LeifErickson wrote: »I didn't see any of this outpost farming on NA PC (maybe there was and I didn't see it). I just don't get how a whole server can outpost swap instead of actually pvp. I guess I'm just glad I'm on NA.
LeifErickson wrote: »I didn't see any of this outpost farming on NA PC (maybe there was and I didn't see it). I just don't get how a whole server can outpost swap instead of actually pvp. I guess I'm just glad I'm on NA.
AbraXuSeXile wrote: »I enjoyed it, watched so many movies and did some decorating.
Grumble_and_Grunt wrote: »So it's fair to say on EU at least that as @Derra pointed about the tests would be inconclusive due to the sheer amounts of variables. One of those variables was player behaviour. For example people die much quicker without CP so there will be less balling up for long periods of time etc etc.
For EU however the player behaviour changed in that farming AP took precedent over PvP.
visionality wrote: »- Apart from an intensified use of siege, which has a HUGE impact without cps, player behaviour did not change at all in the PVP-campaigns. Some updated their gear, adding a bit more regen, but many went back to their original setup after two to three days, getting used to the lower regeneration and being able to handle it.
visionality wrote: »- The main interest in Zenimax's testing was to figure out whether cps influence lag and expecially whether the difference between low-lag Azura and high-lag Trueflame is caused by CP. The simple answer is: yes. Remove the cp and lag is pretty much the same in both campaigns. (That people die much faster without cps is not fully true, btw. Unskilled people die much faster.)
visionality wrote: »
- PVP in general was faster, less laggy and again, both Azura and Trueflame were poplocked throughout all primetime and several hours before and after. Lag was not totally gone, but it was MUCH better and skills were reliable all of a sudden in Trueflame even in huge fights over outposts and keeps
visionality wrote: »Grumble_and_Grunt wrote: »So it's fair to say on EU at least that as @Derra pointed about the tests would be inconclusive due to the sheer amounts of variables. One of those variables was player behaviour. For example people die much quicker without CP so there will be less balling up for long periods of time etc etc.
For EU however the player behaviour changed in that farming AP took precedent over PvP.
I cannot agree with your assessment, @Grumble_and_Grunt , although with you being Haderus-based (why, if you dislike AP-farming?) the very narrowed point of view might be understandable.
- Throughout the week, EU had extremely active PVP. Queues to Trueflame and Azura were 2-3 times longer than to Haderus (with a short exception on Friday, probably due to the PVEers queuing for Haderus for their achievements), and there was 0 AP farming going on anywhere in both campaigns in the likes of your home-campaign.
- PVP in general was faster, less laggy and again, both Azura and Trueflame were poplocked throughout all primetime and several hours before and after. Lag was not totally gone, but it was MUCH better and skills were reliable all of a sudden in Trueflame even in huge fights over outposts and keeps
- Apart from an intensified use of siege, which has a HUGE impact without cps, player behaviour did not change at all in the PVP-campaigns. Some updated their gear, adding a bit more regen, but many went back to their original setup after two to three days, getting used to the lower regeneration and being able to handle it. But considering strategy, skills, zerging etc etc people did exactly what they did the weeks before. (It just looked a bit different without the lag.)
- The main interest in Zenimax's testing was to figure out whether cps influence lag and expecially whether the difference between low-lag Azura and high-lag Trueflame is caused by CP. The simple answer is: yes. Remove the cp and lag is pretty much the same in both campaigns. (That people die much faster without cps is not fully true, btw. Unskilled people die much faster.)
On a personal note: The removal of CP in cp-campaigns had one very nasty side-effect. I never received so many hate-whispers as in this week and the same happened to a lot of friends and guildies of mine. Without the backup of their cp, a lot of average or below-average players had their lacks in gameplay utterly exposed. Instead of l2p, they sent mountains of frustrated hate-whispers to better performing players.
Grumble_and_Grunt wrote: »
visionality wrote: »
- PVP in general was faster, less laggy and again, both Azura and Trueflame were poplocked throughout all primetime and several hours before and after. Lag was not totally gone, but it was MUCH better and skills were reliable all of a sudden in Trueflame even in huge fights over outposts and keeps
I didn't find that at all.
With CP's it was either fine or laggy. when laggy, you hit a skill - and it went off - eventually.
With no-CP it constantly seemed like the game was running in slow-mo.. cooldowns juts seemed longer. activating a skill - just didn't activate most of the time. My usual timing knowing when to do the next attack, was screwed as it was always too early - so I resorted to mashing skills until I was seeing them fire - and when they did, the animations just seemed slow.. All this time, my framerate and ping were ok (not great - but not terrible either).
I found it incredibly frustrating
visionality wrote: »- Apart from an intensified use of siege, which has a HUGE impact without cps, player behaviour did not change at all in the PVP-campaigns. Some updated their gear, adding a bit more regen, but many went back to their original setup after two to three days, getting used to the lower regeneration and being able to handle it.
How can playerbehavior be the same when it´s impossible for them to use the skills to the same extend?
The bolded part is exactly that: A change to player behavior.
With no-CP it constantly seemed like the game was running in slow-mo.. cooldowns juts seemed longer. activating a skill - just didn't activate most of the time. My usual timing knowing when to do the next attack, was screwed as it was always too early - so I resorted to mashing skills until I was seeing them fire - and when they did, the animations just seemed slow.. All this time, my framerate and ping were ok (not great - but not terrible either).
