I also looked at all the classes on the PTS. The only classes that would be useful to me are the NB or the DK and the Templar; all the other classes aren't really my thing. Nevertheless, I won't be entering Cyrodiil during the test week because it's an absolute disgrace! I'm sure 90% of the community will agree with me!
Not a paying gig. We're not paid game testers. At least offer some serious in-game rewards?MincMincMinc wrote: »They don't. Glad you are opposed to the only thing that can fix pvp and help the game stabilize again.
Erickson9610 wrote: »Extinct_Solo_Player 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 aint it chief
I'm just excited to see this when it hits Live. I know regular ESO PvP has an audience, but this version of PvP is reminiscent of other PvP games, so it could appeal to those people.
I hope ESO really promotes this test with a free play event, because this style of PvP could genuinely attract people who would be willing to stay.
RaidingTraiding wrote: »Erickson9610 wrote: »Extinct_Solo_Player 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 aint it chief
I'm just excited to see this when it hits Live. I know regular ESO PvP has an audience, but this version of PvP is reminiscent of other PvP games, so it could appeal to those people.
I hope ESO really promotes this test with a free play event, because this style of PvP could genuinely attract people who would be willing to stay.
This is going to be just like when they added in the no proc campaign. A handful of people on the forums said they were excited, just like we're seeing now, possibly even more so, and look what happened. It turned a fun populated campaign into a ghost town. Where did all those people go who were all over no procs and having a "skill based" pvp campaign? In their words, wasn't that what the pvp population was asking for? why should this be any different especially when this is an even more limiting campaign than no proc was? Where are all these people going to come from if you can hardly fill one campaign and have 2 other campaigns that are dead? I doubt this will bring new players in, from what it seems, its going to be hard to get people to even do this test when it goes live.
TechMaybeHic wrote: »I don't think it's productive to debate who likes how ZOS is doing this test vs those who don't and why. I personally do not care for it. But if they want the test to do what they say on numbers, there should be rewards to entice.
Did we have the end of year Whitestrake yet? Seems to fill a few campaigns. Maybe add making tier 3 grant some motifs or maybe a mount.
XIIICaesar wrote: »Do you have any general feedback?
The sky in the Vengeance campaign is cool af. Could they make that sky a permanent addition to live but only during certain situations? My thought was whenever Volendrung has spawned/appeared or maybe once it's found/revealed, have the atmosphere change to the Vengeance sky & then back to normal once Volendrung disappears. Not performance related but yeah.
xylena_lazarow wrote: »Not a paying gig. We're not paid game testers. At least offer some serious in-game rewards?MincMincMinc wrote: »They don't. Glad you are opposed to the only thing that can fix pvp and help the game stabilize again.
Just_Attivi wrote: »Honestly, If tier 3 rewards in normal campaigns granted an alliance change or race change token (and specifically those ones, the two that impact PVP) Id tier out every dang character, population balances would probably even out more each campaign too since it no longer costs ~$20 to swap alliances for one character. This should be a thing regularly. But 100% add it to Vengeance to help get more participation. You'd squeak ~12 hours of testing from me if each toon could earn an alliance change.
TechMaybeHic wrote: »I don't think it's productive to debate who likes how ZOS is doing this test vs those who don't and why. I personally do not care for it. But if they want the test to do what they say on numbers, there should be rewards to entice.
Did we have the end of year Whitestrake yet? Seems to fill a few campaigns. Maybe add making tier 3 grant some motifs or maybe a mount.
silky_soft wrote: »I see with the latest patch notes characters and mounts skins are still not set alliance templates to minimise load even further.
vengeance as a whole is the single worst idea not only are you removing any fun that's left in pvp but you are doing in the false notion that it will help the game. The game isn't difficult to balance, it is difficult for you the developer due to how disconnected you are from the game. There is an issue with ball groups and rather than working out a way to deal with those instead you create a campaign to just outright strip both fun and ball groups from the game. Who in their right minds thought that it would be a good idea to even do this? I'd much rather you had done nothing than this.
i11ionward wrote: »Is the team going to look at feedback about how balanced the skills and classes are?
