We have another test or two planned for next year, for the sake of evaluating healing versus damage concerns. We’ll share more about those next year.
Erickson9610 wrote: »We have 4 Cyrodiil campaigns, and only one of them is active. One of the unused campaigns can be replaced with Vengeance — and since levels don't matter in Vengeance, my vote goes to replacing the Under 50 campaign.
Erickson9610 wrote: »We already know that we're not getting updates to every feature every year (no updates to Companions, Scribing, Tales of Tribute, Infinite Archive, etcetera this year) so we'll just have to wait until there is a new initiative to update PvP content. We know we're getting a new PvP map next year and a new PvP progression system, so we have content to look forward to. And who knows, maybe balancing Vengeance will give ZOS a better understanding of how the rest of the game can be balanced.
Agreed. Thing is I believe vengeance had better performance bc in the second and especially the third test, far fewer people played it and instead wanted it done and over with so we could get back to our usual gaming. Notice they spoke very little about the second and third testing. And the surveys might not even be reflective of the population at large in that not all PvP players actually answered the surveys. I think many people were already feeling down because the idea had popped that they really wanted this vengeance campaign that the created.skinnycheeks wrote: »I’ve been playing Cyrodiil since 2015. We were all on old gen consoles and while performance wasn’t amazing it was definitely more playable than what we have today.
I’ll solve the dev’s performance headache for them. Remove aoe proc sets like vicious death, remove the 20 million vigor and regen ticks you can have active on you along with the thousand different shields you can stack and finally remove ballgroups and watch as Cyrodiil performance returns to normal
Problem solved. But alas, the devs won’t listen
Yeah this is along the lines with my thinking too. Having Vengeance is fine, but there are still solutions that could make Gray Host more performant. And even if it can never reach the 900 player count that Vengeance can, if it could still be worked on and get it to a spot with good performance with the current player cap, that could be nice too! Or if there could be small player cap increases over time as issues are resolved.
Basically, don't give up on making Gray Host better just because Vengeance has good performance.
ZOS_JessicaFolsom wrote: »With the next Vengeance test coming up in December, we wanted to give everyone an update on the Vengeance testing and where we’re headed with Cyrodiil. We recognize that you all have questions about next steps and what these tests mean for the future of Cyrodiil, and we’re here to answer some of those questions. We also want to give you as much context and info as possible, in the name of transparency.
The Goals
To recap where we started and where we’ve been with the Vengeance tests, earlier this year we set out to try some new things with Cyrodiil to address the following specific goals:
- Significantly increase the player cap in a Cyrodiil campaign so that campaigns feel lively, full, and there’s lots of action to enjoy.
- Cyrodiil was originally designed to support 900 total concurrent players (300 per alliance.) We have not been able to support those target numbers in the current non-Vengeance Cyrodiil campaigns. We are able to hit 900 total concurrent players with the Vengeance ruleset.
- Reduce frustrating latency and related game performance issues in Cyrodiil, especially during large, sustained battles. And in turn, increase the fun and enjoyment.
- Through testing, determine if overall Ability complexity is the main cause of server stress and game performance issues in Cyrodiil, especially during mass battles and in high-population campaigns.
- We did test other potential causes of server stress and game performance issues in Cyrodiil during the Vengeance tests, such as item sets and procs, consumable items, siege weapons, quests, vendors, etc. Ability complexity was our primary suspected main cause factor, though.
Test Summaries
Since March, we have held three Vengeance tests. The next one will begin on December 3, 2025.
For the first test, which was on the PC EU and NA servers, we introduced the Vengeance ruleset including normalized character stats, attributes, consumables, and Vengeance-specific weapons for all classes. We also disabled things like the Champion System, all quests, item sets, and access to banks, vendors, and crafting nodes.
The specific goal of this test was to give us a starting point – to reduce things to the most basic level so we could evaluate the findings and begin adding things back in. At the end of this test, we saw the most players ever in Cyrodiil at one time in a single campaign, the largest sustained battles we’ve ever had in Cyrodiil, and the best overall game performance we’ve ever seen in Cyrodiil. By all accounts, we were on the right track based on our goals.
