JustLovely wrote: »Permanent Vengeance is the only thing that will save the PvP population. PC NA is down 50% YoY outside of Primetime
And to build off that side convo, yes, implying there's a one-way correlation like that while denying the possibility of the inverse being true is heavily fallacious
Mandated vengeance mode will be the death of ESO PvP, and probably the last major change ZOS makes before ESO is shut down all together.
The current PvP populations are low because ZOS' pop caps are unrealistically low at 60-80 players/faction.
ZOS could fix current live PvP if they put in the resources required to do it. If ZOS doesn't already know exactly what's causing the performance issues they're not the AAA studio we've all been told they are.
The population is lower than last year even when you factor in queue count. It's not a tenable path to not put forward Vengeance as a permanent mode. Between performance issues, balance issues, and factions treating the main campaign like a side campaign and nightcapping religiously—pvp population is in the crater. People log on see a map one color and get zerged down when touching a resource and go play another game, and the more people play other games, the less ESO has pull over their time.
And with a smaller pvp population, comes fewer people to counter the voices of the PvErs/some PvPers who prefer Vengeance.
And if Vengeance was offered as a permanent mode side-by-side with existing campaigns, Vengeance will be the most populated, as the people who do not like Vengeance will just play there as it will be the most populated.
To really hammer this home, not having locked pop for DC or EP at a little past 12 on a Saturday night is alarming. That's with a drastically reduced population cap. If they ever did increase population cap again, there would not be enough players to lock pop it until primetime, and depending on how large of a pop increase, it's possible it wouldn't fill at primetime. You could gather all the current ESO PC NA PvPers into one 2017 level population cap campaign and it wouldn't even be half filled. PvP population is only getting decimated year after year, and it's not only typical attrition for older games.
That population in the image is the same population at this time every work day for this cycle, and that's what the map looks like for the type of fights you'll get, either stack the side that's PvDooring that cycle, get 70v1 zerged on a resource, or play another game(which is the choice most have made). That's a massive dip from just last year, an insurmountable dip from 8 years ago. At this pace, we'll be doing 30v30v30 Cyrodiil in 2028 with NA late night being one side stacked at 30v5v5 at best.
Lastly, to your point that "The current PvP populations are low because ZOS' pop caps are unrealistically low at 60-80 players/faction."
The populations are low because no one PvPs on ESO anymore. Even the old players that come back to check it out quit within weeks.
I disagree with every point you tried to make. Vengeance mode will be the death of PvP in ESO and, as a couple others have said, will likely be one of the last major changes ZOS makes to ESO before the game shuts down.
You can disagree with reality all you want, but it wins in the long run, sorry
What you believe isn't necessarily reality. When PvP in ESO dies so does the entire game.
Joy_Division wrote: »JustLovely wrote: »Permanent Vengeance is the only thing that will save the PvP population. PC NA is down 50% YoY outside of Primetime
And to build off that side convo, yes, implying there's a one-way correlation like that while denying the possibility of the inverse being true is heavily fallacious
Mandated vengeance mode will be the death of ESO PvP, and probably the last major change ZOS makes before ESO is shut down all together.
The current PvP populations are low because ZOS' pop caps are unrealistically low at 60-80 players/faction.
ZOS could fix current live PvP if they put in the resources required to do it. If ZOS doesn't already know exactly what's causing the performance issues they're not the AAA studio we've all been told they are.
The population is lower than last year even when you factor in queue count. It's not a tenable path to not put forward Vengeance as a permanent mode. Between performance issues, balance issues, and factions treating the main campaign like a side campaign and nightcapping religiously—pvp population is in the crater. People log on see a map one color and get zerged down when touching a resource and go play another game, and the more people play other games, the less ESO has pull over their time.
And with a smaller pvp population, comes fewer people to counter the voices of the PvErs/some PvPers who prefer Vengeance.
And if Vengeance was offered as a permanent mode side-by-side with existing campaigns, Vengeance will be the most populated, as the people who do not like Vengeance will just play there as it will be the most populated.
To really hammer this home, not having locked pop for DC or EP at a little past 12 on a Saturday night is alarming. That's with a drastically reduced population cap. If they ever did increase population cap again, there would not be enough players to lock pop it until primetime, and depending on how large of a pop increase, it's possible it wouldn't fill at primetime. You could gather all the current ESO PC NA PvPers into one 2017 level population cap campaign and it wouldn't even be half filled. PvP population is only getting decimated year after year, and it's not only typical attrition for older games.
That population in the image is the same population at this time every work day for this cycle, and that's what the map looks like for the type of fights you'll get, either stack the side that's PvDooring that cycle, get 70v1 zerged on a resource, or play another game(which is the choice most have made). That's a massive dip from just last year, an insurmountable dip from 8 years ago. At this pace, we'll be doing 30v30v30 Cyrodiil in 2028 with NA late night being one side stacked at 30v5v5 at best.
