SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
MincMincMinc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
Yeah that is great feedback for when the test actually plays out. Right now we are testing functionally will the test work? Will this setup create the data necessary? What bugs are present?
I'm sorry I think comments like "this aint it chief" do not align with the above goals. We can talk biased balance talking points after the test ends and if zos decides to go forward with a skill pass. (probably years out). Of course nobody wants to lose their power creep, but this test is to directly remove all power creep and create a baseline. We can't do a power creep removal test by keeping the power creep.
As it stands vengeance classes are very reasonably balanced. The kits are comprehensive enough to function in 1v1, 10v10, 100v100, and even 1vX scenarios. The balance of sustain, healing, tank, and damage is perfectly fine.
There are some tacked on buffs that should be removed to stay true to simplification like sorc having berserk on crit surge. Some of the dlc classes also have similar tacked on extra buffs that are unnecessary.
Incentives are not present. Ap and xp is worthless in today's game. For this test to be successful you need to effectively pay people to go through with it. Crowns, mounts, crates, Mythic leads, Furnishings, Perfected arena weapons, A unique pet, a unique title, etc. We should not be trying to get people in the test by fixing the arbitrary balance that nobody will agree on anyways and will be deleted after a week.
MincMincMinc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
Yeah that is great feedback for when the test actually plays out. Right now we are testing functionally will the test work? Will this setup create the data necessary? What bugs are present?
I'm sorry I think comments like "this aint it chief" do not align with the above goals. We can talk biased balance talking points after the test ends and if zos decides to go forward with a skill pass. (probably years out). Of course nobody wants to lose their power creep, but this test is to directly remove all power creep and create a baseline. We can't do a power creep removal test by keeping the power creep.
As it stands vengeance classes are very reasonably balanced. The kits are comprehensive enough to function in 1v1, 10v10, 100v100, and even 1vX scenarios. The balance of sustain, healing, tank, and damage is perfectly fine.
There are some tacked on buffs that should be removed to stay true to simplification like sorc having berserk on crit surge. Some of the dlc classes also have similar tacked on extra buffs that are unnecessary.
Incentives are not present. Ap and xp is worthless in today's game. For this test to be successful you need to effectively pay people to go through with it. Crowns, mounts, crates, Mythic leads, Furnishings, Perfected arena weapons, A unique pet, a unique title, etc. We should not be trying to get people in the test by fixing the arbitrary balance that nobody will agree on anyways and will be deleted after a week.
A Golden Pursuit tied specifically to doing things in cyrodiil during Vengeance would probably be a great way to deliver this.
MincMincMinc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
Yeah that is great feedback for when the test actually plays out. Right now we are testing functionally will the test work? Will this setup create the data necessary? What bugs are present?
I'm sorry I think comments like "this aint it chief" do not align with the above goals. We can talk biased balance talking points after the test ends and if zos decides to go forward with a skill pass. (probably years out). Of course nobody wants to lose their power creep, but this test is to directly remove all power creep and create a baseline. We can't do a power creep removal test by keeping the power creep.
As it stands vengeance classes are very reasonably balanced. The kits are comprehensive enough to function in 1v1, 10v10, 100v100, and even 1vX scenarios. The balance of sustain, healing, tank, and damage is perfectly fine.
There are some tacked on buffs that should be removed to stay true to simplification like sorc having berserk on crit surge. Some of the dlc classes also have similar tacked on extra buffs that are unnecessary.
Incentives are not present. Ap and xp is worthless in today's game. For this test to be successful you need to effectively pay people to go through with it. Crowns, mounts, crates, Mythic leads, Furnishings, Perfected arena weapons, A unique pet, a unique title, etc. We should not be trying to get people in the test by fixing the arbitrary balance that nobody will agree on anyways and will be deleted after a week.
A Golden Pursuit tied specifically to doing things in cyrodiil during Vengeance would probably be a great way to deliver this.
