Concerns about the Proposed Cyrodil Testing

MincMincMinc
MincMincMinc
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The main concern stems from the decision to have a test campaign. You will not get a representative test if the regular pvp playerbase does not participate. Having 100 new players light attacking each other for 2x ap is not very representative of 100 9year ball zerg players stacking 30x 20s hots and dots. The test should be mandatory for a week across all campaigns. Nobody is going to quit the game if they can't play normal cyrodil for a week......they can hardly do that now. We saw this with the noproc nocp campaign. Simply players will flock to the first campaign on the list and the campaign that has the most endgame enabled.


The skill simplification is a great idea at least. No reason for a skill to have paragraphs of tooltip explanation when all it should be is a single target direct damage. Sadly we see this overcomplication affect as games start to run out of ideas with power creep. Yugioh is probably the best example, where cards used to be simple and have simple effects.......Now you have cards with size 4 font that have 3 paragraphs of explanations and wiki articles still discussing how it works. Again brings me back to my favorite example:

Old dizzy swing was a simple long cast time direct damage with a reward of high damage and knockup if successful.

New dizzy is a paragraph long ........short cast swing that does mediocre damage compared to other instant cast skills.......applies an invisible debuff that requires you to look up on outdated wikis to understand it.......which can stun the enemy if you or anyone randomly happens to hold a light attack for 0.01s longer to do a medium attack which will be invisible when animation canceled.............or if the enemy happens to be on an invisible cooldown for this debuff you cant see, then they will also be snared for some reason, because zos wants more snares instead of restandardizing movement speed but thats another discussion.
  • fizl101
    fizl101
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    For your first part I’m fairly sure they said the other campaigns would be diabled for that week of testing so that everyone funnels to that campaign. I dont believe I dreamed that
    Soupy twist
  • MincMincMinc
    MincMincMinc
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    fizl101 wrote: »
    For your first part I’m fairly sure they said the other campaigns would be diabled for that week of testing so that everyone funnels to that campaign. I dont believe I dreamed that

    I was pretty sure they said the opposite, but I will rewatch the vod.

    "We are only going to have one campaign up and running while this is active."

    I had only seen him show the vengeance campaign at the bottom of the list of the other campaigns.
    Edited by MincMincMinc on January 10, 2025 3:49PM
  • JustLovely
    JustLovely
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    Why can't they just fix the Cyrodiil we already have? It's worked in the past with much higher population caps.

    ZOS still hasn't tried limiting cross healing and/or group shields to reduce server calculations.

    This seems like a "lets break it more before we try actual fixes" approach.

    Even if we had a limited list of sets we could wear in cyrodiil it would be better than what is being proposed.
  • Soraka
    Soraka
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    I believe they did test limited healing when they made ally support/heals only work in groups.

    https://forums.elderscrollsonline.com/en/discussion/comment/7011952/#Comment_7011952
    Edited by Soraka on January 10, 2025 4:30PM
  • JustLovely
    JustLovely
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    Soraka wrote: »
    I believe they did test limited healing when they made ally support/heals only work in groups.

    https://forums.elderscrollsonline.com/en/discussion/comment/7011952/#Comment_7011952

    They never tested limiting the heal or shield stacking FOR GROUPS. That's what they need to try. You know, the change we've been suggesting for helping performance since circa 2018 or so.
  • MincMincMinc
    MincMincMinc
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    JustLovely wrote: »
    Why can't they just fix the Cyrodiil we already have? It's worked in the past with much higher population caps.

    ZOS still hasn't tried limiting cross healing and/or group shields to reduce server calculations.

    This seems like a "lets break it more before we try actual fixes" approach.

    Even if we had a limited list of sets we could wear in cyrodiil it would be better than what is being proposed.

    It worked with larger player caps because the game was mostly client side calculation wise. Skills were also simpler as I pointed out. Sets were simpler and usually just gave stats like Hulking or Hundings. Players/mounts did not move as fast prolonging fights. Dots and hots didnt stack.

    It should be no wonder why the game doesnt work when you 10x the work the server has to do. Then make each skill per second do 3x more paragraph long effects. Then make the damage proc status effects that are a paragraph long. Then make crazy overdone resource intensive animations that make combat hard to see...... Do I need to continue?
    Soraka wrote: »
    I believe they did test limited healing when they made ally support/heals only work in groups.

    https://forums.elderscrollsonline.com/en/discussion/comment/7011952/#Comment_7011952

    Yeah they did a month of pvp testing a few years ago. The only thing that came of it was they reduced the population cap of cyrodil and reduced max group size to 12...... however there is nothing stopping you from running 2x 3x or 4x groups of 12 players. The aoe spam limit test was great. The no cross healing/buffing outside of group was great.

    Zos didnt see results that showed the server suddenly 10x better, so they didnt implement the changes.
  • MincMincMinc
    MincMincMinc
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    JustLovely wrote: »
    Soraka wrote: »
    I believe they did test limited healing when they made ally support/heals only work in groups.

    https://forums.elderscrollsonline.com/en/discussion/comment/7011952/#Comment_7011952

    They never tested limiting the heal or shield stacking FOR GROUPS. That's what they need to try. You know, the change we've been suggesting for helping performance since circa 2018 or so.

    This probably didnt ever happen because that ruleset is dictated by the skill itself. Up until now zos didnt have any way to differentiate between how skills function in pve and pvp. If they made all new skills that only work in pvp they could easily implement a rule change like this.
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