tomofhyrule wrote: »moderatelyfatman wrote: »tomofhyrule wrote: »Brace yourself for an influx of pvers about to give you their wisdom on why Vengeance is better
Is Greyhost disabled again? Please say it isn’t
It is disabled again, for that week only.
It has also been confirmed that permaVengeance will drop in U50 alongside Grey Host as the two options
Will Blackreach still be up? It's going to really suck if there is nowhere for people to go if there is a queue to get into GH.
They said that only Vengeance and GH would be the options.
They did say that they'd look at adding a new campaign if the population demanded it, and gave the example of if both Vengeance and GH had long queues to get in. I do think a more realistic scenario is that GH has an hourslong queue and Vengeance is still at one bar, but they didn't say anything about that case.
BXR_Lonestar wrote: »
And people also wised up to the tactics that we had to use to make vengeance fun and worthwhile. We used to lure people into Resource Tower battles to farm them with a combination of stuns and oils. Or lure people into fighting in battles were you could impact the battle using seige. But people have wised up to those tactics and have figured out how to avoid them, and without the ability to have coordinated pulls to kill groups of players, there isn't really any counterplay beyond that. So the game mode is also extremely limited, and overall, not as fun as the first Vengeance experience.
MincMincMinc wrote: »Still think vengeance could have been better if they simply just brought basic gear back and consumables. More performative streamlined skills and gear could have gotten us back to the oldschool pvp before we had 3-4 proc sets on builds where skills do 5 different paragraphs of effects.
It would have been a good datapoint to see what happens when all the normal game build systems are brought back with those performative skills.
Using the split pvp and pve design could have made the inventory easier too so more pve players wouldnt have that hurdle of gear management to even try pvp.
MincMincMinc wrote: »Still think vengeance could have been better if they simply just brought basic gear back and consumables. More performative streamlined skills and gear could have gotten us back to the oldschool pvp before we had 3-4 proc sets on builds where skills do 5 different paragraphs of effects.
It would have been a good datapoint to see what happens when all the normal game build systems are brought back with those performative skills.
Using the split pvp and pve design could have made the inventory easier too so more pve players wouldnt have that hurdle of gear management to even try pvp.
100% agree, even just base game crafted sets as the only options would have been a better investment to test the reasonings of performance issues. IIRC, that was the original logic, strip away and add more back in as they learn the limitations. Instead they decided to just scrap any original Cyro concept for a trash style loadout mode that doesn’t fit into an MMO genre, especially on a game that is beyond a decade old with an established grinder playerbase. It really is mind boggling, Vengeance isn’t going to be popular and they know this..
BardokRedSnow wrote: »l
They offered double ap for vengeance only alongside greyhost and people still flocked to greyhost... No amount of meaningless titles or the like would get people to move over, and offering rewards like cosmetics and developing the campaign people right now dont wanna play would only ostracize and push more returning players out yet again.
Trying to force customers to like something vs improving upon what they already like is the worst business strategy possible.
What forum goers don't understand overall, because these players don't typically go to the forums, is that most pvpers come from other games like WoW where the actual gameplay and combat is more important to them than anything else. The game mode that gives them the most build diversity and complexity will always win out over what is simple and available to everyone to access out the jump.
...
And a bigger point on that is, if the social aspect was the most important thing, more pvpers would be doing PVE, as PvE is a far bigger social pool than PVP ever could be.
Who exactly is logging in for lag, ball groups, proc sets, and one shots? Not me.It's not a viable alternative to the normal live GH the PvP community logs in to play.
I'm hearing they are moving forward with GH and Vengeance as the only two campaigns. I think this is a sound move, we are long overdue to condense the queue.
Major_Mangle wrote: »Remove offensive AoE caps and I can guarantee you that the ballgroups you claim gets clapped will wreck havoc in Vengeance.
Major_Mangle wrote: »Remove offensive AoE caps and I can guarantee you that the ballgroups you claim gets clapped will wreck havoc in Vengeance.
LMAO "offensive AoE caps"? Tell us you run in a human centipede in Gray Host without telling us you're a ball grouper. See? The highly vocal minority who thinks their silly niche play style actually takes skill.
Major_Mangle wrote: »Remove offensive AoE caps and I can guarantee you that the ballgroups you claim gets clapped will wreck havoc in Vengeance.