Survey results were also the most positive following this test compared to subsequent ones, with many participants saying they enjoyed the higher population, improved game performance/lower latency, and overall experience. The aligned Golden Pursuit was also noted as a positive. The loss of unique class/character builds and customization was (and continues to be) the biggest negative point.
For the second test, we welcomed the live console EU and NA server communities. The Vengeance ruleset was largely the same as the first test, with the addition of Vengeance versions of skills from all Weapon skill lines and the Assault and Support Skill lines to the available class templates.
The specific goal of this test was to build upon the baseline we set during the first test, slowly begin introducing more skill lines and abilities, and evaluate the results. At the end of this test, we saw similar results with better game performance, lower latency, higher population, and larger sustained battles than possible in other Cyrodiil campaigns.
This test overlapped with the Zeal of Zenithar event, which we recognize not everyone enjoyed.
Survey results for this test were similar in sentiment, leaning positive. Over 80% of participants rated the added skill lines favorably (“OK”, “Good”, or “Great”), sharing appreciation for the variety and balance, while also noting that there’s room to improve.
For the third test, we layered upon what we introduced in the two previous tests, and added in meatbag catapults, as well as performance-tailored skill lines for the Fighters Guild and Mages Guild, plus an armor skill line with active abilities for light, medium, and heavy armor. We also introduced certain progression and cosmetic systems into Vengeance, including Skyshards, mount selection, titles, and achievements.
Similar to the second test, our goal was to introduce more things that players enjoy and expect in a Cyrodiil campaign, and monitor the impact on latency, game performance, and overall experience.
We did not run a Golden Pursuit during this Vengeance test, and saw disappointment about that. We also ran this test during the Undaunted Celebration, which some players understandably noted they had higher interest in participating in versus this test. Even though population in Vengeance was lower during this test, it still performed well and participant numbers were still higher than our typical population caps in a normal Cyrodiil campaign.
Survey results for this test were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event.
Test Learnings
Throughout the first three tests, we learned with certainty that in order to deliver a performant Cyrodiil, to support a large-scale PvP zone with mass-scale battles, the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game.
The set of four graphs below illustrate the differences in population as well as the server frames per second between the Vengeance Cyrodiil campaign and non-Vengeance Cyrodiil campaigns. (On the left of each graph is the non-Vengeance campaigns and on the right are the Vengeance campaigns, on the PC EU and PC NA servers.)
Next Steps
For the test in December, we will introduce Vengeance-specific Perks and Loadout systems for character/class templates. These systems are designed to give you a bit more variety over your builds compared to what was available in previous Vengeance tests. Specifically, you will have more control over your stats with four pre-build stats packages called “Loadouts” and “Perks” are passives that give extra combat effectiveness and bonuses to your characters. The intent with these is to give characters a boost that is comparable to a single 5-piece item set that is purely passive, like Julianos.
We will also be adding a Vengeance-specific inventory, which will store all your Vengeance items. During this test, you will also be able to collect regular items while in the Vengeance campaign – those items will be placed into your regular inventory. Many systems that were previously turned off in Vengeance will also be turned back on including quests, vendors, and leaderboards. Scattershot and Oil Catapults will also join the available options for siege weapons, and Keep Recall Stones and Channeled Repair Kits will also be added.
We’ll share more detailed notes ahead of the December test. We’ll monitor the impact of these additional systems on latency and game performance, as we have during prior tests.
Lastly, the Gray Host campaign (as it is now) will be up during the second half of this Vengeance test and will monitor server performance for both campaigns. This comparison will allow us valuable side-by-side data. This will be our final “adding new things” test where we compare the game performance of Vengeance with what a campaign looks like with all the systems turned on.
We have another test or two planned for next year, for the sake of evaluating healing versus damage concerns. We’ll share more about those next year.
So where does this put us, and where do we as a dev team realistically think we’re headed for the future of Cyrodiil? With the caveat that the December test still needs to happen, we see two realistic paths forward:As a dev team, Scenario 1 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.
