BardokRedSnow wrote: »No, thanks.
Given the smaller development teams, you should focus your efforts on things that players actually want.
I quit Vengeance tests when it became clear that the promoted intention to make classic Cyrodiil better was never real.
And to add insult to injury, stating this when everyone can see it plain as day is called conspiracy
Lol I get the concerns but it really is just a game. ZOS could redesign Cyrodiil and make Venegance (w/ sets enabled) the only campaign available, and people will still eat it up and play it despite what the forumgoers complain about. You do know that other competitors, like Guild Wars 2, only have 1 ruleset for their realm pvp, right? They don't have this "CP, no CP, battle spirit" nonsense going on. It's basically the same as Vengeance equalization with some gear customization. I think most players have gotten too comfortable with various custom rulesets and the ZOS team has had enough. They're drawing a line and only using 1 ruleset for open world PvP going forward.
There are few other games on the market that support 900 players. You have Chivalry 2 but it only supports 64 people in an instance. There's GW2 open world PvP but it's also a PvDoor zerg fest, and Cyrodiil has better sieging for PvDoor moments. There is Dark Age of Camelot but it looks incredibly dated and bad.
I'm not really happy about the imbalance of the item sets, but if that's what the majority of the players want, then that's what they'll get.
Lol I get the concerns but it really is just a game. ZOS could redesign Cyrodiil and make Venegance (w/ sets enabled) the only campaign available, and people will still eat it up and play it despite what the forumgoers complain about. You do know that other competitors, like Guild Wars 2, only have 1 ruleset for their realm pvp, right? They don't have this "CP, no CP, battle spirit" nonsense going on. It's basically the same as Vengeance equalization with some gear customization. I think most players have gotten too comfortable with various custom rulesets and the ZOS team has had enough. They're drawing a line and only using 1 ruleset for open world PvP going forward.
There are few other games on the market that support 900 players. You have Chivalry 2 but it only supports 64 people in an instance. There's GW2 open world PvP but it's also a PvDoor zerg fest, and Cyrodiil has better sieging for PvDoor moments. There is Dark Age of Camelot but it looks incredibly dated and bad.
I'm not really happy about the imbalance of the item sets, but if that's what the majority of the players want, then that's what they'll get.
Lol I get the concerns but it really is just a game. ZOS could redesign Cyrodiil and make Venegance (w/ sets enabled) the only campaign available, and people will still eat it up and play it despite what the forumgoers complain about. You do know that other competitors, like Guild Wars 2, only have 1 ruleset for their realm pvp, right? They don't have this "CP, no CP, battle spirit" nonsense going on. It's basically the same as Vengeance equalization with some gear customization. I think most players have gotten too comfortable with various custom rulesets and the ZOS team has had enough. They're drawing a line and only using 1 ruleset for open world PvP going forward.
There are few other games on the market that support 900 players. You have Chivalry 2 but it only supports 64 people in an instance. There's GW2 open world PvP but it's also a PvDoor zerg fest, and Cyrodiil has better sieging for PvDoor moments. There is Dark Age of Camelot but it looks incredibly dated and bad.
I'm not really happy about the imbalance of the item sets, but if that's what the majority of the players want, then that's what they'll get.
Artisian0001 wrote: »Lol I get the concerns but it really is just a game. ZOS could redesign Cyrodiil and make Venegance (w/ sets enabled) the only campaign available, and people will still eat it up and play it despite what the forumgoers complain about. You do know that other competitors, like Guild Wars 2, only have 1 ruleset for their realm pvp, right? They don't have this "CP, no CP, battle spirit" nonsense going on. It's basically the same as Vengeance equalization with some gear customization. I think most players have gotten too comfortable with various custom rulesets and the ZOS team has had enough. They're drawing a line and only using 1 ruleset for open world PvP going forward.
There are few other games on the market that support 900 players. You have Chivalry 2 but it only supports 64 people in an instance. There's GW2 open world PvP but it's also a PvDoor zerg fest, and Cyrodiil has better sieging for PvDoor moments. There is Dark Age of Camelot but it looks incredibly dated and bad.
I'm not really happy about the imbalance of the item sets, but if that's what the majority of the players want, then that's what they'll get.
Of the active player base over 50% would immediately quit PvP altogether, you know nothing about it so please keep your uniformed opinions off the forums.
Lol why would PvP die if Vengeance became the only campaign? When it was the only campaign for tests, it was packed with new and returning players. It's enough to hold the entirety of the 900 player pvp community. Why would a business open extra servers if 1 server is enough?