I really liked the overall idea of the campaign, but I wish there were more build options. Adding weapon skills would definitely help with that.
So the goal here in PTS is to test performance. We understand everyone is looking at skill/class balance. While that is important, it's jumping several steps ahead of what we are trying to accomplish with the test. Before we can realistically look at balance, we need to make sure things are working as intended for performance. It is why we are stressing the importance of answering the questions in the first post. If we can't get in info needed to make things work properly, then balancing means nothing anyway. This isn't to ignore thoughts on balance, but rather to make sure we are clear about the objective of this test on PTS.
vengeance as a whole is the single worst idea not only are you removing any fun that's left in pvp but you are doing in the false notion that it will help the game. The game isn't difficult to balance, it is difficult for you the developer due to how disconnected you are from the game. There is an issue with ball groups and rather than working out a way to deal with those instead you create a campaign to just outright strip both fun and ball groups from the game. Who in their right minds thought that it would be a good idea to even do this? I'd much rather you had done nothing than this.
BlakMarket wrote: »vengeance as a whole is the single worst idea not only are you removing any fun that's left in pvp but you are doing in the false notion that it will help the game. The game isn't difficult to balance, it is difficult for you the developer due to how disconnected you are from the game. There is an issue with ball groups and rather than working out a way to deal with those instead you create a campaign to just outright strip both fun and ball groups from the game. Who in their right minds thought that it would be a good idea to even do this? I'd much rather you had done nothing than this.
This would be a time for a combat developer to shine if they knew the mechanics and nuances of PVP to be able to balance Vengeance combat to be at least fun to play during testing.
i11ionward wrote: »Is the team going to look at feedback about how balanced the skills and classes are?
I really liked the overall idea of the campaign, but I wish there were more build options. Adding weapon skills would definitely help with that.
So the goal here in PTS is to test performance. We understand everyone is looking at skill/class balance. While that is important, it's jumping several steps ahead of what we are trying to accomplish with the test. Before we can realistically look at balance, we need to make sure things are working as intended for performance. It is why we are stressing the importance of answering the questions in the first post. If we can't get in info needed to make things work properly, then balancing means nothing anyway. This isn't to ignore thoughts on balance, but rather to make sure we are clear about the objective of this test on PTS.
While this test of performance is most important to you(zos), actually having fun and not playing a gamemode without balance is most important to us, the players. Why would we even invest any time into such a test if it wasnt remotely fun for us?
I may be making things up, but wasn't there something awhile back about how the original coders/whatever are mostly gone and attempts at fixing code etc. became messy because the current couldn't work out how to deal with the original people's work? I vaguely remember something like that, but I may be explaining it very wrong. I'm not conspiracy theorizing, just a question, maybe that's relevant to this issue and why they're starting ground up.
Just_Attivi wrote: »Honestly, If tier 3 rewards in normal campaigns granted an alliance change or race change token (and specifically those ones, the two that impact PVP) Id tier out every dang character, population balances would probably even out more each campaign too since it no longer costs ~$20 to swap alliances for one character. This should be a thing regularly. But 100% add it to Vengeance to help get more participation. You'd squeak ~12 hours of testing from me if each toon could earn an alliance change.
MincMincMinc wrote: »I also looked at all the classes on the PTS. The only classes that would be useful to me are the NB or the DK and the Templar; all the other classes aren't really my thing. Nevertheless, I won't be entering Cyrodiil during the test week because it's an absolute disgrace! I'm sure 90% of the community will agree with me!
They don't. Glad you are opposed to the only thing that can fix pvp and help the game stabilize again.
MincMincMinc wrote: »I also looked at all the classes on the PTS. The only classes that would be useful to me are the NB or the DK and the Templar; all the other classes aren't really my thing. Nevertheless, I won't be entering Cyrodiil during the test week because it's an absolute disgrace! I'm sure 90% of the community will agree with me!
They don't. Glad you are opposed to the only thing that can fix pvp and help the game stabilize again.
