MasterSpatula wrote: »For me, PVP's biggest problem isn't lag; it's imbalance. Vengeance addressed both.
There were lots of things missing in Vengeance that I genuinely missed from PVP, but none of them could outweigh the sheer joy of tanky builds no longer doing the same damage as glass cannons, not getting bulldozed by untouchable ball groups, and actually being able to repair doors without worrying about getting bombed while I was stuck in an animation and unable to respond.
It feels, to me, like much of the hostility to Vengeance comes from those who are upset that Vengeance doesn't allow them to do the precise thing that killed all the joy in PVP for me.
minnowfaun wrote: »The Vengeance test mode experience is not what you’ll get should it become a live playable mode. Here’s why.
During Vengeance (Round 1) many players new to Cyro and even the Lead PVP Developer have said “this” is what we want to see.* It seems that the ‘record population’ was being conflated with success and popularity when in fact, the high population was manufactured.
Tactics Driving Record Population
Novelty – new things almost always enjoy and immediate surge in popularity. However, this is short lived as the ‘new-shiny’ feeling fades.
Scarcity – with availability of only one week, players flocked to Cyro to see what was happening. Should a Vengeance mode become available all the time it will lose the scarcity driving factor as well.
Belonging – Being a part of something, ex. ‘let’s test this together’ tends to drive up participation as people become invested in an outcome. When tests are over the motivation to ‘be a part of something’ will subside.
Additional Forced Population Tactics
Restricted Choice - Vengeance was the only Cyro campaign available. The only way to potentially maintain the population level is to only offer one campaign.
Golden Pursuits – The GPs that coincided with Vengeance were Cyro driven, forcing even more people into the campaign. Players strive to complete GPs for a multitude of reasons that have nothing to do with loving PVP. In fact, the desire to complete the GP can compel even a PVP hater to go into Cyro.
Fading Excitement
After the first four days, as GPs were completed and the novelty wore off, you could see the population decline. Had there been other Cyro options you would have seen even fewer players in the Vengeance Campaign.
For those of you who think Vengeance should be a live playable mode, as we enter into Vengeance Round 2, be mindful of the tactics that are manufacturing excitement and high population. Try to imagine what it will be like without all the hype. This will give you a more realistic view of what you could be left with.
And yes, I do understand that Vengeance is supposed to be a test mode only. However, seeing the Lead PVP Developer and many others (especially players who don’t regularly PVP) say “this” is what we want to see* concerns me enough to write this. I’m deeply concerned that the manufactured population popularity is clouding people’s judgment.
*Paraphrased from stream - https://www.twitch.tv/videos/2429316140?filter=archives&sort=time
OP, you have entirely misunderstood the point of the Vengeance PVP test.
The point of the test wasn't to get loads of players just for the fun of it. The point was to find when, where, and why server performance becomes degraded as a function of player counts.
minnowfaun wrote: »OP, you have entirely misunderstood the point of the Vengeance PVP test.
The point of the test wasn't to get loads of players just for the fun of it. The point was to find when, where, and why server performance becomes degraded as a function of player counts.
I completely understand the point of the Vengeance tests. I understand that the next test is meant to have strict a/b test components.
However, listening to the Dev in the stream wax poetic, ("this" is what we want! All these people! Big battles! Waging war), instead of scientific (great data!) it seems people are falling into the trap of thinking that this test mode is a game play mode. I hear them saying over and over that it's a test, and then acting like it's more than that.
Joy_Division wrote: »Can someone link this stream where they talked about Vengeance please?