Erickson9610 wrote: »xylena_lazarow wrote: »They're not getting 1003 people unless they put forth a product that 1003 people are excited about. Diet Cyrodiil with an unbalanced unfun NB hell meta isn't gonna be it. They're gonna need to deal with at least that. There's no performance reason to mash together a burst heal with invisibility, didn't we already go through this with Hardened Ward?And I think anyone who actually cares about PvP in ESO will participate in these tests even if the classes themselves are not balanced. For the purpose of the test I don't think it matters if there's 1000 nbs and 3 necros. What matters is there's 1003 people.
Current Cyrodiil isn't exciting enough for 1003 people. This test, with standardized templates, is the most exciting update to Cyrodiil in a long time. A lot of people hate it, but a lot of people are interested by it, too. This will bring in many players when it hits Live.
Erickson9610 wrote: »xylena_lazarow wrote: »They're not getting 1003 people unless they put forth a product that 1003 people are excited about. Diet Cyrodiil with an unbalanced unfun NB hell meta isn't gonna be it. They're gonna need to deal with at least that. There's no performance reason to mash together a burst heal with invisibility, didn't we already go through this with Hardened Ward?And I think anyone who actually cares about PvP in ESO will participate in these tests even if the classes themselves are not balanced. For the purpose of the test I don't think it matters if there's 1000 nbs and 3 necros. What matters is there's 1003 people.
Current Cyrodiil isn't exciting enough for 1003 people. This test, with standardized templates, is the most exciting update to Cyrodiil in a long time. A lot of people hate it, but a lot of people are interested by it, too. This will bring in many players when it hits Live.
This may be my first post in over 6 years.
Myself and approximately 20+ friends are following VERY closely the development of this test as we are very interested in being able to play in a much more curated and controlled Cyrodiil environment where the determining factors are more the skill of the player rather than the myriad factors introduced by the 'proc' sets or the myriad of passives that ultimately introduce an overdependence on these uncontrollable factors.
We are VERY pleased with the fact that they are also trying to balance the power of the immortal masses of zerglings all gathering together by limiting the areas to only 3 players.
We also see very positively the discreet introduction of cooldowns in certain skills.
Even if it's just a performance test, we are quite in favor of the vision they are trying to convey with the rebalancing of the skills of each class.
Personally, I think this is a very good approach for Cyrodiil. if they implement this as they are doing while slowly introducing very carefully curated and balanced equipment sets and other skill lines with the same more simplified balancing approach, we may be in for a very fun Cyrodiil experience, and if this is the overall intent, we will definitely be back.
PS: A small side point I would like to make as a suggestion is that it would not be a bad thing to leave aside the “buff maintanance” issue that has been dictating combat for 10 years and that acquiring an important buff to be a byrpoduct of simply having used the active ability in combat. I genuinely think important buffs should last much, much longer and skills that provide them should have more of an active machanic.
MincMincMinc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
Yeah that is great feedback for when the test actually plays out. Right now we are testing functionally will the test work? Will this setup create the data necessary? What bugs are present?
I'm sorry I think comments like "this aint it chief" do not align with the above goals. We can talk biased balance talking points after the test ends and if zos decides to go forward with a skill pass. (probably years out). Of course nobody wants to lose their power creep, but this test is to directly remove all power creep and create a baseline. We can't do a power creep removal test by keeping the power creep.
As it stands vengeance classes are very reasonably balanced. The kits are comprehensive enough to function in 1v1, 10v10, 100v100, and even 1vX scenarios. The balance of sustain, healing, tank, and damage is perfectly fine.
There are some tacked on buffs that should be removed to stay true to simplification like sorc having berserk on crit surge. Some of the dlc classes also have similar tacked on extra buffs that are unnecessary.
Incentives are not present. Ap and xp is worthless in today's game. For this test to be successful you need to effectively pay people to go through with it. Crowns, mounts, crates, Mythic leads, Furnishings, Perfected arena weapons, A unique pet, a unique title, etc. We should not be trying to get people in the test by fixing the arbitrary balance that nobody will agree on anyways and will be deleted after a week.
