The first issue is that there's no Vengeance campaign on the PTS server. The only available campaign is Blackreach. This is on the EU server.
Client version: eso.rc.11.1.0.3100361 2025/07/01 23:06:46 (2100.win.3100361.rc.3100361)
MincMincMinc wrote: »The first issue is that there's no Vengeance campaign on the PTS server. The only available campaign is Blackreach. This is on the EU server.
Client version: eso.rc.11.1.0.3100361 2025/07/01 23:06:46 (2100.win.3100361.rc.3100361)
I was gonna say I am pretty sure vengeance is not active. I couldnt que into cyrodil (blackreach) available.
MincMincMinc wrote: »Did they just add it today? Last night at 11pm EST PCNA there was no vengeance.
MincMincMinc wrote: »Did they just add it today? Last night at 11pm EST PCNA there was no vengeance.
I meant getting into Blackreach. Didn't see Vengeance anywhere
Does someone has a list of the new Vengeance skills?
MorallyBipolar wrote: »As a PvP main all I can say here is I'm tired of being treated like a lab rat.
If ZOS doesn't already know what's causing the performance issues they aren't going to figure it out with more "tests". Besides, performance was just as bad during vengeance II as it was for normal live Cyrodiil, so what's the point?
MorallyBipolar wrote: »As a PvP main all I can say here is I'm tired of being treated like a lab rat.
If ZOS doesn't already know what's causing the performance issues they aren't going to figure it out with more "tests". Besides, performance was just as bad during vengeance II as it was for normal live Cyrodiil, so what's the point?
MorallyBipolar wrote: »As a PvP main all I can say here is I'm tired of being treated like a lab rat.
If ZOS doesn't already know what's causing the performance issues they aren't going to figure it out with more "tests". Besides, performance was just as bad during vengeance II as it was for normal live Cyrodiil, so what's the point?
This is literally how they found out there is an issue rather than inevitability. Doing this clean slate approach has worked out spectacularly well compared to the teeny tiny nothing tests they've done before now.
And it absolutely was not as bad as normal Cyrodiil that's complete bunk. You might be mistaking that for having hardware that can't cope with lots of players on screen, or you have extremely bad internet to begin with. My experience and many other long time players was that it was just like the good old days and ran amazing.
YandereGirlfriend wrote: »MorallyBipolar wrote: »As a PvP main all I can say here is I'm tired of being treated like a lab rat.
If ZOS doesn't already know what's causing the performance issues they aren't going to figure it out with more "tests". Besides, performance was just as bad during vengeance II as it was for normal live Cyrodiil, so what's the point?
This is literally how they found out there is an issue rather than inevitability. Doing this clean slate approach has worked out spectacularly well compared to the teeny tiny nothing tests they've done before now.
And it absolutely was not as bad as normal Cyrodiil that's complete bunk. You might be mistaking that for having hardware that can't cope with lots of players on screen, or you have extremely bad internet to begin with. My experience and many other long time players was that it was just like the good old days and ran amazing.
The truth, as always, lies somewhere in between those statements.
It definitely ran better (considering the scale) than default Cyro but it definitely also ran worse than Vengeance 1 (and Vengeance 1 was not flawless, either, with plenty of folk reporting rubberbanding, crashes, and skills not firing, etc.).
MincMincMinc wrote: »
Yeah it was clear with test 2 that group interactions are an issue (crosshealing, effect stacking, hots, buffs, etc). ASSUMING the player count was the same between the tests like zos had stated. The first test they had spent the first day or two figuring out what the player cap should be for stability, so I expect that test 2 should have stayed at that value.
I honestly can't wait for vengeance 3, neither can my guild. Can't imagine how many other older pvp groups simply dont play live because of how much of a mess it is. I got 10+ of my guys to come back who played with me from the 2014-2018 era during vengeance. All of them have given up on the game because of live cyrodil and are only waiting to play when vengeance comes around again.
The past week we have gone into live Greyhost it has been a ghost town even during pop lock. Out of the 64~ player pop caps about half of them are in one zerg guild group. Then you have two 12 man ball groups on each faction. Whatever remaining slots there are for ~10 randoms are other 1vX players where we tend to not fight anyways. What is baffling is how the ball groups regularly duel each other. So not only are they taking up a very large portion of the server, but them dueling only drastically adds to the lag. I almost wonder if 12v12 bgs should be a thing instead of the 8v8.
MincMincMinc wrote: »YandereGirlfriend wrote: »MorallyBipolar wrote: »As a PvP main all I can say here is I'm tired of being treated like a lab rat.