LMAO "offensive AoE caps"? Tell us you run in a human centipede in Gray Host without telling us you're a ball grouper. See? The highly vocal minority who thinks their silly niche play style actually takes skill.
BardokRedSnow wrote: »l
They offered double ap for vengeance only alongside greyhost and people still flocked to greyhost... No amount of meaningless titles or the like would get people to move over, and offering rewards like cosmetics and developing the campaign people right now dont wanna play would only ostracize and push more returning players out yet again.
Trying to force customers to like something vs improving upon what they already like is the worst business strategy possible.
What forum goers don't understand overall, because these players don't typically go to the forums, is that most pvpers come from other games like WoW where the actual gameplay and combat is more important to them than anything else. The game mode that gives them the most build diversity and complexity will always win out over what is simple and available to everyone to access out the jump.
...
And a bigger point on that is, if the social aspect was the most important thing, more pvpers would be doing PVE, as PvE is a far bigger social pool than PVP ever could be.
1. So according to you, AP and rewards are not the main motivator for the majority of pvp players. I agree. People who hate pvp will never be enticed no matter how much cosmetics and dyes and AP are offered.
2. ZOS is not forcing customers into Vengeance. They offer incentives to play vengeance. When they're tired of supporting a service, they can disconnect it. Just like how no one forces you to use any kind of software if a dev gets tired of maintaining it. As a customer, you can play or not play. Pretty simple.
3. "Most PvPers come from other games like WoW where actual gameplay and combat is more important than anything else"? Very bold statement. I highly doubt this is the case, but okay. Gameplay and combat mechanics are different from build diversity/gear complexity.
4. "If the social aspect was the most important thing, more PvPers would be doing PvE." These don't logically connect.
Let's just take a look at the minute-to-minute gameplay of Greyhost:
"This. Logged in last night during prime time, 60+ queue, 3 bars across all alliances and the map was so *** dead. No one doing a single thing. Maybe a resource flagged here and there but it felt like people would log in and just go afk on purpose. I stuck around for a hour and dipped, lol"
"When I logged on to PCNA in grayhost on AD, I’d just sit there and talk to people in zone chat. No reason to actually try anything when a Zerg attempts to take a keep and you and 3 other people show up to try to defend."
https://www.reddit.com/r/elderscrollsonline/s/Tl5LHIkd1h
Greyhost is failing to provide meaningful combat for the average player. So why do people still queue in? Socializing and afking is what the majority of players do in Greyhost. This is not a bad thing. Human beings are social creatures, you can't force them to unsocialize in a multiplayer game, and realistically speaking, people need breaks and cannot be battling 24/7. It makes more sense for ZOS to lean into the socialization aspect and make grouping and coordination easier and more meaningful, and implement underdog bonuses to address population imbalances and entice participation. They cannot reach a critical population in Greyhost anymore, so they have to switch to Vengeance.
BardokRedSnow wrote: »l
They offered double ap for vengeance only alongside greyhost and people still flocked to greyhost... No amount of meaningless titles or the like would get people to move over, and offering rewards like cosmetics and developing the campaign people right now dont wanna play would only ostracize and push more returning players out yet again.
Trying to force customers to like something vs improving upon what they already like is the worst business strategy possible.
What forum goers don't understand overall, because these players don't typically go to the forums, is that most pvpers come from other games like WoW where the actual gameplay and combat is more important to them than anything else. The game mode that gives them the most build diversity and complexity will always win out over what is simple and available to everyone to access out the jump.
...
And a bigger point on that is, if the social aspect was the most important thing, more pvpers would be doing PVE, as PvE is a far bigger social pool than PVP ever could be.
1. So according to you, AP and rewards are not the main motivator for the majority of pvp players. I agree. People who hate pvp will never be enticed no matter how much cosmetics and dyes and AP are offered.
2. ZOS is not forcing customers into Vengeance. They offer incentives to play vengeance. When they're tired of supporting a service, they can disconnect it. Just like how no one forces you to use any kind of software if a dev gets tired of maintaining it. As a customer, you can play or not play. Pretty simple.
3. "Most PvPers come from other games like WoW where actual gameplay and combat is more important than anything else"? Very bold statement. I highly doubt this is the case, but okay. Gameplay and combat mechanics are different from build diversity/gear complexity.