MincMincMinc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
Yeah that is great feedback for when the test actually plays out. Right now we are testing functionally will the test work? Will this setup create the data necessary? What bugs are present?
I'm sorry I think comments like "this aint it chief" do not align with the above goals. We can talk biased balance talking points after the test ends and if zos decides to go forward with a skill pass. (probably years out). Of course nobody wants to lose their power creep, but this test is to directly remove all power creep and create a baseline. We can't do a power creep removal test by keeping the power creep.
As it stands vengeance classes are very reasonably balanced. The kits are comprehensive enough to function in 1v1, 10v10, 100v100, and even 1vX scenarios. The balance of sustain, healing, tank, and damage is perfectly fine.
There are some tacked on buffs that should be removed to stay true to simplification like sorc having berserk on crit surge. Some of the dlc classes also have similar tacked on extra buffs that are unnecessary.
Incentives are not present. Ap and xp is worthless in today's game. For this test to be successful you need to effectively pay people to go through with it. Crowns, mounts, crates, Mythic leads, Furnishings, Perfected arena weapons, A unique pet, a unique title, etc. We should not be trying to get people in the test by fixing the arbitrary balance that nobody will agree on anyways and will be deleted after a week.
A Golden Pursuit tied specifically to doing things in cyrodiil during Vengeance would probably be a great way to deliver this.
SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
SkaraMinoc wrote: »MincMincMinc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
Yeah that is great feedback for when the test actually plays out. Right now we are testing functionally will the test work? Will this setup create the data necessary? What bugs are present?
I'm sorry I think comments like "this aint it chief" do not align with the above goals. We can talk biased balance talking points after the test ends and if zos decides to go forward with a skill pass. (probably years out). Of course nobody wants to lose their power creep, but this test is to directly remove all power creep and create a baseline. We can't do a power creep removal test by keeping the power creep.
As it stands vengeance classes are very reasonably balanced. The kits are comprehensive enough to function in 1v1, 10v10, 100v100, and even 1vX scenarios. The balance of sustain, healing, tank, and damage is perfectly fine.
There are some tacked on buffs that should be removed to stay true to simplification like sorc having berserk on crit surge. Some of the dlc classes also have similar tacked on extra buffs that are unnecessary.
Incentives are not present. Ap and xp is worthless in today's game. For this test to be successful you need to effectively pay people to go through with it. Crowns, mounts, crates, Mythic leads, Furnishings, Perfected arena weapons, A unique pet, a unique title, etc. We should not be trying to get people in the test by fixing the arbitrary balance that nobody will agree on anyways and will be deleted after a week.
I think this is a reasonable reply. Thank you and I agree with most of what you said.
My personal observation is that there is some O(n^2) processing when too many players converge on the same area. It's exacerbated by ball groups which pushes the packet queue or cpu usage very high and causes ability delay on the server. I've written about this before on the ESO forums many years ago from a Computer Science perspective and I have a background in game development and server engineering as well.
I predict that maybe a few abilities will get tweaked but nothing on a grand scale. Also, they may identify some code for the root cause and optimize to fix the issue. Like a rewrite on their server's internal event queue, network layer, etc.
SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
They addressed why their bot testing isn't adequate in the livestream today. They do extensive bot testing of all of their content. It provides certain types of data, but it boils down to bots don't act like people, and are supplemental to real people testing (in numbers) but not a replacement.
SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
They addressed why their bot testing isn't adequate in the livestream today. They do extensive bot testing of all of their content. It provides certain types of data, but it boils down to bots don't act like people, and are supplemental to real people testing (in numbers) but not a replacement.
Oh, I didn't know there was a stream. Ok that's funny 🤣 I'm watching it now.
SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
They addressed why their bot testing isn't adequate in the livestream today. They do extensive bot testing of all of their content. It provides certain types of data, but it boils down to bots don't act like people, and are supplemental to real people testing (in numbers) but not a replacement.