- 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.
- Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
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.
Lastly, we do want to share a few early bits about some things that we are working on for PvP. You’ll hear a little more about these in January. For players who wish to enjoy a PvP experience that is more like Grey Host, we are in the early stages of working on a mid-size PvP space. It will be smaller than Cyrodiil but larger than our largest Battlegrounds, and offer enough room for 3-sided keep warfare and an overall similar experience to Cyrodiil. The goal with that will be to allow players to have their full suite of abilities, unique builds, equipment, etc. just like in Gray Host. We are also working on a PvP progression system that we’re excited to tell you a little more about early next year.
Thank you all for your continued feedback and support. Your participation in the Vengeance tests and related surveys has been greatly appreciated. We’d like to remind everyone that when we send out surveys where it’s important we are able to verify that participants played the content, we have to send out the surveys via email. Please consider opting in to these emails if you haven’t already, so you may be included in future survey sends. Thank you!
I have difficulty believing that scenario 1 is the true end goal. It reminds me of how vengeance was “just a test”. Yet, here we are with zos stating that they will no longer work on actually fixing cyrodiil. For whatever reason, they also refuse to listen to the active PvP player base. AOE sets, cross healing uncapped seem and feel like a real issue. They have the means to actually observe the data but refuse to apply it to GH. This “lighter” version in vengeance is essentially them saying AOE sets drain the system, but refuse to accept that changes that they have made have irrevocably led us to this point where they now refuse to work on GH.
I’ll give them that a smaller scale GH of sorts might solve the problem of population size but at the same time, having it open whilst vengeance, GH, black reach etc are all open is also going to dilute the population further to the point where they’ll probably throw us all back into one campaign: likely, vengeance. If you think about it, we have a mid scale PvP- imperial city; yet most players enjoy a larger map, open world, and the THREE ALLIANCE WAR. All the initial trailers for this game brought us to a cyrodiil fight. You advertise this game that way, but now you want to end the three banner war in a very unceremonious manner just telling us it can’t be fixed notwithstanding that we are telling you what to do. Could you respond to those demands and tell us whether you will at least listen to the player base or if you cannot, at least tell us why you won’t try.
Stop adding campaigns when you can’t even work on the main campaign and won’t even try. It feels traitorous.
Also, the data you’ve given us is highly skewed. You’ve ran three tests thus far and mention mostly the first test. Of course the first test will showcase high population. People are curious. How many did you see in your third test? Also, even in the information about the first test, why do you only show two days? I never saw any full bar for these vengeance tests. Are these results also mainly from PC.. I recall the first test was PC only..
Agreed. Thing is I believe vengeance had better performance bc in the second and especially the third test, far fewer people played it and instead wanted it done and over with so we could get back to our usual gaming. Notice they spoke very little about the second and third testing. And the surveys might not even be reflective of the population at large in that not all PvP players actually answered the surveys. I think many people were already feeling down because the idea had popped that they really wanted this vengeance campaign that the created.skinnycheeks wrote: »I’ve been playing Cyrodiil since 2015. We were all on old gen consoles and while performance wasn’t amazing it was definitely more playable than what we have today.
I’ll solve the dev’s performance headache for them. Remove aoe proc sets like vicious death, remove the 20 million vigor and regen ticks you can have active on you along with the thousand different shields you can stack and finally remove ballgroups and watch as Cyrodiil performance returns to normal
Problem solved. But alas, the devs won’t listen
Yeah this is along the lines with my thinking too. Having Vengeance is fine, but there are still solutions that could make Gray Host more performant. And even if it can never reach the 900 player count that Vengeance can, if it could still be worked on and get it to a spot with good performance with the current player cap, that could be nice too! Or if there could be small player cap increases over time as issues are resolved.
Basically, don't give up on making Gray Host better just because Vengeance has good performance.
