ShutUpitsRed wrote: »I wonder what determines who gets sent a survey vs who doesn't.
We sent the survey to those who participated in Vengeance during the Vengeance timeframe. This also includes if you participated in Vengeance and Gray Host when they were both running. The goal of the survey is to gather feedback from those who either participated in Vengeance or both Vengeance and Gray Host during the test period.robwolf666 wrote: »Anyway, I'm sure if ZoS is able to track who took part to send out the survey, they also know who those links were sent to, and which replies are legitimate. (When I go there now it says I completed the survey, so it obviously tracks it somehow).
We do. We've noted in the past that sharing the links skews data from users who have played and we would like to avoid that where possible. Since sharing links has happened a few times now with past surveys, we have taken additional steps to make sure the data does not get skewed and matches with those who are participated in the in-game tests. So if you did not get the link for some reason but participated in the tests, using the shared link will still allow your data will get recorded and matched.
YandereGirlfriend wrote: »Q. Do you have understanding, knowledge and/or insight in what addons that are "private" / "non-official" and used in PVP? Do and do you have plans to monitor or limit the behavior of such addons? - Idinuse
A. We’d like to provide a bit on our philosophy before answering this question. From a technical sense, in our perspective, there is no such thing as a private or unofficial mod. All mods are technically unofficial, since we don’t have a verification process.
Now in the sense that a “private” add-on is something someone made and didn’t post it for wider distribution, we do have a way to keep track of those by user. However, that does not give a clear indicator of what every add-on does. We go by reports and behaviors. So, if we see behavior that shouldn't be possible, or a user reports that an addon-on someone built is suspected of allowing for actions or behaviors that violate our Terms of Service, we investigate, close any API loopholes we find, and ban anyone caught exploiting. To be fair, the add-on community is rather good at self-managing instances like this. They would rather settle it among themselves without our intervention, as that could lead to everyone unintentionally losing more tools in their creative toolkit.
If you see instances where someone is exploiting through add-on usage, please report it to us so we can properly investigate and reduce the harm done.
With respect, this policy is SO backward.
This overly permissive stance toward the use of API features allows bad actors to run roughshod over the restrictions that are commonly believed to be in place (but in reality ARE NOT) and the burden is somehow on the rest of the community to out them and bring them to justice? Do you realize how unreasonable of a standard that is to set? To successfully bust a private and nefarious add-on you are forcing players to literally infiltrate those groups of users in order to expose them. Or to rely upon the sloppiness of those users to out themselves. Both of which are tasks that should fall upon ZOS not players.
Further, for the cost of add-on performance, particularly on the game conditions of NON-USERS, it is IMO outrageous that there is seemingly no effort being made to track the impact of add-ons that are being run in the wild. Recall that it took a random forum poster to blow the whistle on Bandits and the Map Pins hack that was degrading the performance of users and non-users alike. It wasn't an add-on dev or ZOS technical staff. It was a motivated player with Wireshark. That should never happen!
Make these add-on devs prove that their mods are behaving as they claim. Make them prove that they are only impacting the user of the mod. This burden should always fall upon add-on devs and their users and never on non-users.
It was alluded to that ZOS was monitoring the server overhead of the new data-sharing library. May we have a report on those findings? Is it being actively monitored or is it simply able to be monitored but nobody is really checking-in on it? IMO, it feels bad to know that common server resources are being siphoned away to transact the essentially private requests of add-on users. No matter how large or small those requests may be. It is unofficial and unsupported software, after all.
Finally, may we finally have a TEST of removing add-ons (and at the very least data-sharing add-ons) from Cyrodiil? It boggles the mind that, among all of the other iteration in Vengeance, this was never even attempted. Even if you think you know the answer it's worth doing anyway to gather actual hard data under real-world conditions. Just as with Map Pins... the conventional wisdom was that the hack was harmless... until it was actually scrutinized and that turned out emphatically not to be the case. This could well turn out to be the case again.

imPDA
@Veinblood1965 Thank you for starting this thread and constructively expressing your frustration. And thanks to those who have shared their opinion. We are taking a look through this and sharing this with some folks internally for their visibility. Just wanted to note that this thread has been seen.
tomofhyrule wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »MorallyBipolar wrote: »Anomander72 wrote: »I think it is safe to say based on prime time last night on NA server that GH blew Vengeance out in population by a wide margin. Locked, Locked, Locked to 1, 1,1 in Vengeance. Case seems closed to me. Vengeance will be another Ravenwatch
Last three nights, including Friday night, prime time PC NA has seen all three factions pop locked for Grey Host, and only one bar pop for vengeance.
If ZOS ignores this undeniable side by side popularity test it will be the same as telling us they want us to leave the game.
They've already explained that the pop bars are different because the population sizes are different.Hi all, thanks for the continued discussion here. We want to share a point of consideration as we are seeing some comments around population when talking about the in-game graphs. The in-game population bar is representative of the current participants in a campaign, relative to the max cap of that campaign. So for example, if Gray Host is at 360/360, but Vengeance is 450/900, the graph will show Gray Host as 100% capacity while Vengeance is at 50%, even though Vengeance has more players. We wanted to provide that as you continue your conversations about population overall.
spartaxoxo There is no "zero bar" population. And poplocked Grayhost (4 bars) is still more than one bar of Vengeance, assuming that the one bar is legit and not due to the lack of zero bars. Grayhost is clearly more popular, especially when you consider that people waiting to get into poplocked Grayhost could only play Vengeance in the meantime, which would make the difference appear in favor of Vengeance by up to a factor of 2, and even then Vengeance ended up with a lower population. If you then also consider that Vengeance, as far as I'm aware, still has double AP and people on average are still choosing to play Grayhost over Vengeance, it is really telling which mode is more popular among PvPers - which is ultimately what really matters, since we also aren't designing dungeon hardmodes and trials around what PvPers think either.
When I went into Vengeance it was pretty active. I'm sure ZOS has the numbers.
Just take the Vengeance “L” and move on from this stale argument please
I mean if Vengeance caps at 900 people then 33% is 297. So 1 bar in Vengeance is a bigger amount of people than 1 bar in Grey Host. 297 people is equivalent to round about 80% of Grey Host, if I'm understanding what they said about pop caps correctly.
But the thing people are pointing out is that 1 bar Vengeance could be around 80% of GH. But we don't know if it is.
Vengeance will show 1 bar if it's got 80% of a full GH campaign, or 10% of a full GH campaign. Either way, that first in the "0-297" population.