4. "If the social aspect was the most important thing, more PvPers would be doing PvE." These don't logically connect.
Let's just take a look at the minute-to-minute gameplay of Greyhost:
"This. Logged in last night during prime time, 60+ queue, 3 bars across all alliances and the map was so *** dead. No one doing a single thing. Maybe a resource flagged here and there but it felt like people would log in and just go afk on purpose. I stuck around for a hour and dipped, lol"
"When I logged on to PCNA in grayhost on AD, I’d just sit there and talk to people in zone chat. No reason to actually try anything when a Zerg attempts to take a keep and you and 3 other people show up to try to defend."
https://www.reddit.com/r/elderscrollsonline/s/Tl5LHIkd1h
Greyhost is failing to provide meaningful combat for the average player. So why do people still queue in? Socializing and afking is what the majority of players do in Greyhost. This is not a bad thing. Human beings are social creatures, you can't force them to unsocialize in a multiplayer game, and realistically speaking, people need breaks and cannot be battling 24/7. It makes more sense for ZOS to lean into the socialization aspect and make grouping and coordination easier and more meaningful, and implement underdog bonuses to address population imbalances and entice participation. They cannot reach a critical population in Greyhost anymore, so they have to switch to Vengeance.
This dissertation would have set you back to Freshman year.
The entire point of Vengeance was supposedly performance driven, and yes on April 20th we are forced into Vengeance. Many of us only play ESO for the PvP.
The basis of Vengeance doesn’t even offer the current state of ESO, you can gripe about ballgroups or certain sets all you want, whatever, but to pretend Vengeance is a healthy option for ESO PvP is a lie. You can’t play any new system put out in Vengeance, WW mains be damned. It’s like a demo of the game but worse. It’s not a fair or realistic replacement for a system that has been enjoyed for a decade despite a dev team doing anything and everything to make it worse and not better.
Who exactly is logging in for lag, ball groups, proc sets, and one shots? Not me.It's not a viable alternative to the normal live GH the PvP community logs in to play.
I'm hearing they are moving forward with GH and Vengeance as the only two campaigns. I think this is a sound move, we are long overdue to condense the queue.
Spot on. This is really that all needs to be said in regards to GH.
Logged on this weekend after not playing all week and it was atrocious. Waited in a queue in the 50's, got in, joined a massive fight over a scroll and last emp keep
BardokRedSnow wrote: »l
They offered double ap for vengeance only alongside greyhost and people still flocked to greyhost... No amount of meaningless titles or the like would get people to move over, and offering rewards like cosmetics and developing the campaign people right now dont wanna play would only ostracize and push more returning players out yet again.
Trying to force customers to like something vs improving upon what they already like is the worst business strategy possible.
What forum goers don't understand overall, because these players don't typically go to the forums, is that most pvpers come from other games like WoW where the actual gameplay and combat is more important to them than anything else. The game mode that gives them the most build diversity and complexity will always win out over what is simple and available to everyone to access out the jump.
...
And a bigger point on that is, if the social aspect was the most important thing, more pvpers would be doing PVE, as PvE is a far bigger social pool than PVP ever could be.
1. So according to you, AP and rewards are not the main motivator for the majority of pvp players. I agree. People who hate pvp will never be enticed no matter how much cosmetics and dyes and AP are offered.
2. ZOS is not forcing customers into Vengeance. They offer incentives to play vengeance. When they're tired of supporting a service, they can disconnect it. Just like how no one forces you to use any kind of software if a dev gets tired of maintaining it. As a customer, you can play or not play. Pretty simple.
3. "Most PvPers come from other games like WoW where actual gameplay and combat is more important than anything else"? Very bold statement. I highly doubt this is the case, but okay. Gameplay and combat mechanics are different from build diversity/gear complexity.
4. "If the social aspect was the most important thing, more PvPers would be doing PvE." These don't logically connect.
