MorallyBipolar wrote: »JustLovely wrote: »The pop levels on Vengeance feel exactly the same as on GH while both are running. During NA prime time there will be 1 big zerg fight on the front and 1 smaller fight somewhere else, that's about it. The difference is that Vengeance has room to grow because it's accessible to new players, while GH and its gatekept meta will only continue declining.Turtle_Bot wrote: »Assuming the pop caps (numbers given by both ZOS and independent player addons) are correct, then there's roughly similar numbers of players in vengeance that there is in GH (at least on PC EU).
Everyone should have to climb the same hill to PvP. Advocating for the removal of the game mode many of us log in to play because you want a friend or spouse to get into PvP without putting in the same effort the rest of us have is a bad look.
...and yes, advocating for making vengeance permanent is the same as advocating for the removal of Grey Host. ZOS will never run both modes same time.
ZOS ran both Vengeance and Grey Host at the same time the moment you were writing that comment and both of them were populated.
Vengeance was populated enaugh to find big fights even in offhours. More than 1 or 2 bars weren’t needed other than for comparison to GreyHost bars because for some reason Vengeance must have 900 players to not be called dead campaign when ZOS keeps u50 and Ravenwatch despite having 0 players.
GreyHost was full despite outside Vengeance all other campaigns being empty so it lost few players and quality to Vengeance.
Test has shown that both campaigns can run at the same time without hurting GreyHost.
You want Vengeance deleted just to prevent supporters to play there and make up that Vengeance removes GreyHost to get reason and blame the other side of taking away your GreyHost instead.
The side by side "test" showed that if people have an option they won't play vengeance.
Maybe a few more people chose GreyHost than Vengeance but in Vengeance there were fights with 60 players on a faction that still didn’t reach 1 bar.
There was a fight for Sejanus last Saturday where Siege reached cap of 20 with half the players upstairs being unable to setup theirs and 10 players on each side of frontflag preventing anyone from entering threw the open maingate. After 20 minutes AD managed to enter threw sidewall and take keep but EP was able to hold Roof for another 10 minutes and almost took back outpost before they got overrun because they couldn’t replace dead players.
There were times when factions reached 2 bars in Vengeance while GreyHost was up.
In pop locket GreyHost you don’t see more than 60 players at a keep despite cap being said to be 120 but players estimated it to be 60 or 80. And the other 3 campaigns we got back instead of Vengeance are completely dead with Vengeance having multiple times their combined population.
We can have Vengeance active without hurting GreyHost.
The side by side test showed that vengeance is not going to be viable. Not enough people will play it, even if it's the only option.
thejadefalcon wrote: »The stuck-in-combat bug is, in a nutshell, an extremely complicated issue. Over the years, we’ve tried various potential fixes, only to have the issue persist. The number of factors that contribute to the “in combat” state are part of the complexity. We must check things like ongoing kill credit, monster hate lists, and more.
Oh good, it starts with a complete non-answer, this Q&A should be worth the time. /s
I've literally sat doing nothing before, safe inside an empty keep, and been stuck in combat for 10 minutes. What kills could I be getting? What monsters could be aggroed on me? Yes. If you are in combat, you are in combat. That's how the game works. We already knew that, that's why there was clearly a bug, which has been talked about for years on end now.
MorallyBipolar wrote: »spartaxoxo wrote: »This isn't it's final form so it's hard to say. No new stuff is being added but they're going to be looking at its damage/healing balance.
If they can't fix Grey Host they can't develop a new system that will work properly either.
Yep, pretty obvious if you think about it for even a second or two.
ZOS probably suffers from what's called brain drain, but that's speculation from me.
My top priority would be stable servers. Modern servers that can handle the load. Lags, skill delays, skills that don't fire at all, and things like that really spoil the fun of the game.
It happens to me often enough that I'm simply slowed down by delays.
I'm sure every tank knows how frustrating it is when block or taunt don't respond properly. When trifecta runs are ruined because of it.
The second most important thing would be to fix bugs, of course. There are so many that I don't even want to list them...
reazea
BananaBender wrote: »freespirit wrote: »I really cannot understand why so many people have got their knickers in a twist over this!!
It’s quite easy to understand.
You have these mid-tier players all trying to push content they are not ready for, being forced into builds they do not want to play because they have neither the experience, knowledge, or reputation to play something deemed “off-meta.”
They follow cookie-cutter builds from their favorite content creators, and now those creators are complaining because build videos are their job, and mid-tier strugglers are not interested in 2nd best, so they get not even a quarter of the add revenue that they would normally. Negative affirmation takes hold, and then you have those same mid players stumbling onto a forum to complain about how unhappy they are, oblivious to the incoming Class Reworks designed to help them.
“Source: dude, trust me.”
People dislike subclassing for a lot of different reasons. Trying to paint everyone who disagrees with you as the same kind of player, based on guesses and no real proof, doesn’t really help your point. It just comes off as dismissive.
Yeah, sorry. You guys don’t speak for us.