Here's some rational answers from chat gpt:
- There's also a third possibility: network effects. PvP communities tend to congregate where everyone else is. Even if Vengeance is objectively smoother, if the major guilds, streamers, and raid leaders remain in Gray Host, many players will follow because that's where the action is. PvP populations are notoriously "sticky."
- The fact that Gray Host still fills to capacity despite its longstanding performance issues is actually a strong signal that there is healthy demand for large-scale PvP. The bottleneck appears to be server capacity rather than player interest.
In this case, it makes sense to replace Gray Host with vengeance eventually, because Venegance can hold 900 players but Gray Host can't. Or if it became Venegance with 600 player capacity and item sets enabled. Dunno why people are so sad about it. A higher population cap is the most important factor.
TheAwesomeChimpanzee wrote: »Lol why would PvP die if Vengeance became the only campaign? When it was the only campaign for tests, it was packed with new and returning players. It's enough to hold the entirety of the 900 player pvp community. Why would a business open extra servers if 1 server is enough?
Here's some rational answers from chat gpt:
- There's also a third possibility: network effects. PvP communities tend to congregate where everyone else is. Even if Vengeance is objectively smoother, if the major guilds, streamers, and raid leaders remain in Gray Host, many players will follow because that's where the action is. PvP populations are notoriously "sticky."
- The fact that Gray Host still fills to capacity despite its longstanding performance issues is actually a strong signal that there is healthy demand for large-scale PvP. The bottleneck appears to be server capacity rather than player interest.
In this case, it makes sense to replace Gray Host with vengeance eventually, because Venegance can hold 900 players but Gray Host can't. Or if it became Venegance with 600 player capacity and item sets enabled. Dunno why people are so sad about it. A higher population cap is the most important factor.
Except it hasn’t been packed. The campaign has literally never filled during any of these tests. In fact, the last two or three tests struggled to reach more than two population bars during prime time, despite Vengeance being the only campaign available and the test being a limited event that happens once every few months.
I cannot emphasize enough how overwhelmingly clear the lack of interest has been. ZOS has repeatedly added rewards and other incentives specifically to push people into the tests, including PvE players who are only there for those rewards, and even with all of that combined they still cannot reach their stated target of 300 players per faction.
So what exactly is the argument here? If Vengeance cannot fill during a limited-time test while it is the only available campaign, while rewards are attracting players who do not normally PvP, and while curiosity brings back some new or returning players, how is it supposed to sustain that population permanently?
The permanent Vengeance campaign is already a deserted wasteland. The players who consistently log in to PvP several times a week overwhelmingly choose Gray Host instead. Those are the people a permanent campaign actually needs to retain, and they have repeatedly shown that they do not want anything to do with Vengeance.
Forcing every player into one campaign for a temporary test does not prove that the campaign is popular. It only proves that people will enter the sole available option when every other option has been removed. Even under those artificial conditions, Vengeance still fails to fill. That is not evidence that replacing Gray Host would succeed. It is evidence of the exact opposite.
Tommy_The_Gun wrote: »I would like to see just one test being done. Keep everything, sets, CP, skill, all passives... but disable grouping. I know how it sounds, I know, it is an mmo etc. But the thing is, that after playing PvP (Cyro & IC) since like um.. the game exists, I can tell whatever or not I am against a group of random people or a an actual "group" of players that are in a group.
How you might ask I can tell that ? Not by players behaviour, but by the amount of Lag. It is a very special and different type of lag & delay. The type of lag that can make your skills not to register or in a worst case scenario - you might get disconnected form the server.
After years of observing, I have a strong suspicion that the whole lag problem in Cyro & IC has is related to how "group" is coded and how interactions between players i that group are registered by the server.
TheAwesomeChimpanzee wrote: »Lol why would PvP die if Vengeance became the only campaign? When it was the only campaign for tests, it was packed with new and returning players. It's enough to hold the entirety of the 900 player pvp community. Why would a business open extra servers if 1 server is enough?
Here's some rational answers from chat gpt:
- There's also a third possibility: network effects. PvP communities tend to congregate where everyone else is. Even if Vengeance is objectively smoother, if the major guilds, streamers, and raid leaders remain in Gray Host, many players will follow because that's where the action is. PvP populations are notoriously "sticky."
- The fact that Gray Host still fills to capacity despite its longstanding performance issues is actually a strong signal that there is healthy demand for large-scale PvP. The bottleneck appears to be server capacity rather than player interest.