There is really only one thing to test during the vengeance campaign - does removing "everything" fix performance yes/no.
That test provides zero benefit other than a baseline, because now you have to add back, piece by piece, until you see where the performance drop returns. Those are the important tests.
Now if the first version of the vengeance campaign does NOT fix performance. ZOS has a major problem.
MincMincMinc wrote: »MincMincMinc wrote: »I also looked at all the classes on the PTS. The only classes that would be useful to me are the NB or the DK and the Templar; all the other classes aren't really my thing. Nevertheless, I won't be entering Cyrodiil during the test week because it's an absolute disgrace! I'm sure 90% of the community will agree with me!
They don't. Glad you are opposed to the only thing that can fix pvp and help the game stabilize again.
There is really only one thing to test during the vengeance campaign - does removing "everything" fix performance yes/no.
That test provides zero benefit other than a baseline, because now you have to add back, piece by piece, until you see where the performance drop returns. Those are the important tests.
Now if the first version of the vengeance campaign does NOT fix performance. ZOS has a major problem.
Yes, If the test fails to fix performance that means its a hardware, game engine, or cheat(client/serverside) issue. Considering zos already upgraded the servers i doubt we will see that again. The game engine isnt going to be replaced (although unreal engine is so easy to remake ESO combat). I doubt we will see zos push things clientside again.
Although what is cheaper banning people every now and then or basically rebuilding the entire combat system?
MincMincMinc wrote: »MincMincMinc wrote: »I also looked at all the classes on the PTS. The only classes that would be useful to me are the NB or the DK and the Templar; all the other classes aren't really my thing. Nevertheless, I won't be entering Cyrodiil during the test week because it's an absolute disgrace! I'm sure 90% of the community will agree with me!
They don't. Glad you are opposed to the only thing that can fix pvp and help the game stabilize again.
There is really only one thing to test during the vengeance campaign - does removing "everything" fix performance yes/no.
That test provides zero benefit other than a baseline, because now you have to add back, piece by piece, until you see where the performance drop returns. Those are the important tests.
Now if the first version of the vengeance campaign does NOT fix performance. ZOS has a major problem.
Yes, If the test fails to fix performance that means its a hardware, game engine, or cheat(client/serverside) issue. Considering zos already upgraded the servers i doubt we will see that again. The game engine isnt going to be replaced (although unreal engine is so easy to remake ESO combat). I doubt we will see zos push things clientside again.
Although what is cheaper banning people every now and then or basically rebuilding the entire combat system?
I can see calculations moving back to client side being a nightmare. Not due to cheaters, but because of so many false bans. Just look at how many false positives the AI chat monitoring threw.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »I also looked at all the classes on the PTS. The only classes that would be useful to me are the NB or the DK and the Templar; all the other classes aren't really my thing. Nevertheless, I won't be entering Cyrodiil during the test week because it's an absolute disgrace! I'm sure 90% of the community will agree with me!
They don't. Glad you are opposed to the only thing that can fix pvp and help the game stabilize again.
There is really only one thing to test during the vengeance campaign - does removing "everything" fix performance yes/no.
That test provides zero benefit other than a baseline, because now you have to add back, piece by piece, until you see where the performance drop returns. Those are the important tests.
Now if the first version of the vengeance campaign does NOT fix performance. ZOS has a major problem.
Yes, If the test fails to fix performance that means its a hardware, game engine, or cheat(client/serverside) issue. Considering zos already upgraded the servers i doubt we will see that again. The game engine isnt going to be replaced (although unreal engine is so easy to remake ESO combat). I doubt we will see zos push things clientside again.
Although what is cheaper banning people every now and then or basically rebuilding the entire combat system?
I can see calculations moving back to client side being a nightmare. Not due to cheaters, but because of so many false bans. Just look at how many false positives the AI chat monitoring threw.
Exactly, so if it has to stay serverside and servers are already up to date...... the only next choice is to lower the ticks or lower the people causing ticks. Lower pop cyrodil vs streamlined skills.