Let's just take a look at the minute-to-minute gameplay of Greyhost:
"This. Logged in last night during prime time, 60+ queue, 3 bars across all alliances and the map was so *** dead. No one doing a single thing. Maybe a resource flagged here and there but it felt like people would log in and just go afk on purpose. I stuck around for a hour and dipped, lol"
"When I logged on to PCNA in grayhost on AD, I’d just sit there and talk to people in zone chat. No reason to actually try anything when a Zerg attempts to take a keep and you and 3 other people show up to try to defend."
https://www.reddit.com/r/elderscrollsonline/s/Tl5LHIkd1h
Greyhost is failing to provide meaningful combat for the average player. So why do people still queue in? Socializing and afking is what the majority of players do in Greyhost. This is not a bad thing. Human beings are social creatures, you can't force them to unsocialize in a multiplayer game, and realistically speaking, people need breaks and cannot be battling 24/7. It makes more sense for ZOS to lean into the socialization aspect and make grouping and coordination easier and more meaningful, and implement underdog bonuses to address population imbalances and entice participation. They cannot reach a critical population in Greyhost anymore, so they have to switch to Vengeance.
This dissertation would have set you back to Freshman year.
The entire point of Vengeance was supposedly performance driven, and yes on April 20th we are forced into Vengeance. Many of us only play ESO for the PvP.
The basis of Vengeance doesn’t even offer the current state of ESO, you can gripe about ballgroups or certain sets all you want, whatever, but to pretend Vengeance is a healthy option for ESO PvP is a lie. You can’t play any new system put out in Vengeance, WW mains be damned. It’s like a demo of the game but worse. It’s not a fair or realistic replacement for a system that has been enjoyed for a decade despite a dev team doing anything and everything to make it worse and not better.
It's like going to a nice steak restaurant to order a kids menu.
Aristodemus wrote: »Vengeance was a ghost town after day 1 the past 2 runs. I won't play this time around nor am I likely to play when it goes permament. I certainly hope there are major improvements to GH or it will have 3 hour Q's in prime.
MincMincMinc wrote: »Aristodemus wrote: »Vengeance was a ghost town after day 1 the past 2 runs. I won't play this time around nor am I likely to play when it goes permament. I certainly hope there are major improvements to GH or it will have 3 hour Q's in prime.
GH as you know it is going to be forced into the new 1 keep campaign they showcased in one of the previous livestreams. Basically 3 spawns, 1 keep with a river around it and bridges, then a lumber/farm/mine outside the river for side objectives. In the options below the 3rd option is obviously the ideal where we slightly tone back the build system for pvp to become performative......however we already know zos is going with option 2 since they announced the new map and already started working the class reworks BEFORE vengeance testing even concluded.
The dilema is current pvp is already at 1/3 the capacity and still lagging. As the game expands and sets/skills get more complex with more complex animations the performance limitations for one server obviously struggle to handle the new load.
- Zos can leave greyhost as is and inevitably keep reducing cyrodil population to match the performance from the 900-600-300(current)-150-75 until the campaign is literally nonfunctional. We already saw with the u50, nocp, and other vet campaigns that as the population in cyrodil diminishes the keep seige concept falls apart because there is not enough player distribution. In this current state there is no new player entry to pvp except BGs which have no functional MMR ranking and are riddled with smurfing mmr resets weekly.
- Zos creates a new map for pvp based around the ~150 or ~75 playercap and ditches cyrodil except for special events or vengeance to get new people into pvp in some form or another
- Zos could wait for the vengeance tests to be over to rework classes and change skills to be in more streamlined performative ways. Use the PvE and PvP gear split system they made to isolate PvP specific gear which could be tailored for performance, while also driving a whole new economy and separate inventory system that makes it easy for new players or PvE players to get involved without the entry cost burden.
MincMincMinc wrote: »Aristodemus wrote: »Vengeance was a ghost town after day 1 the past 2 runs. I won't play this time around nor am I likely to play when it goes permament. I certainly hope there are major improvements to GH or it will have 3 hour Q's in prime.
GH as you know it is going to be forced into the new 1 keep campaign they showcased in one of the previous livestreams. Basically 3 spawns, 1 keep with a river around it and bridges, then a lumber/farm/mine outside the river for side objectives. In the options below the 3rd option is obviously the ideal where we slightly tone back the build system for pvp to become performative......however we already know zos is going with option 2 since they announced the new map and already started working the class reworks BEFORE vengeance testing even concluded.
The dilema is current pvp is already at 1/3 the capacity and still lagging. As the game expands and sets/skills get more complex with more complex animations the performance limitations for one server obviously struggle to handle the new load.