If ZOS doesn't already know what's causing the performance issues they aren't going to figure it out with more "tests". Besides, performance was just as bad during vengeance II as it was for normal live Cyrodiil, so what's the point?
This is literally how they found out there is an issue rather than inevitability. Doing this clean slate approach has worked out spectacularly well compared to the teeny tiny nothing tests they've done before now.
And it absolutely was not as bad as normal Cyrodiil that's complete bunk. You might be mistaking that for having hardware that can't cope with lots of players on screen, or you have extremely bad internet to begin with. My experience and many other long time players was that it was just like the good old days and ran amazing.
The truth, as always, lies somewhere in between those statements.
It definitely ran better (considering the scale) than default Cyro but it definitely also ran worse than Vengeance 1 (and Vengeance 1 was not flawless, either, with plenty of folk reporting rubberbanding, crashes, and skills not firing, etc.).
Yeah it was clear with test 2 that group interactions are an issue (crosshealing, effect stacking, hots, buffs, etc). ASSUMING the player count was the same between the tests like zos had stated. The first test they had spent the first day or two figuring out what the player cap should be for stability, so I expect that test 2 should have stayed at that value.
I honestly can't wait for vengeance 3, neither can my guild. Can't imagine how many other older pvp groups simply dont play live because of how much of a mess it is. I got 10+ of my guys to come back who played with me from the 2014-2018 era during vengeance. All of them have given up on the game because of live cyrodil and are only waiting to play when vengeance comes around again.
The past week we have gone into live Greyhost it has been a ghost town even during pop lock. Out of the 64~ player pop caps about half of them are in one zerg guild group. Then you have two 12 man ball groups on each faction. Whatever remaining slots there are for ~10 randoms are other 1vX players where we tend to not fight anyways. What is baffling is how the ball groups regularly duel each other. So not only are they taking up a very large portion of the server, but them dueling only drastically adds to the lag. I almost wonder if 12v12 bgs should be a thing instead of the 8v8.
YandereGirlfriend wrote: »MincMincMinc wrote: »YandereGirlfriend wrote: »MorallyBipolar wrote: »As a PvP main all I can say here is I'm tired of being treated like a lab rat.
If ZOS doesn't already know what's causing the performance issues they aren't going to figure it out with more "tests". Besides, performance was just as bad during vengeance II as it was for normal live Cyrodiil, so what's the point?
This is literally how they found out there is an issue rather than inevitability. Doing this clean slate approach has worked out spectacularly well compared to the teeny tiny nothing tests they've done before now.
And it absolutely was not as bad as normal Cyrodiil that's complete bunk. You might be mistaking that for having hardware that can't cope with lots of players on screen, or you have extremely bad internet to begin with. My experience and many other long time players was that it was just like the good old days and ran amazing.
The truth, as always, lies somewhere in between those statements.
It definitely ran better (considering the scale) than default Cyro but it definitely also ran worse than Vengeance 1 (and Vengeance 1 was not flawless, either, with plenty of folk reporting rubberbanding, crashes, and skills not firing, etc.).
Yeah it was clear with test 2 that group interactions are an issue (crosshealing, effect stacking, hots, buffs, etc). ASSUMING the player count was the same between the tests like zos had stated. The first test they had spent the first day or two figuring out what the player cap should be for stability, so I expect that test 2 should have stayed at that value.
I honestly can't wait for vengeance 3, neither can my guild. Can't imagine how many other older pvp groups simply dont play live because of how much of a mess it is. I got 10+ of my guys to come back who played with me from the 2014-2018 era during vengeance. All of them have given up on the game because of live cyrodil and are only waiting to play when vengeance comes around again.
The past week we have gone into live Greyhost it has been a ghost town even during pop lock. Out of the 64~ player pop caps about half of them are in one zerg guild group. Then you have two 12 man ball groups on each faction. Whatever remaining slots there are for ~10 randoms are other 1vX players where we tend to not fight anyways. What is baffling is how the ball groups regularly duel each other. So not only are they taking up a very large portion of the server, but them dueling only drastically adds to the lag. I almost wonder if 12v12 bgs should be a thing instead of the 8v8.
Another consideration for the ghost town effect is the Siege Damage Meta for low-level players.
There are entire guilds that spend their raids camping inside of keeps and only engaging in PvSiege when the enemy comes to attack. Given how over-tuned and easy defense/siege damage is in general compared to offense, the entire idea of taking a contested keep has sort of fallen out of style in favor of defensive camping or PvDoor.