Here is the vod of the Pre-Vengeance 2 LiveStream!
it still amazes me that they wont put light attacks on the gdc. It literally up to halves the server requests. makes no sense. They will gut every ability in the game but wont touch that when thats the first thing that should of went. How many decades is it going to take for them to figure out the servers are clogged due to light attacks happening inbetween each skill decimating the gdc and halfing normal players fun.
it still amazes me that they wont put light attacks on the gdc. It literally up to halves the server requests. makes no sense. They will gut every ability in the game but wont touch that when thats the first thing that should of went. How many decades is it going to take for them to figure out the servers are clogged due to light attacks happening inbetween each skill decimating purpose of the gdc and halfing normal players fun. One action per second is plenty. Lets not forget what happens when you shoot off a light attack.. it can proc, it can crit, it generates ultimate, it can pop the enchant. Thats alot of calculation overhead for a nominal ability thats not on the gcd
it still amazes me that they wont put light attacks on the gdc. It literally up to halves the server requests. makes no sense. They will gut every ability in the game but wont touch that when thats the first thing that should of went. How many decades is it going to take for them to figure out the servers are clogged due to light attacks happening inbetween each skill decimating purpose of the gdc and halfing normal players fun. One action per second is plenty. Lets not forget what happens when you shoot off a light attack.. it can proc, it can crit, it generates ultimate, it can pop the enchant. Thats alot of calculation overhead for a nominal ability thats not on the gcd.
that doesnt even factor in the gameplay aspect where players will just often die because they got hit with 5 things at once by the time the server responds to their first request, and its not a cheat, its just really really *** gameplay. Average players feel like its a cheat though and thus the pvp game between that and hardcore ball groups feels like a negative experience. Experiences and perceptions matter.
Joy_Division wrote: »it still amazes me that they wont put light attacks on the gdc. It literally up to halves the server requests. makes no sense. They will gut every ability in the game but wont touch that when thats the first thing that should of went. How many decades is it going to take for them to figure out the servers are clogged due to light attacks happening inbetween each skill decimating purpose of the gdc and halfing normal players fun. One action per second is plenty. Lets not forget what happens when you shoot off a light attack.. it can proc, it can crit, it generates ultimate, it can pop the enchant. Thats alot of calculation overhead for a nominal ability thats not on the gcd
No it wouldn't. If I am running around with this:
Putting light attacks on a global isn't going to do diddly squat to the number of calculations the server has to process.
xylena_lazarow wrote: »Their answer is Vengeance. It solves the performance in addition to all these meta problems. There's so much to fix that it's more efficient to start over, why keep trying to fix a sinking ship with duct tape, it's still sinking.MorallyBipolar wrote: »It very well might change if ZOS just made a couple changes we've been asking for for years now. Specifically limited heal and shield stacking and removing or radically changing RoA.
So the real question is why hasn't ZOS made any effort to even discuss these numerous feedback requests?
Joy_Division wrote: »it still amazes me that they wont put light attacks on the gdc. It literally up to halves the server requests. makes no sense. They will gut every ability in the game but wont touch that when thats the first thing that should of went. How many decades is it going to take for them to figure out the servers are clogged due to light attacks happening inbetween each skill decimating purpose of the gdc and halfing normal players fun. One action per second is plenty. Lets not forget what happens when you shoot off a light attack.. it can proc, it can crit, it generates ultimate, it can pop the enchant. Thats alot of calculation overhead for a nominal ability thats not on the gcd
No it wouldn't. If I am running around with this:
Putting light attacks on a global isn't going to do diddly squat to the number of calculations the server has to process.
i have a solution for that as well.
Condition Stacking
So when you get a dot or hot on you you get a "condition stack" of whatever that skill/damage type is. The idea here is that you can only have one dot effect on you at the same time from each damage type of skill.
this will dramatically lower game calculations and end some obscene practices like ball groups.
instead youll get a condition stack based on a damage type. So all poison skills are the same. Once your poisoned your poisoned. Once your on fire your on fire though a higher level ability might override a lower ability like a proc or enchant. Whatever you were hit with first will just refresh otherwise. You wont have ten effects ticking away on you anymore.
the condition stack is based on damage type so each damage type is represented and what happens is when your hit with that effect again ( in dot or hot format) the original only refreshes the original timer but everything after increases your condition stack for that damage type.
so your condition stack can progress to 3 levels as follows for a poison attack:
stack 1: minor defile for the dots duration, poison status x1
stack 2: major defile for the dots duration, poison status x2
stack 3: major and minor defile at the same time for the dots duration. poison status x3 . Non purge-able.
and the case for a hot like regenerating
stack 1: minor fortitude for the duration
stack 2: major fortitude for the duration
stack 3: both at the same time. When the effect ends you are purged for free as well.
theres no stack until you get hit with the same damage type twice.
