PvE.

    Again, I lag worse in PvE than anywhere. Just because you have a different opinion does not void my experience. And I don’t understand how it’s disingenuous, people are excited about the Vengeance ruleset cause it solved issues with lag and FPS, how is it a bad thing to start the discussion on improving the other parts of ESO’s performance?

    And tell me how performance in Cyro has been more disruptive than PvE? Exactly what is the ranking system on what’s worse? Cause lagging out while standing at a trader in a Wayrest and then getting error coded for 5 mins trying to get back into the game seems up there with having to break free twice from a poorly designed and implemented warden charm.
    "IMO"
    Aldmeri Dominion
    Bosmer Nightblade AR 32 - Altmer Templar AR 26 - Dunmer Dragonknight AR 18 - Altmer Sorcerer AR 20 - Khajiit Dragonknight AR 18
    (+3 not worth mentioning, yet)
  • edward_frigidhands
    edward_frigidhands
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    SneaK wrote: »
    Only if it's optional. Don't want it myself.

    Well yea obviously you should be able to have the option to participate or not.

    We can call it Option 1 and Option 2. Option 1 we can let people turn it on or off. And option 2 we put all players into a handful of instances with Vengeance mode enabled all the time and everywhere.

    Problem solved.
  • edward_frigidhands
    edward_frigidhands
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    SneaK wrote: »
    spartaxoxo wrote: »
    SneaK wrote: »
    spartaxoxo wrote: »
    I won't comment on the PvP side of things since I do not PvP, but let's not pretend that this thread is anything other than a "we might suffer so they should too" type of thread.

    As was mentioned in one of the posts above, this is a direct response to the recent Vengeance thread and to the concern that Scenario #2 is the future of PvP.

    Bingo. It's a non-starter anyway because PvE does not have anywhere close to the performance issues of Cyrodiil. And PvP players have been making it clear for years that fixing performance should be their top priority. They tried for years to do just that so it's not surprising that their tests revealed that certain solutions simply aren't feasible.

    Suffer? I’d like the option to have access to a better performing game in PvE and ZOS has the answer.

    It's disingenuous to compare the performance of the two. PvE works fine compared to Cyrodiil. A small cut isn't the same as a broken leg even if both are injuries. And performance issues in Cyrodiil have been far more disruptive than PvE.

    Again, I lag worse in PvE than anywhere. Just because you have a different opinion does not void my experience. And I don’t understand how it’s disingenuous, people are excited about the Vengeance ruleset cause it solved issues with lag and FPS, how is it a bad thing to start the discussion on improving the other parts of ESO’s performance?

    And tell me how performance in Cyro has been more disruptive than PvE? Exactly what is the ranking system on what’s worse? Cause lagging out while standing at a trader in a Wayrest and then getting error coded for 5 mins trying to get back into the game seems up there with having to break free twice from a poorly designed and implemented warden charm.

    Exactly. What a great point!
  • Gabriel_H
    Gabriel_H
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    SneaK wrote: »
    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    Vengeance is designed to test the performance of removing a host of HoTs, DoTs and procs from 900 players all fighting each other.

    4 or 12 people in a dungeon or trial do not face the same issues. Are there lag spikes? Yes, on occassion, but that is a server issue, not a game code issue.

    What about the siege camps? Or riding your mount from the shrine to the enclave grahtwood primetime?

    In part, that is a your hardware issue (I get the same problems); and in part, too high a player cap in instances. While I agree annoying, it's still not the same issue that vengeance seeks to address.

    How so? Performance tanks in PvE because of XYZ abilities overloading the server, but vengeance was only created to solve this issue for skills ABC?

    My “hardware” is fine.

    Vengeance is looking to increase the player cap while also improving performance, by removing a lot of additional skill complexities.