Oh, I didn't know there was a stream. Ok that's funny 🤣 I'm watching it now.
Some takeaways.
- It's just a test for performance and there no plans to make Vengeance a permanent thing. It's not a test to measure player engagement but they do want as many players as possible to join the test to get more data.
- The intention for Cyrodiil is to still be designed for progression and customization. So they want players to have gear, skill choice, CP, etc.
- It sounds like they're focusing on the server frame metrics. The server frame was described as a window of time where abilities, movement, etc are processed. At a high level this is the same concept as a server tick/pulse where all the incoming packet messages are dequeued and the combat calculations are done. Usually this is a very small window of time like 16.67 milliseconds (60 tick rate/hz). Then once the calculations are done, outgoing packets are sent back to the clients.
- The server frame metrics elevate and/or jitter during large fights and they're trying to get those metrics down with the very distilled Vengeance combat. From there, they will decide what to do next.
- They need players to help test on PTS.
There should no longer be a conspiracy that Cyrodiil combat is changing permanently. They intend for this to be temporary to help address Cyrodiil performance which has been a very longstanding issue and complaint.
One thing that's probably obvious is if players do end up really liking the Vengeance campaign then ZOS might pivot and make it a full feature. They never said that on stream but it's a safe assumption to have. That's my take at least.
YandereGirlfriend wrote: »Erickson9610 wrote: »xylena_lazarow wrote: »They're not getting 1003 people unless they put forth a product that 1003 people are excited about. Diet Cyrodiil with an unbalanced unfun NB hell meta isn't gonna be it. They're gonna need to deal with at least that. There's no performance reason to mash together a burst heal with invisibility, didn't we already go through this with Hardened Ward?And I think anyone who actually cares about PvP in ESO will participate in these tests even if the classes themselves are not balanced. For the purpose of the test I don't think it matters if there's 1000 nbs and 3 necros. What matters is there's 1003 people.
Current Cyrodiil isn't exciting enough for 1003 people. This test, with standardized templates, is the most exciting update to Cyrodiil in a long time. A lot of people hate it, but a lot of people are interested by it, too. This will bring in many players when it hits Live.
This may be my first post in over 6 years.
Myself and approximately 20+ friends are following VERY closely the development of this test as we are very interested in being able to play in a much more curated and controlled Cyrodiil environment where the determining factors are more the skill of the player rather than the myriad factors introduced by the 'proc' sets or the myriad of passives that ultimately introduce an overdependence on these uncontrollable factors.
We are VERY pleased with the fact that they are also trying to balance the power of the immortal masses of zerglings all gathering together by limiting the areas to only 3 players.
We also see very positively the discreet introduction of cooldowns in certain skills.
Even if it's just a performance test, we are quite in favor of the vision they are trying to convey with the rebalancing of the skills of each class.
Personally, I think this is a very good approach for Cyrodiil. if they implement this as they are doing while slowly introducing very carefully curated and balanced equipment sets and other skill lines with the same more simplified balancing approach, we may be in for a very fun Cyrodiil experience, and if this is the overall intent, we will definitely be back.
PS: A small side point I would like to make as a suggestion is that it would not be a bad thing to leave aside the “buff maintanance” issue that has been dictating combat for 10 years and that acquiring an important buff to be a byrpoduct of simply having used the active ability in combat. I genuinely think important buffs should last much, much longer and skills that provide them should have more of an active machanic.
If you want skill cooldowns you're playing the wrong game. Plenty of other MMOs out there that obey that convention. Most ESO players play this game specifically because it doesn't have those clunky systems. And those players will immediately dip the moment that they begin creeping into this game.
SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
They addressed why their bot testing isn't adequate in the livestream today. They do extensive bot testing of all of their content. It provides certain types of data, but it boils down to bots don't act like people, and are supplemental to real people testing (in numbers) but not a replacement.
Oh, I didn't know there was a stream. Ok that's funny 🤣 I'm watching it now.
Some takeaways.