Wow, crazy amounts made. However, it doesn't change too much if some warlord+++ pushover dies in seconds because he's spammed mutagen for months or because he sat somewhere afk for a week (or maybe even because he's running with a good group).
It's incredible how terribly several players with high ranks play. But honestly the worse news this week was, that there probably won't be matchmaking when Morrowind PvP arenas are first released. Again, progression will be based on time invested and maybe exploiting the medal system. I'd really prefer grinders to get matched with other people that do "well" and to be able to lose points on losses.
Alliance Ranks as desirable form of progression have had lost their appeal to me long before this week - though these events probably made it worse.
Lieblingsjunge wrote: »Wow, crazy amounts made. However, it doesn't change too much if some warlord+++ pushover dies in seconds because he's spammed mutagen for months or because he sat somewhere afk for a week (or maybe even because he's running with a good group).
It's incredible how terribly several players with high ranks play. But honestly the worse news this week was, that there probably won't be matchmaking when Morrowind PvP arenas are first released. Again, progression will be based on time invested and maybe exploiting the medal system. I'd really prefer grinders to get matched with other people that do "well" and to be able to lose points on losses.
Alliance Ranks as desirable form of progression have had lost their appeal to me long before this week - though these events probably made it worse.
The ranks itself ain't my issue, anyway. But the fact that you can achiev GO-achievements etc. by being afk. For me it's more about the lack of respect the people who AP-farmed shows. Some people worked for their GO-achievements. Some afk'd for a week and got it. Is it fair? Nope. Not at all. It's the same when people are selling vMoL achievements. Is that okay? No - it's not. Same goes for the AP.
I'll happily take the Master Angler achievement and Dro-m'Athra Destroyer achievement while being afk. Pwetty please?
visionality wrote: »visionality wrote: »- Apart from an intensified use of siege, which has a HUGE impact without cps, player behaviour did not change at all in the PVP-campaigns. Some updated their gear, adding a bit more regen, but many went back to their original setup after two to three days, getting used to the lower regeneration and being able to handle it.
How can playerbehavior be the same when it´s impossible for them to use the skills to the same extend?
The bolded part is exactly that: A change to player behavior.
You seriously expect the removal of cps would NOT remove the cp-buffed stats? I don't know about you, ofc, but everybody I played with was still using the same skills, the same strategies and mostly the same gear. Nobody stopped using destro ultis, nobody stopped using prox dets, nobody stopped casting caltrops or silences or the likes. Nobody stopped zerging either.
So: No change to player behaviour apart from what was buffed by cps (and that removal was intended and the central part of the test)
That bad eh?visionality wrote: »With no-CP it constantly seemed like the game was running in slow-mo.. cooldowns juts seemed longer. activating a skill - just didn't activate most of the time. My usual timing knowing when to do the next attack, was screwed as it was always too early - so I resorted to mashing skills until I was seeing them fire - and when they did, the animations just seemed slow.. All this time, my framerate and ping were ok (not great - but not terrible either).
I'm sorry to hear you had such issues, @Biro123 - saw you in Trueflame several times this last week and from the outside your gameplay didn't look any different.
visionality wrote: »Some of my friends had issues until they disabled their addons, but mostly they suffered low framerates, not one complained about slomo animations. But then, most of them cancel animations, I have to admit.
visionality wrote: »visionality wrote: »- Apart from an intensified use of siege, which has a HUGE impact without cps, player behaviour did not change at all in the PVP-campaigns. Some updated their gear, adding a bit more regen, but many went back to their original setup after two to three days, getting used to the lower regeneration and being able to handle it.
How can playerbehavior be the same when it´s impossible for them to use the skills to the same extend?
The bolded part is exactly that: A change to player behavior.
You seriously expect the removal of cps would NOT remove the cp-buffed stats? I don't know about you, ofc, but everybody I played with was still using the same skills, the same strategies and mostly the same gear. Nobody stopped using destro ultis, nobody stopped using prox dets, nobody stopped casting caltrops or silences or the likes. Nobody stopped zerging either.
So: No change to player behaviour apart from what was buffed by cps (and that removal was intended and the central part of the test)
visionality wrote: »visionality wrote: »- Apart from an intensified use of siege, which has a HUGE impact without cps, player behaviour did not change at all in the PVP-campaigns. Some updated their gear, adding a bit more regen, but many went back to their original setup after two to three days, getting used to the lower regeneration and being able to handle it.
How can playerbehavior be the same when it´s impossible for them to use the skills to the same extend?
The bolded part is exactly that: A change to player behavior.
You seriously expect the removal of cps would NOT remove the cp-buffed stats? I don't know about you, ofc, but everybody I played with was still using the same skills, the same strategies and mostly the same gear. Nobody stopped using destro ultis, nobody stopped using prox dets, nobody stopped casting caltrops or silences or the likes. Nobody stopped zerging either.
So: No change to player behaviour apart from what was buffed by cps (and that removal was intended and the central part of the test)
But people's behaviour did change in the large scale sense. Ive been no-lifing trueflame this whole weekend because of the double AP thing and Ive barely ever seen a keep flip without the whole alliance being there to roll over everything through sheer force of numbers.
In addition to that, people chase you 10+v1 for miles upon miles because they know you cant sustain forever in no-CP (especially when they spam resource poisons and proc sets) and want an easy kill. Sure, this always happened but not THIS much... if I were recording I could probably make an hour long compilation out of it, just from this weekend alone.
Trueflame was zergier than ever before - I didnt think that was actually possible. And the lag was just as bad as before.