    Doing the same in PvE is not necessary and the more sensible solution would be to reduce the instance cap in overland zones - which is the only time performance has issues. It would be more beneficial to the player experience to do it this way. Example: Siege Camps - terrible peformance due to 100+ players attacking at once. Also terrible for player experience as that many players rendered the whole encounter meaningless.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • edward_frigidhands
    edward_frigidhands
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    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    Vengeance is designed to test the performance of removing a host of HoTs, DoTs and procs from 900 players all fighting each other.

    4 or 12 people in a dungeon or trial do not face the same issues. Are there lag spikes? Yes, on occassion, but that is a server issue, not a game code issue.

    What about the siege camps? Or riding your mount from the shrine to the enclave grahtwood primetime?

    In part, that is a your hardware issue (I get the same problems); and in part, too high a player cap in instances. While I agree annoying, it's still not the same issue that vengeance seeks to address.

    How so? Performance tanks in PvE because of XYZ abilities overloading the server, but vengeance was only created to solve this issue for skills ABC?

    My “hardware” is fine.

    Vengeance is looking to increase the player cap while also improving performance, by removing a lot of additional skill complexities.

    If this can benefit PvP then why can't it benefit PvE? It honestly seems like a better fit in PvE because of all the complex PvE mechanics we already have to contend with. It would make PvE more performant, approachable and amazing.
    Edited by edward_frigidhands on 25 November 2025 08:12
  • edward_frigidhands
    edward_frigidhands
    ✭✭✭✭✭
    SneaK wrote: »
    spartaxoxo wrote: »
    SneaK wrote: »
    spartaxoxo wrote: »
    I won't comment on the PvP side of things since I do not PvP, but let's not pretend that this thread is anything other than a "we might suffer so they should too" type of thread.

    As was mentioned in one of the posts above, this is a direct response to the recent Vengeance thread and to the concern that Scenario #2 is the future of PvP.

    Bingo. It's a non-starter anyway because PvE does not have anywhere close to the performance issues of Cyrodiil. And PvP players have been making it clear for years that fixing performance should be their top priority. They tried for years to do just that so it's not surprising that their tests revealed that certain solutions simply aren't feasible.

    Suffer? I’d like the option to have access to a better performing game in PvE and ZOS has the answer.

    It's disingenuous to compare the performance of the two. PvE works fine compared to Cyrodiil. A small cut isn't the same as a broken leg even if both are injuries. And performance issues in Cyrodiil have been far more disruptive than PvE.

    Again, I lag worse in PvE than anywhere. Just because you have a different opinion does not void my experience. And I don’t understand how it’s disingenuous, people are excited about the Vengeance ruleset cause it solved issues with lag and FPS, how is it a bad thing to start the discussion on improving the other parts of ESO’s performance?

    So much this. Guys (and everyone else), in the interest of keeping the discussion positive and wholesome, we need to ensure we aren't invalidating player experiences just because we aren't familiar with them or disagree with them.

    Please lets be positive.
  • frogthroat
    frogthroat
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    Gabriel_H wrote: »
    Doing the same in PvE is not necessary and the more sensible solution would be to reduce the instance cap in overland zones - which is the only time performance has issues. It would be more beneficial to the player experience to do it this way. Example: Siege Camps - terrible peformance due to 100+ players attacking at once. Also terrible for player experience as that many players rendered the whole encounter meaningless.

    Yeah, I think we might possibly be able to take care of a world boss, incursion or any other overland activity with fewer than 100 players.
    lsu8zlgieo6j.png
  • spartaxoxo
    spartaxoxo
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    SneaK wrote: »
    Again, I lag worse in PvE than anywhere. Just because you have a different opinion does not void my experience.

    The difference is that it's the entire PvP game mode and the problem is on ZOS's end not on the players.

    We have different experiences instead of most people having issues in Cyrodiil because Cyrodiil itself as a whole is broken. They couldn't even add new stuff to Cyrodiil for ages due to those issues. Players complained en masse about it. It wasn't some group going for a specific fight.
    Edited by spartaxoxo on 25 November 2025 10:03
  • Gabriel_H
    Gabriel_H
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    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    Vengeance is designed to test the performance of removing a host of HoTs, DoTs and procs from 900 players all fighting each other.