Sidewaves89 wrote: »ZOS_JessicaFolsom wrote: »Sidewaves89 wrote: »So basically you gave up on trying to improve performance in current campaigns. If Scenario 2 come true what's the point for pvp players in buying new DLCs if sets won't work there?
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.
But there were a short period of time (maybe 3-5 months) after datacenter hardware replacements in 2022 (NA) and 2023 (EU) when the performance in Cyro was almost normal, but then for some reason it gradually degraded to almost its pre-update state. We still don't know why it happened.
MISTFORMBZZZ wrote: »So you wanna stop trying to fix GH Cyrodiil, because we cant archive 900 people? Why not just trying to adjust it to 600 for example and keep trying?
ZOS_JessicaFolsom wrote: »For the first test...
Survey results were also the most positive following this test compared to subsequent ones, with many participants saying they enjoyed the higher population, improved game performance/lower latency, and overall experience. The aligned Golden Pursuit was also noted as a positive. The loss of unique class/character builds and customization was (and continues to be) the biggest negative point.
ZOS_JessicaFolsom wrote: »For the second test...
Survey results for this test were similar in sentiment, leaning positive. Over 80% of participants rated the added skill lines favorably (“OK”, “Good”, or “Great”), sharing appreciation for the variety and balance, while also noting that there’s room to improve.
ZOS_JessicaFolsom wrote: »
For the third test...
Survey results for this test were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event.
Yes. Exactly what many had already noticed by the second and especially by the third test. They’re essentially trying to ween us off cyrodiil and replace it by pre-made content. I don’t blame them but a lot of this stems from all these changes they made in particular the AOE sets like VD and DC, added to that the uncapped cross healing, excessive shield stacking, plus the classing system, probably all have contribute to poor performance. They haven’t shown much interest in further developing cyrodiil as they have with PvE. The map looks exactly the same with little changed feature and at this point they probably can’t even add any of that because it’ll disrupt the servers even more.I just realized something very important to this discussion.
Vengeance 1 was sold to us as being a test system so they could gather data and improve normal live Cyrodiil.
With this post Jessica is saying ZOS will not be making any effort to improve normal live Cyrodiil.
So the statement that vengeance was an effort to improve live Cyrodiil was never a true statement. ....just like we've been pointing out all along.
ZOS_JessicaFolsom wrote: »This test overlapped with the Zeal of Zenithar event, which we recognize not everyone enjoyed.
ZOS_JessicaFolsom wrote: »[*] 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.
[*] Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
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As a dev team, Scenario 1 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.
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.
Are we actually supposed to believe ZOS prefers scenario #1????
There has been absolutely (ABSOLUTELY) zero evidence to support the claim that you prefer to keep Cyrodiil as is for PvPrs. This is truly remarkable, we knew all along the intention of Vengenace was to enact scenario #2. The fact that y'all are now finally saying it, but still drudging our hope along is wild. Just tell us what is happening! Do we stop playing the game or not? That’s what it boils down to. Are you investing in us the same as we are to you? The answer is historically no, but at what point do you do good on the fan base that came to ESO for Cyrodiil.
If I were to make a guess, they'll probably start with scenario 1, and hope that the GH crowd moves to the new game mode so that in time they can switch to scenario 2 without upsetting a large part of what's left of the current pvp mains. If the new game mode can offer the live cyro experience without the performance issues, that would probably be the best path forward.
Just being honest. I’m on an Xbox Series X, I don’t see the performance problems everyone talks about. I remember on the old gen I did. The issues I see aren’t even related to Cyrodiil, I lag out from time to time in my menu or in dungeons. I never lag out in Cyrodiil.
And also, “the best path forward” for who? We have a decade of memories in Cyrodiil and still log in nightly making more. A new “smaller” mode cannot replace what we have.
Tired of the smoke and mirrors.
Perhaps should you try a Vengeance test alongside GH being available, to see if enough people really select Vengeance over another option and are interested in using it long term? Why, if only one campaign can remain, must it be Vengeance only, if the community prefers a fully featured environment? Wouldn't it make sense to test the two against each other, and monitor those volumes, before making the final decision and landing on "only two options?"