In this case, it makes sense to replace Gray Host with vengeance eventually, because Venegance can hold 900 players but Gray Host can't. Or if it became Venegance with 600 player capacity and item sets enabled. Dunno why people are so sad about it. A higher population cap is the most important factor.
Except it hasn’t been packed. The campaign has literally never filled during any of these tests. In fact, the last two or three tests struggled to reach more than two population bars during prime time, despite Vengeance being the only campaign available and the test being a limited event that happens once every few months.
I cannot emphasize enough how overwhelmingly clear the lack of interest has been. ZOS has repeatedly added rewards and other incentives specifically to push people into the tests, including PvE players who are only there for those rewards, and even with all of that combined they still cannot reach their stated target of 300 players per faction.
So what exactly is the argument here? If Vengeance cannot fill during a limited-time test while it is the only available campaign, while rewards are attracting players who do not normally PvP, and while curiosity brings back some new or returning players, how is it supposed to sustain that population permanently?
The permanent Vengeance campaign is already a deserted wasteland. The players who consistently log in to PvP several times a week overwhelmingly choose Gray Host instead. Those are the people a permanent campaign actually needs to retain, and they have repeatedly shown that they do not want anything to do with Vengeance.
Forcing every player into one campaign for a temporary test does not prove that the campaign is popular. It only proves that people will enter the sole available option when every other option has been removed. Even under those artificial conditions, Vengeance still fails to fill. That is not evidence that replacing Gray Host would succeed. It is evidence of the exact opposite.
So in the last test, Vengeance had 2 bars per alliance and you're assuming the "PvE regulars" stopped coming. So basically the entire pvp population was about 600 players.
Seems to match the same number with GH having a 120 cap per faction and around 70-80 people queueing. Maybe an extra 250 in BR and U50 and Ravenwatch if we're being generous. So the total number of active PvPers during primetime is about 900 people total. Which is the same capacity as Vengeance. The entire PvP community is less or equal to 1 Vengeance server. Why not fill it? What's the point of having 3 PvP servers again?
TheAwesomeChimpanzee wrote: »TheAwesomeChimpanzee wrote: »Lol why would PvP die if Vengeance became the only campaign? When it was the only campaign for tests, it was packed with new and returning players. It's enough to hold the entirety of the 900 player pvp community. Why would a business open extra servers if 1 server is enough?
Here's some rational answers from chat gpt:
- There's also a third possibility: network effects. PvP communities tend to congregate where everyone else is. Even if Vengeance is objectively smoother, if the major guilds, streamers, and raid leaders remain in Gray Host, many players will follow because that's where the action is. PvP populations are notoriously "sticky."
- The fact that Gray Host still fills to capacity despite its longstanding performance issues is actually a strong signal that there is healthy demand for large-scale PvP. The bottleneck appears to be server capacity rather than player interest.
In this case, it makes sense to replace Gray Host with vengeance eventually, because Venegance can hold 900 players but Gray Host can't. Or if it became Venegance with 600 player capacity and item sets enabled. Dunno why people are so sad about it. A higher population cap is the most important factor.
Except it hasn’t been packed. The campaign has literally never filled during any of these tests. In fact, the last two or three tests struggled to reach more than two population bars during prime time, despite Vengeance being the only campaign available and the test being a limited event that happens once every few months.
I cannot emphasize enough how overwhelmingly clear the lack of interest has been. ZOS has repeatedly added rewards and other incentives specifically to push people into the tests, including PvE players who are only there for those rewards, and even with all of that combined they still cannot reach their stated target of 300 players per faction.
So what exactly is the argument here? If Vengeance cannot fill during a limited-time test while it is the only available campaign, while rewards are attracting players who do not normally PvP, and while curiosity brings back some new or returning players, how is it supposed to sustain that population permanently?
The permanent Vengeance campaign is already a deserted wasteland. The players who consistently log in to PvP several times a week overwhelmingly choose Gray Host instead. Those are the people a permanent campaign actually needs to retain, and they have repeatedly shown that they do not want anything to do with Vengeance.
Forcing every player into one campaign for a temporary test does not prove that the campaign is popular. It only proves that people will enter the sole available option when every other option has been removed. Even under those artificial conditions, Vengeance still fails to fill. That is not evidence that replacing Gray Host would succeed. It is evidence of the exact opposite.