Cyrodil simply isnt setup to work low pop. Buffs, campaign, keep layouts, resources, etc. Also the whole point was big battles and such. If we boil it down to 12v12 combat..... why not just make 12v12 bg matches.
Streamlining combat is the real only answer you can arrive to. Whether it is no cross healing or buffing. No stacking dots, hots, procs. Skills with less tacked on passives, effects, timers, stacks, mechanics, cc. Less entity spawning like ground aoes, pets, procs. AOE limits. smart healing removal. cost increases/ramps.
Whether people accept it or not is an issue. It comes down to power creep which is the death of all mmos. Players would rather agree with everyone getting a buff compared to everyone getting debuffs. Nobody wants to be weaker even if it can drastically improve the game. Its something that Zos or any dev has to force and make people bite the bullet of a new standard.
silky_soft wrote: »I see with the latest patch notes characters and mounts skins are still not set alliance templates to minimise load even further.
I think these are client side, not server side.
Turtle_Bot wrote: »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.
The difference being the number of players required to reach that concentration of commands/inputs being sent to the servers.
With ball groups it's just the 12 members of the ball group, with unorganized zergs/PuGs it requires the entire faction (and usually all 3 factions stacked like this in 1 area) to have that sort of impact on server performance.
Turtle_Bot wrote: »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.
The difference being the number of players required to reach that concentration of commands/inputs being sent to the servers.
With ball groups it's just the 12 members of the ball group, with unorganized zergs/PuGs it requires the entire faction (and usually all 3 factions stacked like this in 1 area) to have that sort of impact on server performance.
Pro ball groups are purposely spamming skills/sets to specifically to trigger client/server desyncs.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »I also looked at all the classes on the PTS. The only classes that would be useful to me are the NB or the DK and the Templar; all the other classes aren't really my thing. Nevertheless, I won't be entering Cyrodiil during the test week because it's an absolute disgrace! I'm sure 90% of the community will agree with me!
They don't. Glad you are opposed to the only thing that can fix pvp and help the game stabilize again.
There is really only one thing to test during the vengeance campaign - does removing "everything" fix performance yes/no.
That test provides zero benefit other than a baseline, because now you have to add back, piece by piece, until you see where the performance drop returns. Those are the important tests.
Now if the first version of the vengeance campaign does NOT fix performance. ZOS has a major problem.
Yes, If the test fails to fix performance that means its a hardware, game engine, or cheat(client/serverside) issue. Considering zos already upgraded the servers i doubt we will see that again. The game engine isnt going to be replaced (although unreal engine is so easy to remake ESO combat). I doubt we will see zos push things clientside again.
Although what is cheaper banning people every now and then or basically rebuilding the entire combat system?
I can see calculations moving back to client side being a nightmare. Not due to cheaters, but because of so many false bans. Just look at how many false positives the AI chat monitoring threw.
Exactly, so if it has to stay serverside and servers are already up to date...... the only next choice is to lower the ticks or lower the people causing ticks. Lower pop cyrodil vs streamlined skills.
Cyrodil simply isnt setup to work low pop. Buffs, campaign, keep layouts, resources, etc. Also the whole point was big battles and such. If we boil it down to 12v12 combat..... why not just make 12v12 bg matches.
Streamlining combat is the real only answer you can arrive to. Whether it is no cross healing or buffing. No stacking dots, hots, procs. Skills with less tacked on passives, effects, timers, stacks, mechanics, cc. Less entity spawning like ground aoes, pets, procs. AOE limits. smart healing removal. cost increases/ramps.
Whether people accept it or not is an issue. It comes down to power creep which is the death of all mmos. Players would rather agree with everyone getting a buff compared to everyone getting debuffs. Nobody wants to be weaker even if it can drastically improve the game. Its something that Zos or any dev has to force and make people bite the bullet of a new standard.
Streamlined skills is really the only route, and it can work, but only if there's variety. It's fine that there's none right at the moment, I just hope this test works out well enough that they can easily add back in the variety we have now without arriving at the same poor performance and low population.