    4 or 12 people in a dungeon or trial do not face the same issues. Are there lag spikes? Yes, on occassion, but that is a server issue, not a game code issue.

    What about the siege camps? Or riding your mount from the shrine to the enclave grahtwood primetime?

    In part, that is a your hardware issue (I get the same problems); and in part, too high a player cap in instances. While I agree annoying, it's still not the same issue that vengeance seeks to address.

    How so? Performance tanks in PvE because of XYZ abilities overloading the server, but vengeance was only created to solve this issue for skills ABC?

    My “hardware” is fine.

    Vengeance is looking to increase the player cap while also improving performance, by removing a lot of additional skill complexities.

    If this can benefit PvP then why can't it benefit PvE? It honestly seems like a better fit in PvE because of all the complex PvE mechanics we already have to contend with. It would make PvE more performant, approachable and amazing.

    Because PvE doesn't have performance issues, with the sole exceptions of 100 players attacking a world boss or milling around a wayshrine.

    Dungeons, Trials, Delves, Outlaw refuges, Public Dungeons, Quest zones, anything indoors are instance capped. It's only outdoors in overland that has problems, and that can be solved by simply lowering the instance cap.

    Cyro has already had it's cap lowered and it still suffers, and feels empty.

    Edit: Individual players suffering poor performance in PvE is either a momentary issue with the servers, their ISP, or their hardware. It isn't due to skills causing excessive server calcs like it is in PvP - with the exceptions outlined above. Vengeance is specifically about reducing the number of server calcs to improve performance.
    Edited by Gabriel_H on 25 November 2025 09:11
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Gabriel_H
    Gabriel_H
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    Lord_Hev wrote: »
    Dagoth_Rac wrote: »
    Dungeons and overland do not have the performance issues or extremely low population that Cyrodiil does. Stop acting like ZOS came up with Vengeance out of personal spite. It is an attempt to fix a very real problem that PvE simply does not have.


    PvE surprisingly has a lot of similar issues that PvP has. The game fundamentally has become so incredibly bloated. Single abilities that do multiple things, unnecessary passives that should just be baked natively into characters without needing skill investments. Proc sets that require reading a paragraph. Not to mention severe visual clutter. I can't even understand what half the world bosses do anymore because there's 50+ players all spamming abilities and creating a nightmare of a lightshow while the boss basically T-poses because the server is struggling to keep-up despite playing on a PC that is beyond overkill for the recommended hardware listed.

    Vengeance mode for PVE would resolve all of these issues.

    Lowering the instance cap would solve the problem with no need to introduce an new game mode. Vengeance in PvE would basically be using a sledgehammer to tap in a loose nail.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • frogthroat
    frogthroat
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    Gabriel_H wrote: »
    Lord_Hev wrote: »
    Dagoth_Rac wrote: »
    Dungeons and overland do not have the performance issues or extremely low population that Cyrodiil does. Stop acting like ZOS came up with Vengeance out of personal spite. It is an attempt to fix a very real problem that PvE simply does not have.


    PvE surprisingly has a lot of similar issues that PvP has. The game fundamentally has become so incredibly bloated. Single abilities that do multiple things, unnecessary passives that should just be baked natively into characters without needing skill investments. Proc sets that require reading a paragraph. Not to mention severe visual clutter. I can't even understand what half the world bosses do anymore because there's 50+ players all spamming abilities and creating a nightmare of a lightshow while the boss basically T-poses because the server is struggling to keep-up despite playing on a PC that is beyond overkill for the recommended hardware listed.

    Vengeance mode for PVE would resolve all of these issues.

    Lowering the instance cap would solve the problem with no need to introduce an new game mode. Vengeance in PvE would basically be using a sledgehammer to tap in a loose nail.

    And the issue is usually during the release of a new thing people are farming right after its release, or around the activities during an event. So the loose nail is there only occasionally, but mostly it's ok.
  • Sarannah
    Sarannah
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    Though this thread seems like a bit of sour response to the PvP vengeance post, I will respond to it seriously!