So in the last test, Vengeance had 2 bars per alliance and you're assuming the "PvE regulars" stopped coming. So basically the entire pvp population was about 600 players.
Seems to match the same number with GH having a 120 cap per faction and around 70-80 people queueing. Maybe an extra 250 in BR and U50 and Ravenwatch if we're being generous. So the total number of active PvPers during primetime is about 900 people total. Which is the same capacity as Vengeance. The entire PvP community is less or equal to 1 Vengeance server. Why not fill it? What's the point of having 3 PvP servers again?
Two bars in Vengeance is roughly 100–200 players per alliance, not 600 total unless your population estimates are completely off.
And even that number came during a limited-time test with exclusive incentives, returning players, and Vengeance being the only available campaign. Despite all of those artificial advantages, it still did not fill the numbers this campaign is designed to get. The permanent Vengeance campaign on live is practically empty.
More importantly, you are assuming the current Gray Host population would simply transfer over. A huge portion of the players who regularly log in specifically for traditional Cyrodiil have already made it clear that they would rather stop playing than accept Vengeance as the only option.
So no, you cannot take temporary, heavily incentivized test numbers and treat them as proof that Vengeance could permanently retain the existing PvP community.
Lol why would PvP die if Vengeance became the only campaign? When it was the only campaign for tests, it was packed with new and returning players. It's enough to hold the entirety of the 900 player pvp community. Why would a business open extra servers if 1 server is enough?
Here's some rational answers from chat gpt:
- There's also a third possibility: network effects. PvP communities tend to congregate where everyone else is. Even if Vengeance is objectively smoother, if the major guilds, streamers, and raid leaders remain in Gray Host, many players will follow because that's where the action is. PvP populations are notoriously "sticky."
- The fact that Gray Host still fills to capacity despite its longstanding performance issues is actually a strong signal that there is healthy demand for large-scale PvP. The bottleneck appears to be server capacity rather than player interest.
In this case, it makes sense to replace Gray Host with vengeance eventually, because Venegance can hold 900 players but Gray Host can't. Or if it became Venegance with 600 player capacity and item sets enabled. Dunno why people are so sad about it. A higher population cap is the most important factor.
TheAwesomeChimpanzee wrote: »TheAwesomeChimpanzee wrote: »Lol why would PvP die if Vengeance became the only campaign? When it was the only campaign for tests, it was packed with new and returning players. It's enough to hold the entirety of the 900 player pvp community. Why would a business open extra servers if 1 server is enough?
Here's some rational answers from chat gpt:
- There's also a third possibility: network effects. PvP communities tend to congregate where everyone else is. Even if Vengeance is objectively smoother, if the major guilds, streamers, and raid leaders remain in Gray Host, many players will follow because that's where the action is. PvP populations are notoriously "sticky."
- The fact that Gray Host still fills to capacity despite its longstanding performance issues is actually a strong signal that there is healthy demand for large-scale PvP. The bottleneck appears to be server capacity rather than player interest.
In this case, it makes sense to replace Gray Host with vengeance eventually, because Venegance can hold 900 players but Gray Host can't. Or if it became Venegance with 600 player capacity and item sets enabled. Dunno why people are so sad about it. A higher population cap is the most important factor.
Except it hasn’t been packed. The campaign has literally never filled during any of these tests. In fact, the last two or three tests struggled to reach more than two population bars during prime time, despite Vengeance being the only campaign available and the test being a limited event that happens once every few months.
I cannot emphasize enough how overwhelmingly clear the lack of interest has been. ZOS has repeatedly added rewards and other incentives specifically to push people into the tests, including PvE players who are only there for those rewards, and even with all of that combined they still cannot reach their stated target of 300 players per faction.
So what exactly is the argument here? If Vengeance cannot fill during a limited-time test while it is the only available campaign, while rewards are attracting players who do not normally PvP, and while curiosity brings back some new or returning players, how is it supposed to sustain that population permanently?
The permanent Vengeance campaign is already a deserted wasteland. The players who consistently log in to PvP several times a week overwhelmingly choose Gray Host instead. Those are the people a permanent campaign actually needs to retain, and they have repeatedly shown that they do not want anything to do with Vengeance.
Forcing every player into one campaign for a temporary test does not prove that the campaign is popular. It only proves that people will enter the sole available option when every other option has been removed. Even under those artificial conditions, Vengeance still fails to fill. That is not evidence that replacing Gray Host would succeed. It is evidence of the exact opposite.