- It's just a test for performance and there no plans to make Vengeance a permanent thing. It's not a test to measure player engagement but they do want as many players as possible to join the test to get more data.
- The intention for Cyrodiil is to still be designed for progression and customization. So they want players to have gear, skill choice, CP, etc.
- It sounds like they're focusing on the server frame metrics. The server frame was described as a window of time where abilities, movement, etc are processed. At a high level this is the same concept as a server tick/pulse where all the incoming packet messages are dequeued and the combat calculations are done. Usually this is a very small window of time like 16.67 milliseconds (60 tick rate/hz). Then once the calculations are done, outgoing packets are sent back to the clients.
- The server frame metrics elevate and/or jitter during large fights and they're trying to get those metrics down with the very distilled Vengeance combat. From there, they will decide what to do next.
- They can't get the performance data they need with bots since there are many ways players can engage in PvP and it's not feasible to program all those PvP scenarios. So they need to have real players.
- They need players to help test on PTS.
There should no longer be a conspiracy that Cyrodiil combat is changing permanently. They intend for this to be temporary to help address Cyrodiil performance which has been a very longstanding issue and complaint.
One thing that's probably obvious is if players do end up really liking the Vengeance campaign then ZOS might pivot and make it a full feature. They never said that on stream but it's a safe assumption to have. That's my take at least.
SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
They addressed why their bot testing isn't adequate in the livestream today. They do extensive bot testing of all of their content. It provides certain types of data, but it boils down to bots don't act like people, and are supplemental to real people testing (in numbers) but not a replacement.
Oh, I didn't know there was a stream. Ok that's funny 🤣 I'm watching it now.
Some takeaways.
- It's just a test for performance and there no plans to make Vengeance a permanent thing. It's not a test to measure player engagement but they do want as many players as possible to join the test to get more data.
- The intention for Cyrodiil is to still be designed for progression and customization. So they want players to have gear, skill choice, CP, etc.
- It sounds like they're focusing on the server frame metrics. The server frame was described as a window of time where abilities, movement, etc are processed. At a high level this is the same concept as a server tick/pulse where all the incoming packet messages are dequeued and the combat calculations are done. Usually this is a very small window of time like 16.67 milliseconds (60 tick rate/hz). Then once the calculations are done, outgoing packets are sent back to the clients.
- The server frame metrics elevate and/or jitter during large fights and they're trying to get those metrics down with the very distilled Vengeance combat. From there, they will decide what to do next.
- They can't get the performance data they need with bots since there are many ways players can engage in PvP and it's not feasible to program all those PvP scenarios. So they need to have real players.
- They need players to help test on PTS.
There should no longer be a conspiracy that Cyrodiil combat is changing permanently. They intend for this to be temporary to help address Cyrodiil performance which has been a very longstanding issue and complaint.
One thing that's probably obvious is if players do end up really liking the Vengeance campaign then ZOS might pivot and make it a full feature. They never said that on stream but it's a safe assumption to have. That's my take at least.
One other interesting thing that was mentioned by Brian was that the "bogging down" we see server wide is the result of the global actions being limited by what can fit within the server frames. Brian said that the same thing happens on an individual basis client side when you're performing high APM actions, i.e animation cancelling/weaving/block cancelling/bash weaving, etc.
So that phenomena high APM players have been describing for years where they feel like they need to stop performing actions to let the game "catch up", or where things become unresponsive when they're operating at high APM, is actually the reality of how things work now.
Hopefully they're able to solve that problem with whatever results they get from this testing. It's extremely frustrating to be punished for playing well.
Hi all, Just wanted to follow up with some info. We will have a live stream today at 1pm ET with Gina, Rich, and Brian to chat about Cyrodiil Champions. It will be on the shorter end of things, but solely focused on the test. Info is below.ZOS_GinaBruno wrote: »Hi everyone!