    Truth is, PvE is running perfectly fine. There is absolutely no need for ZOS to lower the instance cap anywhere. Some players just have their graphic settings set too high, without realizing this themselves. You need to align these graphic settings WHILE under massive load(massive gatherings of players during events and such), so that you will have no issues with those loads when they do happen.

    If you align your graphic settings while not under load, you will probably experience lag during massive loads. As you are asking more from your hardware than it is capable of giving.

    PS: Analogy: This is like measuring traffic in a one lane tunnel while there is only one truck and stating the one lane is enough for all the traffic, while at rush hour there is always a traffic jam many miles long.
  • robwolf666
    robwolf666
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    SneaK wrote: »
    I dont see why the PvP community gets access to this type of feature and DLC PvE players don’t.

    Probably because PvE works fine as it is and doesn't have players constantly moaning about performance.

  • lostineternity
    lostineternity
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    Yeah, amazing idea, lets implement oblivion combat in ESO.
    I'm so excited to run around and wag wooden stick. Screw everyone who wants theorycrafting, builds diversity and learning curve, these terrible toxic elitists!!!!!!1!!1 /s

    for people who think that vengeance is the cure to eso issues, you might also consider nuclear war a cure to all humanity issues
  • frogthroat
    frogthroat
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    for people who think that vengeance is the cure to eso issues, you might also consider nuclear war a cure to all humanity issues

    Yeah, the vengeance being permanent is pretty much admitting failure. The original idea was to look for what causes lag so they can fix it or at least make it better. People were worried that this is now the Cyrodiil from now on, despite ZOS saying it is not, at least, not yet. And that's how you do troubleshooting when you have tried to tweak the full system and find no solution; go back to basics and look for the individual causes. No need to panic back then because they were still actively looking for solutions.

    I have no idea why they are still not utilising more of the battle spirit. You could easily make sets and skills work more PVP-friendly using the battle spirit, instead of vengeance overhaul.

    But anyway, now they are going towards the permanent vengeance. Now all y'all can panic.
  • twisttop138
    twisttop138
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    Even though I work down the hall in vet and hm trials and dungeons, I feel for my pvp colleagues. The prospect that they may lose GH must be a pretty big blow. If it was happening to trials I know a lot of us would be very pissed. (Still no guarantee of a trial next year without chapters)

    While I took the part about option 1 and 2 as more of a "this is it, we're going with option 1 but that's all there is. No wiggle room." Kind of thing, I can see why people are upset. We also know that nothing will come of this thread, as everyone can see it for what it is. I say just let them vent.

    Edit missing word
    Edited by twisttop138 on 25 November 2025 13:21
  • StihlReign
    StihlReign
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    PvE couldn't handle the traffic from one event...the Writhing Wall went into spasms for days. One instance would show camps under attack that were actually under attack in another instance...

    Azureblight was nerfed because the server couldn't handle groups in dungeons. PvE sets have an Aegis buff for dungeons...it's a dungeon game.

    PvE is easier to fix because it's just parsing. There's no combat.
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • Four_Fingers
    Four_Fingers
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    Yeah, you could fix PvE overland being too easy by using a PvE Vengeance mode to counter power creep. ;)
  • SneaK
    SneaK
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    Gabriel_H wrote: »
    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    Vengeance is designed to test the performance of removing a host of HoTs, DoTs and procs from 900 players all fighting each other.

    4 or 12 people in a dungeon or trial do not face the same issues. Are there lag spikes? Yes, on occassion, but that is a server issue, not a game code issue.

    What about the siege camps? Or riding your mount from the shrine to the enclave grahtwood primetime?

    In part, that is a your hardware issue (I get the same problems); and in part, too high a player cap in instances. While I agree annoying, it's still not the same issue that vengeance seeks to address.

    How so? Performance tanks in PvE because of XYZ abilities overloading the server, but vengeance was only created to solve this issue for skills ABC?

    My “hardware” is fine.

