Please be very careful with this. I use that trick when doing my IC quests, and when in Cyrodiil doing solo things like questing. I don't think I've ever used it in a PvP battle.Q. What do you think about the ability to leave a battle that is unfavorable for you with impunity by simply moving to the Imperial Sewers and back during the battle? Is it fair? - Noreno
A. We can confirm we’re looking at adjusting this, but we don’t have any specifics to share today. We will keep you updated as we have more info.
MincMincMinc wrote: »Artisian0001 wrote: »MincMincMinc wrote: »Artisian0001 wrote: »So the time has shown now, nobody wants to play Vengeance anymore, as soon GH is back up.
@ZOS can you finally stomp that project now?
As much as I'd like them to allocate more resources to actually fixing the problems in GH, I think keeping it up will only show them that they are out of touch with what the community wants when it continues to get smaller and smaller. Along with the fact that some people actually do enjoy it, albeit a lot less, but allowing the small portion of them to play it is fine. They just need to, for once, dial in on cyro PvP and minimizing the issues it has. It's one of the main reasons people are still around, even with how bad it can get during volendrung spawns.
The issue with live GH cyrodil is the game itself. To fix it involves cutting out half the sets in the game, cutting down on proc effects like poisons, status effects, passives. Then gutting skills so they dont have multiple paragraph parts to them. Major rule changes would have to be reverted like how over time effects used to not stack. Tons of other game design needs to change like how everyone moves 2x the old run speed and mount speed letting players not get ganked. Groups easily converge without being split up by gankers and side objectives artificially spreading the population out.
Its quite literally making a new game from scratch at this point. Which is where many hoped vengeance would lead to, but no plan from zos has been released or discussed to this extent.
I don't necessarily agree. The procs can obviously cause issue with performance, but a lot of the issue is redundancies and IMO the biggest issue has been and always will be memory leak. When the latest midyear/whitestrakes happened, the servers slowly went under heavier and heavier load and the game was really bad in cyro. When midyear was over and the double AP and reward boxes were no longer there, the additional campaigns stayed up and there was no maintenance because they continued to keep them open until the end of the month. Even when population wasn't high and there weren't giant groups going around the game was AWFUL just because of the fact that the servers hadn't gone under maintenance. How you even manage to get memory leak that bad is beyond me, but that's the biggest issue. In addition, the game comes under huge load when volendrung comes out every time. If you are in cyro and there are 50 people on each alliance, but those fights are all spread out, load on the server is okay, but when you bring everyone together, even if the numbers are the same or less, the strain becomes much worse. I like volendrung but it should be removed IMO just because of how bad the performance becomes. Vengeance was made to give a new experience to PvP but the main reason was to address performance issues and allow more people to play, so the main issue isn't balance but performance that should be addressed, and fixing the issue of memory leak which has existed for such a long period of time, just that issue alone would make performance day and night.
I would agree volundrung needs to be removed, been saying it since day one. The game already couldnt handle large groups back then.
You are just assuming there is a memory leak issue though with only anecdotal evidence. I have not see signs of memory leak issues for the server. If this was present zos would have changed all campaigns to be week long campaigns instead of 30 day.
Vengeance is supposed to be a test bed baseline to measure how much any future change contributes (if they give up on changes veng will just stay as it is for new players to learn in, its atleast better than the 0 pop under 50 campaign to learn in).
IMO engineering wise I think they may be better off just jumping ahead to introducing core systems you KNOW will have to be in a final game for players to be happy. Like item sets, passives, gear, potions, attributes, mundus. Even if there was only a handful of sets to put together. They should really have this datapoint as a barebones core game state. If veng was closer to alpha this would be more like a beta. Then after beta you could start introducing more complex skill or proc effects. Starting off with the last passive or skill in a tree or maybe only ultimates.
MincMincMinc wrote: »Artisian0001 wrote: »So the time has shown now, nobody wants to play Vengeance anymore, as soon GH is back up.
@ZOS can you finally stomp that project now?
As much as I'd like them to allocate more resources to actually fixing the problems in GH, I think keeping it up will only show them that they are out of touch with what the community wants when it continues to get smaller and smaller. Along with the fact that some people actually do enjoy it, albeit a lot less, but allowing the small portion of them to play it is fine. They just need to, for once, dial in on cyro PvP and minimizing the issues it has. It's one of the main reasons people are still around, even with how bad it can get during volendrung spawns.
The issue with live GH cyrodil is the game itself. To fix it involves cutting out half the sets in the game, cutting down on proc effects like poisons, status effects, passives. Then gutting skills so they dont have multiple paragraph parts to them. Major rule changes would have to be reverted like how over time effects used to not stack. Tons of other game design needs to change like how everyone moves 2x the old run speed and mount speed letting players not get ganked. Groups easily converge without being split up by gankers and side objectives artificially spreading the population out.
Its quite literally making a new game from scratch at this point. Which is where many hoped vengeance would lead to, but no plan from zos has been released or discussed to this extent.
So the time has shown now, nobody wants to play Vengeance anymore, as soon GH is back up.
@ZOS can you finally stomp that project now?
Artisian0001 wrote: »This is available on multiple Twitch channels. There are a lot of ballgroup players that stream. Novellli leads the best group in the game and will sometimes stream but there isn't commentary. Citats also streams with his AD group as well as xzyleighx. Why does having CMX matter? I checked the stuff you publicly posted and it's evident you don't play at the highest level, but needing CMX for a GvG is something only someone who has zero knowledge of it would ask for, everyone uses the actual logs in the game that give way more information.
You can watch any of like 10 streamers on Twitch who stream ballgroup gameplay and they all kill other groups equal to theirs in size, as does any ballgroup aside from the 20+ plus ones that are just zergs.
Also the video you linked is taken place in IC underground in a bugged spot, this doesn't back your point at all, these players are cyro players they just went to IC because it has no population to do the tournament lol
I don't see much worth watching. Here's a 12v12 from 2 years ago from one of the names you dropped and it's 16 minutes long which proves that there used to be metas with 10+ min duels:
It's pretty telling that you're telling me to go find examples and I really can't find anything recent post-sibclassing that looks exciting. Mostly zerg baiting and fighting inexperienced players.
Anyway, ZoS shouldn't cater to the highest level of hardcore player. This reddit post links a study that the Call of Duty developers did: https://www.reddit.com/r/elderscrollsonline/s/y4RxOPrt3V
In short, when devs disabled skill-based matchmaking like their vocal hardcore crowd called for, casual players reported more frustration and quitting. Then even the top percentile drains out. As the lower skilled players quit, the pool consists of only high skill players, however within that group their relative percentiles drop. So if you were a top 10th player, but the bottom rung all quit, you slide down to 50th best, as an example. Then even these people quit as the population shrinks. So the study proves that matching people of similar skill is important for sustained gameplay.
Sure, Greyhost can be where the high skilled players compete with each other. The hardcore crowd is perfectly happy to stay within that bracket for the rest of the games life. Just don't be surprised when it collapses because there's no room for lower skilled players anymore.
Any serious PvE uses logs/CMX for metrics. Idk what you think serious high level PvP play is supposed to look like without those, and without commentary to explain decisions.