Lastly, to your point that "The current PvP populations are low because ZOS' pop caps are unrealistically low at 60-80 players/faction."
The populations are low because no one PvPs on ESO anymore. Even the old players that come back to check it out quit within weeks.
I disagree with every point you tried to make. Vengeance mode will be the death of PvP in ESO and, as a couple others have said, will likely be one of the last major changes ZOS makes to ESO before the game shuts down.
You can disagree with reality all you want, but it wins in the long run, sorry
What you believe isn't necessarily reality. When PvP in ESO dies so does the entire game.
Lol wut?
frogthroat wrote: »Sorry to hear that. But yeah, running dungeons 150 times during one event is not a good idea anyway. I wouldn't force anyone do what I did. That was nuts. And it was after work, so my free time was pretty much just dungeons after dungeons.I can't run more than two a day due to an RSI. I'm running 1/day most days, which is fine. No rush. I'll probably never complete the sticker book, but it's something to do.On this topic, a nice QoL improvement would be to have a "select all" on the Queue for a Specific Dungeon dialogue. That would make it easier to uncheck dungeons as one completes them. Right now, I've completed Fungal Grotto, but I'm not going to spend time every day checking every dungeon except those two. Sure, there's an addon, but this is a basic usability feature that should be in every dialogue in the game where you need to select stuff. Including the crafting menus.
Yes, that would be exactly the Favorite Dungeon Rotation addon. You mark them once and the checks remain until you uncheck them. Just click "queue favorite dungeons" and it queues you to all those that you marked. And unlike the unmodded dungeon finder, the checks remain forever until you uncheck them.
darkriketz wrote: »Imagine, you're playing a ten-years-old MMORPG, it has been created, developped and nourished through the years by passionate developpers and designers who have created dozens of hundreds of collectibles, outfits, pets, mounts, emojis, furnishings, even houses, items that exist purely for aesthetics and serve no purpose in the game that simply giving players new possibilites to dress their characters, furnish their houses, express their personality and love for the lore, even express their own creativity by giving their own characters a specific lore that no other player can share, because it's simply the product of their individual imagination...
Imagine that, among these hundreds, thousands of purely aesthetic items and collectibles, most have been released only during limited-time windows of opportunity, there was a time to get them, then this time was over...
And then you look at the monthly calendar of daily rewards...
...and you see absolutely NONE of these collectibles. Just consumables. Items that serve no purpose but boost the characters progress in very specific ways and, for most players, these items aren't even relevant or useful because they aren't needed anymore.
You already have researched every trait of every item with your main crafting character and you're not planning on creating more than one master crafter ? Hurray, here are some amazing account-bound research scrolls that you'll be able to destroy just a moment after getting them ! Your main character is a master alchemist and you use only potions that you've created yourself for your own specific needs ? Hey, look, some account-bound generic potions that you'll never use and that will just take some room in your bank or house chests ! AWE-SOME ! ♥
Seriously, Zenimax, Bethesda, and whoever is in charge. You have HUNDREDS of possibilities and collectibles. There are NOT hundreds of months in a year, just twelve. Even if we imagine that you offer, say, three time-limited collectibles each month, that only makes 36. What are the odds that every player on TESO already has unlocked these specific 36 collectibles ? Why are you, again again, month after month, refusing us the slightest waw effect ? What exactly is the strategy here ? I want to understand. Please.
Even if your answer is "p*** off we're not giving collectibles for free", just let me understand the process of decision that leads to... that kind of calendar. Because right now all I see is just an random refusal to give players small pleasures and trinkets.
I'm glad that subclassing was given to all players. But otherwise, everything is true.We were warned that the release of content in ESO would change. We got one location again, like in a chapter, one game system, four dungeons, and a raid. And it will be a seasonal model. We now have a bundle for a whole year's worth of content, but what has changed compared to releasing one chapter per year?
Well, one thing that has changed is that the price has gone up and that we have to pay for the (IMO completely unnecessary) DLC dungeons twice if we are ESO+ subscribers. We also got a zone that is tinier than a quarter four DLC zone of old.
Another thing that has changed is that the "system" introduced with the new expansion (subclassing) is not part of the expansion content, but this year it is a base game update instead. I think this is actually a good thing, but nevertheless it means that this year's new paid content comes without any "system" whatsoever, thus reducing the pitiful value of the "content pass" even further.
I sometimes participate in guild activities. Otherwise, I hang out with my friends in voice chat. We used to play FFXIV. It's difficult to convince people to switch to ESO. We tried playing together when Necrom was released.Warhawke_80 wrote: »