- Zos can leave greyhost as is and inevitably keep reducing cyrodil population to match the performance from the 900-600-300(current)-150-75 until the campaign is literally nonfunctional. We already saw with the u50, nocp, and other vet campaigns that as the population in cyrodil diminishes the keep seige concept falls apart because there is not enough player distribution. In this current state there is no new player entry to pvp except BGs which have no functional MMR ranking and are riddled with smurfing mmr resets weekly.
- Zos creates a new map for pvp based around the ~150 or ~75 playercap and ditches cyrodil except for special events or vengeance to get new people into pvp in some form or another
- Zos could wait for the vengeance tests to be over to rework classes and change skills to be in more streamlined performative ways. Use the PvE and PvP gear split system they made to isolate PvP specific gear which could be tailored for performance, while also driving a whole new economy and separate inventory system that makes it easy for new players or PvE players to get involved without the entry cost burden.
Really saddening to read this cause it’s likely what will happen. It’s a shame the people in charge of PvP never enjoyed PvP the way many of us did/do in Cyro. You don’t know what you got until it’s gone type of thing.
MincMincMinc wrote: »MincMincMinc wrote: »Aristodemus wrote: »Vengeance was a ghost town after day 1 the past 2 runs. I won't play this time around nor am I likely to play when it goes permament. I certainly hope there are major improvements to GH or it will have 3 hour Q's in prime.
GH as you know it is going to be forced into the new 1 keep campaign they showcased in one of the previous livestreams. Basically 3 spawns, 1 keep with a river around it and bridges, then a lumber/farm/mine outside the river for side objectives. In the options below the 3rd option is obviously the ideal where we slightly tone back the build system for pvp to become performative......however we already know zos is going with option 2 since they announced the new map and already started working the class reworks BEFORE vengeance testing even concluded.
The dilema is current pvp is already at 1/3 the capacity and still lagging. As the game expands and sets/skills get more complex with more complex animations the performance limitations for one server obviously struggle to handle the new load.
- Zos can leave greyhost as is and inevitably keep reducing cyrodil population to match the performance from the 900-600-300(current)-150-75 until the campaign is literally nonfunctional. We already saw with the u50, nocp, and other vet campaigns that as the population in cyrodil diminishes the keep seige concept falls apart because there is not enough player distribution. In this current state there is no new player entry to pvp except BGs which have no functional MMR ranking and are riddled with smurfing mmr resets weekly.
- Zos creates a new map for pvp based around the ~150 or ~75 playercap and ditches cyrodil except for special events or vengeance to get new people into pvp in some form or another
- Zos could wait for the vengeance tests to be over to rework classes and change skills to be in more streamlined performative ways. Use the PvE and PvP gear split system they made to isolate PvP specific gear which could be tailored for performance, while also driving a whole new economy and separate inventory system that makes it easy for new players or PvE players to get involved without the entry cost burden.
Really saddening to read this cause it’s likely what will happen. It’s a shame the people in charge of PvP never enjoyed PvP the way many of us did/do in Cyro. You don’t know what you got until it’s gone type of thing.
idk its like zos is moving the game more towards a singleplayer coop game feeling and cutting back on all the MMO aspects. For instance even look at building, back in the day youd have 3-4 viable builds per class per stam/mag......nearly 32+ playstyles that were unique. Now adays its the generic acuity+merciless+deep fissure combo.....or I guess DK now. Sure there is visual differences, but everything PLAYS the same.
BardokRedSnow wrote: »They offered double ap for vengeance only alongside greyhost and people still flocked to greyhost... No amount of meaningless titles or the like would get people to move over, and offering rewards like cosmetics and developing the campaign people right now dont wanna play would only ostracize and push more returning players out yet again.
Trying to force customers to like something vs improving upon what they already like is the worst business strategy possible.
What forum goers don't understand overall, because these players don't typically go to the forums, is that most pvpers come from other games like WoW where the actual gameplay and combat is more important to them than anything else. The game mode that gives them the most build diversity and complexity will always win out over what is simple and available to everyone to access out the jump.
...
And a bigger point on that is, if the social aspect was the most important thing, more pvpers would be doing PVE, as PvE is a far bigger social pool than PVP ever could be.
2. ZOS is not forcing customers into Vengeance.
Greyhost is failing to provide meaningful combat for the average player.
Kickimanjaro wrote: »I just wish they didn't take away my favorite part of my favorite game on a holiday when I had plans to do a lot of gaming... but whatever, I'll manage.
