spartaxoxo wrote: »ESO_player123 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.
TX12001rwb17_ESO 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.
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.
spartaxoxo wrote: »spartaxoxo wrote: »ESO_player123 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.
spartaxoxo wrote: »spartaxoxo wrote: »ESO_player123 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.
Hapexamendios 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.
spartaxoxo wrote: »spartaxoxo wrote: »ESO_player123 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.
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 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.
spartaxoxo wrote: »spartaxoxo wrote: »ESO_player123 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?
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.

Again, I lag worse in PvE than anywhere. Just because you have a different opinion does not void my experience.
edward_frigidhands 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.
edward_frigidhands 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.
edward_frigidhands 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.
lostineternity wrote: »for people who think that vengeance is the cure to eso issues, you might also consider nuclear war a cure to all humanity issues
edward_frigidhands 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.
edward_frigidhands 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.
SilverIce58 wrote: »edward_frigidhands 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.