We've been seeing a lot of questions about the Cyrodiil Champions test currently on the PTS. To help clarify a few points, we will be hosting a very brief (15-20 minute) livestream today at 1pm EST on twitch.tv/bethesda to answer some common questions including what the goals of this test are, how this current test is different from what will be on Live, what success looks like from our end, and more. This is not taking the place of the written Q&A that is in progress and we do not plan to cover any other topics.
Looking forward to seeing you all in a few hours!
SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
They addressed why their bot testing isn't adequate in the livestream today. They do extensive bot testing of all of their content. It provides certain types of data, but it boils down to bots don't act like people, and are supplemental to real people testing (in numbers) but not a replacement.
Oh, I didn't know there was a stream. Ok that's funny 🤣 I'm watching it now.
Some takeaways.
- It's just a test for performance and there no plans to make Vengeance a permanent thing. It's not a test to measure player engagement but they do want as many players as possible to join the test to get more data.
- The intention for Cyrodiil is to still be designed for progression and customization. So they want players to have gear, skill choice, CP, etc.
- It sounds like they're focusing on the server frame metrics. The server frame was described as a window of time where abilities, movement, etc are processed. At a high level this is the same concept as a server tick/pulse where all the incoming packet messages are dequeued and the combat calculations are done. Usually this is a very small window of time like 16.67 milliseconds (60 tick rate/hz). Then once the calculations are done, outgoing packets are sent back to the clients.
- The server frame metrics elevate and/or jitter during large fights and they're trying to get those metrics down with the very distilled Vengeance combat. From there, they will decide what to do next.
- They can't get the performance data they need with bots since there are many ways players can engage in PvP and it's not feasible to program all those PvP scenarios. So they need to have real players.
- They need players to help test on PTS.
There should no longer be a conspiracy that Cyrodiil combat is changing permanently. They intend for this to be temporary to help address Cyrodiil performance which has been a very longstanding issue and complaint.
One thing that's probably obvious is if players do end up really liking the Vengeance campaign then ZOS might pivot and make it a full feature. They never said that on stream but it's a safe assumption to have. That's my take at least.
SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
They addressed why their bot testing isn't adequate in the livestream today. They do extensive bot testing of all of their content. It provides certain types of data, but it boils down to bots don't act like people, and are supplemental to real people testing (in numbers) but not a replacement.
Oh, I didn't know there was a stream. Ok that's funny 🤣 I'm watching it now.
Some takeaways.
- It's just a test for performance and there no plans to make Vengeance a permanent thing. It's not a test to measure player engagement but they do want as many players as possible to join the test to get more data.
- The intention for Cyrodiil is to still be designed for progression and customization. So they want players to have gear, skill choice, CP, etc.
- It sounds like they're focusing on the server frame metrics. The server frame was described as a window of time where abilities, movement, etc are processed. At a high level this is the same concept as a server tick/pulse where all the incoming packet messages are dequeued and the combat calculations are done. Usually this is a very small window of time like 16.67 milliseconds (60 tick rate/hz). Then once the calculations are done, outgoing packets are sent back to the clients.
- The server frame metrics elevate and/or jitter during large fights and they're trying to get those metrics down with the very distilled Vengeance combat. From there, they will decide what to do next.
- They can't get the performance data they need with bots since there are many ways players can engage in PvP and it's not feasible to program all those PvP scenarios. So they need to have real players.
- They need players to help test on PTS.
There should no longer be a conspiracy that Cyrodiil combat is changing permanently. They intend for this to be temporary to help address Cyrodiil performance which has been a very longstanding issue and complaint.
One thing that's probably obvious is if players do end up really liking the Vengeance campaign then ZOS might pivot and make it a full feature. They never said that on stream but it's a safe assumption to have. That's my take at least.
One other interesting thing that was mentioned by Brian was that the "bogging down" we see server wide is the result of the global actions being limited by what can fit within the server frames. Brian said that the same thing happens on an individual basis client side when you're performing high APM actions, i.e animation cancelling/weaving/block cancelling/bash weaving, etc.