BardokRedSnow wrote: »BardokRedSnow wrote: »They offered double ap for vengeance only alongside greyhost and people still flocked to greyhost... No amount of meaningless titles or the like would get people to move over, and offering rewards like cosmetics and developing the campaign people right now dont wanna play would only ostracize and push more returning players out yet again.
Trying to force customers to like something vs improving upon what they already like is the worst business strategy possible.
What forum goers don't understand overall, because these players don't typically go to the forums, is that most pvpers come from other games like WoW where the actual gameplay and combat is more important to them than anything else. The game mode that gives them the most build diversity and complexity will always win out over what is simple and available to everyone to access out the jump.
...
And a bigger point on that is, if the social aspect was the most important thing, more pvpers would be doing PVE, as PvE is a far bigger social pool than PVP ever could be.
2. ZOS is not forcing customers into Vengeance.
Greyhost is failing to provide meaningful combat for the average player.
Two only things worth addressing, and the first one's a lie. April 20th they're literally putting greyhost on ice for a week which is the pvp we've had for the majority of the game cycle by 99%, for yet another test that even the target audience, pvers and a few jaded greyhost zergers, do not actually enjoy enough to have competitive pvp there.
As was said, a large, very sizeable portion of the population in greyhost either pvp exclusively, primarily or are motivated solely by pvp in Greyhost and do not do much of anything else unless it is with the goal of aiding pvp, in greyhost, battlegrounds, IC, or occupying their time inbetween. You'd be surprised for instance how many people do housing and also pvp, and spend a lot of money for it. For those people, like myself who do not wish to even touch Vengeance, you are being forced to either go pve, quit for a week, or help with this test.
I have the option to not play the game and give zos money? Bet. Thats not being forced at all wow my mistake. Its a huge mistake to tell end game players who spend a lot of money on cosmetics, crates, houses etc to go play something else because we want to switch focus to non end game players, who already have the most content as is.
And that brings me to the next point, Greyhost is an endgame pvp campaign, it is not and never was for the average player, its for those who have done enough to be able to min max for end game content a la pvp.
If they allowed Greyhost to be up as well during these tests you'd see a lot less complaining here, but the only reason zos is forcing all pvp campaigns down in favor of Vengeance for a week is because they know it cant sustain the population its being boasted to have, and so do you because otherwise you wouldn't care so much here.
The Vengeance enjoyers need the greyhost players, not the other way around because they know without that player base its dead. Why, because pvers cannot, have not and will not sustain it because they are not pvpers and the majority of them never will be.
Meanwhile the same players have been holding down greyhost for years and it brings in new players even still. Greyhost is the best end game content zos has because it is dynamic thanks to the large and dedicated population it has. Very minimal effort on their part is required to keep it fresh, which is why its been going for over a decade while the other campaigns are dead, vengeance included as of the last two tests.
Telling that player base which spends lots of money on cosmetics and the like to go play something else for any period of time is a terrible business decision.
BardokRedSnow wrote: »BardokRedSnow wrote: »They offered double ap for vengeance only alongside greyhost and people still flocked to greyhost... No amount of meaningless titles or the like would get people to move over, and offering rewards like cosmetics and developing the campaign people right now dont wanna play would only ostracize and push more returning players out yet again.
Trying to force customers to like something vs improving upon what they already like is the worst business strategy possible.
What forum goers don't understand overall, because these players don't typically go to the forums, is that most pvpers come from other games like WoW where the actual gameplay and combat is more important to them than anything else. The game mode that gives them the most build diversity and complexity will always win out over what is simple and available to everyone to access out the jump.
...
And a bigger point on that is, if the social aspect was the most important thing, more pvpers would be doing PVE, as PvE is a far bigger social pool than PVP ever could be.
2. ZOS is not forcing customers into Vengeance.
Greyhost is failing to provide meaningful combat for the average player.
Two only things worth addressing, and the first one's a lie. April 20th they're literally putting greyhost on ice for a week which is the pvp we've had for the majority of the game cycle by 99%, for yet another test that even the target audience, pvers and a few jaded greyhost zergers, do not actually enjoy enough to have competitive pvp there.
