ToddIngram wrote: »There wasnt a queue because Vengeance has 3 times the capacity of GreyHost and would barely reach 3 bars when it has same number of players than GreyHost with 50 queue.ToddIngram wrote: »StihlReign wrote: »edward_frigidhands wrote: »
You can tell yourself that its not that many people and they will accept a different version of the game that has all the things you dont like disabled and everyone will just accept it. But you know thats not true and the developers do too.
Think what you wish. You can tell yourself everyone wants to play Grey Host while the zone's population continues to drop until you're the last one left. Play the test. Contribute to the data, or don't.
Grey Host live has a more stable and higher population than vengeance has. There wasn't even a queue last night during prime time on a weekend. There would have been a queue of at least 50 if it weren't for vengeance.
You don't know that. It's an assumption on your part.
ZOS_BrianWheeler wrote: »
- We were able to hit triple the amount of players that is currently possible in a single Cyrodiil campaign.
- We had three times the number of players in a single Cyrodiil campaign with little to no performance problems.
Iriidius



acastanza_ESO wrote: »acastanza_ESO wrote: »acastanza_ESO wrote: »Primetime on PC NA: Three bars of EP to nothing else. EP at 2-3x AD or DC (combined) pop.
The campaign has zero functional ability to counter superior numbers, so faction stacking every keep always wins.
Then literally gate camping the campaign to death when there's nothing else left.
This has to be the most embarrassing gameplay I've ever seen and it is direct result of Vengeance being an unmitigated failure of game balance.
Speedrunning the Ravenwatch death spiral. GG.
To be fair, it would be exactly the same on live. Sure, a duo would be able to troll around a tower against some random pugs but if fifty people showed up with concerted effort, they'd still be run right over. Keep defenses or offenses would be impossible as well. We had exactly this situation when New World came out for something like, three months IIRC.
Nah. This is exactly the situation that a ballgroup would be able to break on live.
Break? Or LoS, run away from, and heal stack to stall the inevitable for thirty minutes or so?
Break.
The problem is that EP was massively zerg pushing AD and DC gates and gate camping with overwhelming numbers that would not unstack and responded with force to literally anything lighting. This literally killed the campaign because there wasn't anything anyone could do about it. There were zero mechanical counters to the toxic behavior. incentivizing exactly that "winning" toxic behavior.
A ballgroup that they can't kill, but absolutely could take keeps/scrolls and force that zerg onto the defensive could've pulled EP anywhere else allowing the less coordinated groups to actually fight back against the people that were left and break the gate camp.
If you can't see that then you're part of the problem.
That all requires more mechanics in play than just a ballgroup. And if those mechanics *were* in play you wouldn't need a ballgroup to do it. As it is, you can ballgroup on Vengeance as is and still do pretty well - assuming your only incentive is to collect AP, which is the only campaign mechanic in play currently.
edward_frigidhands wrote: »
You can tell yourself that its not that many people and they will accept a different version of the game that has all the things you dont like disabled and everyone will just accept it. But you know thats not true and the developers do too.
edward_frigidhands wrote: »MincMincMinc wrote: »edward_frigidhands wrote: »
The numbers are not shown anywhere. We only have access to pieced together info. Zos doesn't show us numbers because they likely don't want competitors offering better experiences during a low patch.
Zos early on stated 1800 players per server back in the beta days. This is still on an FAQ on their website.
Zos claims veng can do 3x live stable shown in their data stream. They tried 4x live on EU, but it became unstable.
From Cyr tracking addons we see live pvp is in the ballpark of 300 players total. The same addons read around 1100-1300 at one point during the first test on EU. The addon owner was in one of the other threads to explain the several methods it uses to collect IDs for counting.
So basically we do not have access to this information that everyone keeps claiming we do.
We have guesswork gleaned from unreliable claims and add-ons.
Dead game on PC EU 19.30 - and it's not even prime time.
valenwood_vegan wrote: »we get an incomplete jumble of structural items that don't fit well with each other
Ruj