So that phenomena high APM players have been describing for years where they feel like they need to stop performing actions to let the game "catch up", or where things become unresponsive when they're operating at high APM, is actually the reality of how things work now.
Hopefully they're able to solve that problem with whatever results they get from this testing. It's extremely frustrating to be punished for playing well.
Turtle_Bot wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
They addressed why their bot testing isn't adequate in the livestream today. They do extensive bot testing of all of their content. It provides certain types of data, but it boils down to bots don't act like people, and are supplemental to real people testing (in numbers) but not a replacement.
Oh, I didn't know there was a stream. Ok that's funny 🤣 I'm watching it now.
Some takeaways.
- It's just a test for performance and there no plans to make Vengeance a permanent thing. It's not a test to measure player engagement but they do want as many players as possible to join the test to get more data.
- The intention for Cyrodiil is to still be designed for progression and customization. So they want players to have gear, skill choice, CP, etc.
- It sounds like they're focusing on the server frame metrics. The server frame was described as a window of time where abilities, movement, etc are processed. At a high level this is the same concept as a server tick/pulse where all the incoming packet messages are dequeued and the combat calculations are done. Usually this is a very small window of time like 16.67 milliseconds (60 tick rate/hz). Then once the calculations are done, outgoing packets are sent back to the clients.
- The server frame metrics elevate and/or jitter during large fights and they're trying to get those metrics down with the very distilled Vengeance combat. From there, they will decide what to do next.
- They can't get the performance data they need with bots since there are many ways players can engage in PvP and it's not feasible to program all those PvP scenarios. So they need to have real players.
- They need players to help test on PTS.
There should no longer be a conspiracy that Cyrodiil combat is changing permanently. They intend for this to be temporary to help address Cyrodiil performance which has been a very longstanding issue and complaint.
One thing that's probably obvious is if players do end up really liking the Vengeance campaign then ZOS might pivot and make it a full feature. They never said that on stream but it's a safe assumption to have. That's my take at least.
One other interesting thing that was mentioned by Brian was that the "bogging down" we see server wide is the result of the global actions being limited by what can fit within the server frames. Brian said that the same thing happens on an individual basis client side when you're performing high APM actions, i.e animation cancelling/weaving/block cancelling/bash weaving, etc.
So that phenomena high APM players have been describing for years where they feel like they need to stop performing actions to let the game "catch up", or where things become unresponsive when they're operating at high APM, is actually the reality of how things work now.
Hopefully they're able to solve that problem with whatever results they get from this testing. It's extremely frustrating to be punished for playing well.
Very, very, interesting indeed, all but confirms what the majority of players have thought about the impact of ball groups on the servers over the years.
YandereGirlfriend wrote: »Turtle_Bot wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
They addressed why their bot testing isn't adequate in the livestream today. They do extensive bot testing of all of their content. It provides certain types of data, but it boils down to bots don't act like people, and are supplemental to real people testing (in numbers) but not a replacement.
Oh, I didn't know there was a stream. Ok that's funny 🤣 I'm watching it now.
Some takeaways.
- It's just a test for performance and there no plans to make Vengeance a permanent thing. It's not a test to measure player engagement but they do want as many players as possible to join the test to get more data.
- The intention for Cyrodiil is to still be designed for progression and customization. So they want players to have gear, skill choice, CP, etc.
- It sounds like they're focusing on the server frame metrics. The server frame was described as a window of time where abilities, movement, etc are processed. At a high level this is the same concept as a server tick/pulse where all the incoming packet messages are dequeued and the combat calculations are done. Usually this is a very small window of time like 16.67 milliseconds (60 tick rate/hz). Then once the calculations are done, outgoing packets are sent back to the clients.
- The server frame metrics elevate and/or jitter during large fights and they're trying to get those metrics down with the very distilled Vengeance combat. From there, they will decide what to do next.
- They can't get the performance data they need with bots since there are many ways players can engage in PvP and it's not feasible to program all those PvP scenarios. So they need to have real players.
- They need players to help test on PTS.