    Vengeance is looking to increase the player cap while also improving performance, by removing a lot of additional skill complexities.

    If this can benefit PvP then why can't it benefit PvE? It honestly seems like a better fit in PvE because of all the complex PvE mechanics we already have to contend with. It would make PvE more performant, approachable and amazing.

    Because PvE doesn't have performance issues, with the sole exceptions of 100 players attacking a world boss or milling around a wayshrine.

    Dungeons, Trials, Delves, Outlaw refuges, Public Dungeons, Quest zones, anything indoors are instance capped. It's only outdoors in overland that has problems, and that can be solved by simply lowering the instance cap.

    Cyro has already had it's cap lowered and it still suffers, and feels empty.

    Edit: Individual players suffering poor performance in PvE is either a momentary issue with the servers, their ISP, or their hardware. It isn't due to skills causing excessive server calcs like it is in PvP - with the exceptions outlined above. Vengeance is specifically about reducing the number of server calcs to improve performance.

    You keep saying this, no, performance tanks in every aspect of the game and specifically in PvE instances more than PvP instances, for me. Again, I’m on new gen Xbox, I don’t see performance issues in Cyrodiil like I do in PvE, it’s far worse in PvE. Every example I give you say is an exception.. okay. At what point can we have a real discussion about the game running better and players options?

    Cause IMO, ZOS has a fix for a real problem that would enhance our game, Vengeance ruleset in PvE. Why not? Cause you’ve determined that players who suffer lag outside of PvP don’t deserve the latest and greatest fix for a problem that clearly exists and has for a decade? That’s not your call.

    Vengeance ruleset in PvE is the answer.
    "IMO"
    Aldmeri Dominion
    Bosmer Nightblade AR 32 - Altmer Templar AR 26 - Dunmer Dragonknight AR 18 - Altmer Sorcerer AR 20 - Khajiit Dragonknight AR 18
    (+3 not worth mentioning, yet)
  • SilverIce58
    SilverIce58
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    ✭✭
    SneaK wrote: »
    Gabriel_H wrote: »
    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    Vengeance is designed to test the performance of removing a host of HoTs, DoTs and procs from 900 players all fighting each other.

    4 or 12 people in a dungeon or trial do not face the same issues. Are there lag spikes? Yes, on occassion, but that is a server issue, not a game code issue.

    What about the siege camps? Or riding your mount from the shrine to the enclave grahtwood primetime?

    In part, that is a your hardware issue (I get the same problems); and in part, too high a player cap in instances. While I agree annoying, it's still not the same issue that vengeance seeks to address.

    How so? Performance tanks in PvE because of XYZ abilities overloading the server, but vengeance was only created to solve this issue for skills ABC?

    My “hardware” is fine.

    Vengeance is looking to increase the player cap while also improving performance, by removing a lot of additional skill complexities.

    If this can benefit PvP then why can't it benefit PvE? It honestly seems like a better fit in PvE because of all the complex PvE mechanics we already have to contend with. It would make PvE more performant, approachable and amazing.

    Because PvE doesn't have performance issues, with the sole exceptions of 100 players attacking a world boss or milling around a wayshrine.

    Dungeons, Trials, Delves, Outlaw refuges, Public Dungeons, Quest zones, anything indoors are instance capped. It's only outdoors in overland that has problems, and that can be solved by simply lowering the instance cap.

    Cyro has already had it's cap lowered and it still suffers, and feels empty.

    Edit: Individual players suffering poor performance in PvE is either a momentary issue with the servers, their ISP, or their hardware. It isn't due to skills causing excessive server calcs like it is in PvP - with the exceptions outlined above. Vengeance is specifically about reducing the number of server calcs to improve performance.

    You keep saying this, no, performance tanks in every aspect of the game and specifically in PvE instances more than PvP instances, for me. Again, I’m on new gen Xbox, I don’t see performance issues in Cyrodiil like I do in PvE, it’s far worse in PvE. Every example I give you say is an exception.. okay. At what point can we have a real discussion about the game running better and players options?