So in the last test, Vengeance had 2 bars per alliance and you're assuming the "PvE regulars" stopped coming. So basically the entire pvp population was about 600 players.
Seems to match the same number with GH having a 120 cap per faction and around 70-80 people queueing. Maybe an extra 250 in BR and U50 and Ravenwatch if we're being generous. So the total number of active PvPers during primetime is about 900 people total. Which is the same capacity as Vengeance. The entire PvP community is less or equal to 1 Vengeance server. Why not fill it? What's the point of having 3 PvP servers again?
Two bars in Vengeance is roughly 100–200 players per alliance, not 600 total unless your population estimates are completely off.
And even that number came during a limited-time test with exclusive incentives, returning players, and Vengeance being the only available campaign. Despite all of those artificial advantages, it still did not fill the numbers this campaign is designed to get. The permanent Vengeance campaign on live is practically empty.
More importantly, you are assuming the current Gray Host population would simply transfer over. A huge portion of the players who regularly log in specifically for traditional Cyrodiil have already made it clear that they would rather stop playing than accept Vengeance as the only option.
So no, you cannot take temporary, heavily incentivized test numbers and treat them as proof that Vengeance could permanently retain the existing PvP community.
It's not a about retaining the existing community. It's about what is good for the game population and business long term. If the Gray Host server is a laggy, expensive time sink, while the Vengeance server is cheaper and smoother to balance, troubleshoot, and run, and there's only 900 active players, why would I keep other servers open? If the new mode has better balance and is separate and free from PvE concerns, it would be much easier to maintain and develop a playerbase from there. If you lose 100 Gray Host fans but gain 150 new or returning players, which decision is more rational?

CannedChicken wrote: »Wow look how popular vengeance is right now.
Tommy_The_Gun wrote: »I would like to see just one test being done. Keep everything, sets, CP, skill, all passives... but disable grouping. I know how it sounds, I know, it is an mmo etc. But the thing is, that after playing PvP (Cyro & IC) since like um.. the game exists, I can tell whatever or not I am against a group of random people or a an actual "group" of players that are in a group.
How you might ask I can tell that ? Not by players behaviour, but by the amount of Lag. It is a very special and different type of lag & delay. The type of lag that can make your skills not to register or in a worst case scenario - you might get disconnected form the server.
After years of observing, I have a strong suspicion that the whole lag problem in Cyro & IC has is related to how "group" is coded and how interactions between players i that group are registered by the server.
rlindsey912nub18_ESO wrote: »Catering to pvers is why the game is in it’s current state lowering the ceiling and raising the floor.Good and bad players are not equal
AdonisJorge wrote: »PVP community here is one of the worst that i have seen, want a balanced PVP but do not want their busted sets and builds affected by the balance. Let the Greyhost cease to exist if needed, if these people do not like or quit the game is for the better IMO. Let better people stay or new people come to play, PVE is the majority of the community and need a better place to learn and not be farmed on by the same people that says that PVP is dead or unbalanced
Hello All,
As part of our ongoing PvP work in ESO, we will be testing the addition of Item Sets in the Vengeance campaign next week. For this test, most Item Set "final bonuses" will be active as we look at server performance. This includes Mythics, Monster masks and shoulders, and five- or three-piece set "final bonuses." Other stats from Item Set bonuses will not be active during this test, even though the UI displays them as enabled.
Some sets are currently not providing bonuses, and this is a known issue, though the majority are.
With this test, both the Gray Host and Blackreach Cyrodiil campaigns will be closed from July 20th to July 27th, unless it is determined that we need to turn them back on due to performance issues in Vengeance.
As always, please let us know your thoughts and feedback during the testing period.
https://www.youtube.com/watch?v=ouau9SVVrBAToddIngram wrote: »rlindsey912nub18_ESO wrote: »Catering to pvers is why the game is in it’s current state lowering the ceiling and raising the floor.Good and bad players are not equalAdonisJorge wrote: »PVP community here is one of the worst that i have seen, want a balanced PVP but do not want their busted sets and builds affected by the balance. Let the Greyhost cease to exist if needed, if these people do not like or quit the game is for the better IMO. Let better people stay or new people come to play, PVE is the majority of the community and need a better place to learn and not be farmed on by the same people that says that PVP is dead or unbalanced
When you guys get your wish and ZOS removes PvP the entire game dies, including your beloved PvE, housing and role playing.
TheAwesomeChimpanzee wrote: »
Except it hasn’t been packed. The campaign has literally never filled during any of these tests.