There should no longer be a conspiracy that Cyrodiil combat is changing permanently. They intend for this to be temporary to help address Cyrodiil performance which has been a very longstanding issue and complaint.
One thing that's probably obvious is if players do end up really liking the Vengeance campaign then ZOS might pivot and make it a full feature. They never said that on stream but it's a safe assumption to have. That's my take at least.
One other interesting thing that was mentioned by Brian was that the "bogging down" we see server wide is the result of the global actions being limited by what can fit within the server frames. Brian said that the same thing happens on an individual basis client side when you're performing high APM actions, i.e animation cancelling/weaving/block cancelling/bash weaving, etc.
So that phenomena high APM players have been describing for years where they feel like they need to stop performing actions to let the game "catch up", or where things become unresponsive when they're operating at high APM, is actually the reality of how things work now.
Hopefully they're able to solve that problem with whatever results they get from this testing. It's extremely frustrating to be punished for playing well.
Very, very, interesting indeed, all but confirms what the majority of players have thought about the impact of ball groups on the servers over the years.
Pretty sure that describes the impact of any large concentration of players.
silky_soft wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »MincMincMinc wrote: »Comparing vengeance balance or numbers to live to persuade players to hate it before trying is not constructive or helpful in anyway.
Yeah this is flat out wrong. Players are allowed to voice their opinion on the "test" whether you like it or not. Just because you disagree doesn't mean it's not constructive and helpful. In fact it's extremely important that ZOS understands how players feel about the test. So get out of the way and stop pressuring players and putting them down.
The takeaway should be "don't test anything, just fix it without testing?"
I suppose that is feedback, but I strongly hope it's the minority.
That shouldn't be the takeaway.
It seems odd that ZOS can't reproduce the performance issue(s) on a private dev server with bots. It's generally bad practice to do tests like this on a Live production system. Yes I understand they are trying to reproduce the exact controlled environment but that doesn't change the fact that they should be able to do a controlled test internally. Or maybe they have already and didn't find anything 🤔
I wrote an MMO server back in 2010 and the very first thing I did was create 50k bots for testing performance. We also had bots on our Ultima Online servers back in 2004-2006 for testing performance. So I don't know why ZOS can't do that.
They addressed why their bot testing isn't adequate in the livestream today. They do extensive bot testing of all of their content. It provides certain types of data, but it boils down to bots don't act like people, and are supplemental to real people testing (in numbers) but not a replacement.
Oh, I didn't know there was a stream. Ok that's funny 🤣 I'm watching it now.
Some takeaways.
- It's just a test for performance and there no plans to make Vengeance a permanent thing. It's not a test to measure player engagement but they do want as many players as possible to join the test to get more data.
- The intention for Cyrodiil is to still be designed for progression and customization. So they want players to have gear, skill choice, CP, etc.
- It sounds like they're focusing on the server frame metrics. The server frame was described as a window of time where abilities, movement, etc are processed. At a high level this is the same concept as a server tick/pulse where all the incoming packet messages are dequeued and the combat calculations are done. Usually this is a very small window of time like 16.67 milliseconds (60 tick rate/hz). Then once the calculations are done, outgoing packets are sent back to the clients.
- The server frame metrics elevate and/or jitter during large fights and they're trying to get those metrics down with the very distilled Vengeance combat. From there, they will decide what to do next.
- They can't get the performance data they need with bots since there are many ways players can engage in PvP and it's not feasible to program all those PvP scenarios. So they need to have real players.
- They need players to help test on PTS.
There should no longer be a conspiracy that Cyrodiil combat is changing permanently. They intend for this to be temporary to help address Cyrodiil performance which has been a very longstanding issue and complaint.
One thing that's probably obvious is if players do end up really liking the Vengeance campaign then ZOS might pivot and make it a full feature. They never said that on stream but it's a safe assumption to have. That's my take at least.
I rewatched it, where do they say the server frametime is 16.667ms(60hz)? Or is this previous information?