    Cause IMO, ZOS has a fix for a real problem that would enhance our game, Vengeance ruleset in PvE. Why not? Cause you’ve determined that players who suffer lag outside of PvP don’t deserve the latest and greatest fix for a problem that clearly exists and has for a decade? That’s not your call.

    Vengeance ruleset in PvE is the answer.

    It doesnt feel like you are trying to have a real discussion though. It feels like you are trying to come off as a victim by saying "im just trying to have a conversation about performance in both game modes" but we all know its a farce bc youre mad about pvp.
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  • SneaK
    SneaK
    ✭✭✭✭✭
    SneaK wrote: »
    Gabriel_H wrote: »
    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    SneaK wrote: »
    Gabriel_H wrote: »
    Vengeance is designed to test the performance of removing a host of HoTs, DoTs and procs from 900 players all fighting each other.

    4 or 12 people in a dungeon or trial do not face the same issues. Are there lag spikes? Yes, on occassion, but that is a server issue, not a game code issue.

    What about the siege camps? Or riding your mount from the shrine to the enclave grahtwood primetime?

    In part, that is a your hardware issue (I get the same problems); and in part, too high a player cap in instances. While I agree annoying, it's still not the same issue that vengeance seeks to address.

    How so? Performance tanks in PvE because of XYZ abilities overloading the server, but vengeance was only created to solve this issue for skills ABC?

    My “hardware” is fine.

    Vengeance is looking to increase the player cap while also improving performance, by removing a lot of additional skill complexities.

    If this can benefit PvP then why can't it benefit PvE? It honestly seems like a better fit in PvE because of all the complex PvE mechanics we already have to contend with. It would make PvE more performant, approachable and amazing.

    Because PvE doesn't have performance issues, with the sole exceptions of 100 players attacking a world boss or milling around a wayshrine.

    Dungeons, Trials, Delves, Outlaw refuges, Public Dungeons, Quest zones, anything indoors are instance capped. It's only outdoors in overland that has problems, and that can be solved by simply lowering the instance cap.

    Cyro has already had it's cap lowered and it still suffers, and feels empty.

    Edit: Individual players suffering poor performance in PvE is either a momentary issue with the servers, their ISP, or their hardware. It isn't due to skills causing excessive server calcs like it is in PvP - with the exceptions outlined above. Vengeance is specifically about reducing the number of server calcs to improve performance.

    You keep saying this, no, performance tanks in every aspect of the game and specifically in PvE instances more than PvP instances, for me. Again, I’m on new gen Xbox, I don’t see performance issues in Cyrodiil like I do in PvE, it’s far worse in PvE. Every example I give you say is an exception.. okay. At what point can we have a real discussion about the game running better and players options?

    Cause IMO, ZOS has a fix for a real problem that would enhance our game, Vengeance ruleset in PvE. Why not? Cause you’ve determined that players who suffer lag outside of PvP don’t deserve the latest and greatest fix for a problem that clearly exists and has for a decade? That’s not your call.

    Vengeance ruleset in PvE is the answer.

    It doesnt feel like you are trying to have a real discussion though. It feels like you are trying to come off as a victim by saying "im just trying to have a conversation about performance in both game modes" but we all know its a farce bc youre mad about pvp.

    Where in this thread have stated I’m mad about anything? Seems like an opportunity to address performance across the game. The devs have a solution, why not ask for it?
    "IMO"
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  • robwolf666
    robwolf666
    ✭✭✭✭✭
    "I’m on new gen Xbox" - By that I take it you mean Series X? I'm on Series X too and I can't even remember the last time I saw performance issues in PvE. Other problems, sure sometimes, but not performance. Maybe it's your internet?
  • amiiegee
    amiiegee
    ✭✭✭✭
    Vengeance in dungeons and trials please!

    I experience such a pad performance, ping and lag and i think this would be a great fix
  • Melivar
    Melivar
    ✭✭✭
    I needed a good laugh this morning with this dreary cold weather we are having.
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