As was said, a large, very sizeable portion of the population in greyhost either pvp exclusively, primarily or are motivated solely by pvp in Greyhost and do not do much of anything else unless it is with the goal of aiding pvp, in greyhost, battlegrounds, IC, or occupying their time inbetween. You'd be surprised for instance how many people do housing and also pvp, and spend a lot of money for it. For those people, like myself who do not wish to even touch Vengeance, you are being forced to either go pve, quit for a week, or help with this test.
I have the option to not play the game and give zos money? Bet. Thats not being forced at all wow my mistake. Its a huge mistake to tell end game players who spend a lot of money on cosmetics, crates, houses etc to go play something else because we want to switch focus to non end game players, who already have the most content as is.
And that brings me to the next point, Greyhost is an endgame pvp campaign, it is not and never was for the average player, its for those who have done enough to be able to min max for end game content a la pvp.
If they allowed Greyhost to be up as well during these tests you'd see a lot less complaining here, but the only reason zos is forcing all pvp campaigns down in favor of Vengeance for a week is because they know it cant sustain the population its being boasted to have, and so do you because otherwise you wouldn't care so much here.
The Vengeance enjoyers need the greyhost players, not the other way around because they know without that player base its dead. Why, because pvers cannot, have not and will not sustain it because they are not pvpers and the majority of them never will be.
Meanwhile the same players have been holding down greyhost for years and it brings in new players even still. Greyhost is the best end game content zos has because it is dynamic thanks to the large and dedicated population it has. Very minimal effort on their part is required to keep it fresh, which is why its been going for over a decade while the other campaigns are dead, vengeance included as of the last two tests.
Telling that player base which spends lots of money on cosmetics and the like to go play something else for any period of time is a terrible business decision.
Here we go again with the artificial PvE/PvP divide. Most players do both, IMHO.
Vengeance enjoyers don't need greyhosters at all. We will build our own population by making sure PvErs stay in Cyro long enough to become PvPers.
BardokRedSnow wrote: »BardokRedSnow wrote: »BardokRedSnow wrote: »They offered double ap for vengeance only alongside greyhost and people still flocked to greyhost... No amount of meaningless titles or the like would get people to move over, and offering rewards like cosmetics and developing the campaign people right now dont wanna play would only ostracize and push more returning players out yet again.
Trying to force customers to like something vs improving upon what they already like is the worst business strategy possible.
What forum goers don't understand overall, because these players don't typically go to the forums, is that most pvpers come from other games like WoW where the actual gameplay and combat is more important to them than anything else. The game mode that gives them the most build diversity and complexity will always win out over what is simple and available to everyone to access out the jump.
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And a bigger point on that is, if the social aspect was the most important thing, more pvpers would be doing PVE, as PvE is a far bigger social pool than PVP ever could be.
2. ZOS is not forcing customers into Vengeance.
Greyhost is failing to provide meaningful combat for the average player.
Two only things worth addressing, and the first one's a lie. April 20th they're literally putting greyhost on ice for a week which is the pvp we've had for the majority of the game cycle by 99%, for yet another test that even the target audience, pvers and a few jaded greyhost zergers, do not actually enjoy enough to have competitive pvp there.
As was said, a large, very sizeable portion of the population in greyhost either pvp exclusively, primarily or are motivated solely by pvp in Greyhost and do not do much of anything else unless it is with the goal of aiding pvp, in greyhost, battlegrounds, IC, or occupying their time inbetween. You'd be surprised for instance how many people do housing and also pvp, and spend a lot of money for it. For those people, like myself who do not wish to even touch Vengeance, you are being forced to either go pve, quit for a week, or help with this test.
I have the option to not play the game and give zos money? Bet. Thats not being forced at all wow my mistake. Its a huge mistake to tell end game players who spend a lot of money on cosmetics, crates, houses etc to go play something else because we want to switch focus to non end game players, who already have the most content as is.
And that brings me to the next point, Greyhost is an endgame pvp campaign, it is not and never was for the average player, its for those who have done enough to be able to min max for end game content a la pvp.
If they allowed Greyhost to be up as well during these tests you'd see a lot less complaining here, but the only reason zos is forcing all pvp campaigns down in favor of Vengeance for a week is because they know it cant sustain the population its being boasted to have, and so do you because otherwise you wouldn't care so much here.
The Vengeance enjoyers need the greyhost players, not the other way around because they know without that player base its dead. Why, because pvers cannot, have not and will not sustain it because they are not pvpers and the majority of them never will be.
Meanwhile the same players have been holding down greyhost for years and it brings in new players even still. Greyhost is the best end game content zos has because it is dynamic thanks to the large and dedicated population it has. Very minimal effort on their part is required to keep it fresh, which is why its been going for over a decade while the other campaigns are dead, vengeance included as of the last two tests.
Telling that player base which spends lots of money on cosmetics and the like to go play something else for any period of time is a terrible business decision.
Here we go again with the artificial PvE/PvP divide. Most players do both, IMHO.
Vengeance enjoyers don't need greyhosters at all. We will build our own population by making sure PvErs stay in Cyro long enough to become PvPers.
Its not artificial, there's a pvp community and a pve community, that some do other things is irrelevant, most of yall here on the forums are pve majority and have no idea what cyrodiil greyhost is even actually like because they quit after being ganked in bruma or something. And its very evident from the responses.
BardokRedSnow wrote: »
Yall failed to build a population even after these tests, and if ravenwatch hasn't been able to sustain a population despite that being very accessible to beginners, there's no reason vengeance will be any different and given its performance the last few times, it won't be.
BardokRedSnow wrote: »
If zos played more pvp they'd have realized this also and never bothered with vengeance. It is a waste of resources. Vengeance needs the greyhost population to move over to survive, it was clear as day when they put greyhost and vengeance side by side.
If it weren't the case, these tests wouldn't shut down every other campaign.
MincMincMinc wrote: »MincMincMinc wrote: »Aristodemus wrote: »Vengeance was a ghost town after day 1 the past 2 runs. I won't play this time around nor am I likely to play when it goes permament. I certainly hope there are major improvements to GH or it will have 3 hour Q's in prime.
GH as you know it is going to be forced into the new 1 keep campaign they showcased in one of the previous livestreams. Basically 3 spawns, 1 keep with a river around it and bridges, then a lumber/farm/mine outside the river for side objectives. In the options below the 3rd option is obviously the ideal where we slightly tone back the build system for pvp to become performative......however we already know zos is going with option 2 since they announced the new map and already started working the class reworks BEFORE vengeance testing even concluded.
The dilema is current pvp is already at 1/3 the capacity and still lagging. As the game expands and sets/skills get more complex with more complex animations the performance limitations for one server obviously struggle to handle the new load.
- Zos can leave greyhost as is and inevitably keep reducing cyrodil population to match the performance from the 900-600-300(current)-150-75 until the campaign is literally nonfunctional. We already saw with the u50, nocp, and other vet campaigns that as the population in cyrodil diminishes the keep seige concept falls apart because there is not enough player distribution. In this current state there is no new player entry to pvp except BGs which have no functional MMR ranking and are riddled with smurfing mmr resets weekly.
- Zos creates a new map for pvp based around the ~150 or ~75 playercap and ditches cyrodil except for special events or vengeance to get new people into pvp in some form or another
- Zos could wait for the vengeance tests to be over to rework classes and change skills to be in more streamlined performative ways. Use the PvE and PvP gear split system they made to isolate PvP specific gear which could be tailored for performance, while also driving a whole new economy and separate inventory system that makes it easy for new players or PvE players to get involved without the entry cost burden.
Really saddening to read this cause it’s likely what will happen. It’s a shame the people in charge of PvP never enjoyed PvP the way many of us did/do in Cyro. You don’t know what you got until it’s gone type of thing.
idk its like zos is moving the game more towards a singleplayer coop game feeling and cutting back on all the MMO aspects. For instance even look at building, back in the day youd have 3-4 viable builds per class per stam/mag......nearly 32+ playstyles that were unique. Now adays its the generic acuity+merciless+deep fissure combo.....or I guess DK now. Sure there is visual differences, but everything PLAYS the same.
Unfortunate, there’s a big difference in missed opportunities and wasted talent. One being much much worse than the other. ESO PvP was/is IMO the most unique PvP formula I’ve ever played, I would never say that if it didn’t have unique builds, strategies, expansive terrain, and multiple POI’s where anything could happen.
The thought of some midsized map being a replacement for Cyro is sickening to me. Might be fun as a deathmatch here and there, but I highly doubt I’ll ever feel invested into an alliance or campaign like that. It’ll likely feel like a shell of what used to be and no real reason to do it other than mindless pug stomping.