The idea here is to dramatically reduce the number of active hots/dots of each type to one but not completely discount the other players contributions through advancing the stacks with crippling or beneficial effects. To make it interesting when you get to max stacks of a dot you can no longer purge it. Max stacks of a hot gives you a free purge when the effect ends. Each damage type would have its own unique condition stack but they all have three levels to them.
these condition stacks would be independent of the existing "status effects" and thus no changes would be required to them. In order to make the stacks efficient they would always have standard effects, no crit, no proc and cause no enchants or other status effects.
in addition to improving performance there is a group play component here where some players could advance the stacks to achieve an effect that could not be done otherwise.
In the past you would have three skills ticking away under the new system there would only be one but powerful conditions would be added that can be exploited instead.
in addition this system could also be used to improve crowd control in this game. Similar to the above you could only have one snare and one hard cc on you at a time but when more than one is on you you again advance stacks that have different effects on you. So when your hit by three different snares you only have one snare on you ( and all snares should be 30% across the board) but each stack after that will slow you down in the form of a speed and other debuffs. Get too many on you and you wont be able to roll dodge out of it.
hard cc could also use this system though i would separate this into roots and stuns with unique immunities for each. Stuns having a longer immunity ( 10 seconds) and roots a shorter (5 seconds) but also using the condition stack for both processes.
for instance stun could have a woozy style debuff so you get stunned ones its just the stun but if you get stunned again while woozy there could be some other effect that climbs with stuns piled on you. Same thing with roots. The difference with the hard ccs is that you would get not only a debuff but a buff as well possibly making your next root or stun within a timeframe much less effective.
This system could also be expanded to pve to expand viability of alternate builds since alternate sources of damage might be better than everyone doing the same thing. Players would then have two strategies available. 1) advance the same condition to get the debuff and 2) use alternate damage types so damage actually hits rather than refresh the counter.
solves pvp problem and solves this games pve meta problem. Only so many people can be doing the same thing before it becomes counterproductive. At least in terms of hots and dots.
Joy_Division wrote: »it still amazes me that they wont put light attacks on the gdc. It literally up to halves the server requests. makes no sense. They will gut every ability in the game but wont touch that when thats the first thing that should of went. How many decades is it going to take for them to figure out the servers are clogged due to light attacks happening inbetween each skill decimating purpose of the gdc and halfing normal players fun. One action per second is plenty. Lets not forget what happens when you shoot off a light attack.. it can proc, it can crit, it generates ultimate, it can pop the enchant. Thats alot of calculation overhead for a nominal ability thats not on the gcd
No it wouldn't. If I am running around with this:
Putting light attacks on a global isn't going to do diddly squat to the number of calculations the server has to process.
i have a solution for that as well.
Condition Stacking
So when you get a dot or hot on you you get a "condition stack" of whatever that skill/damage type is. The idea here is that you can only have one dot effect on you at the same time from each damage type of skill.
this will dramatically lower game calculations and end some obscene practices like ball groups.
instead youll get a condition stack based on a damage type. So all poison skills are the same. Once your poisoned your poisoned. Once your on fire your on fire though a higher level ability might override a lower ability like a proc or enchant. Whatever you were hit with first will just refresh otherwise. You wont have ten effects ticking away on you anymore.
the condition stack is based on damage type so each damage type is represented and what happens is when your hit with that effect again ( in dot or hot format) the original only refreshes the original timer but everything after increases your condition stack for that damage type.
so your condition stack can progress to 3 levels as follows for a poison attack:
stack 1: minor defile for the dots duration, poison status x1
stack 2: major defile for the dots duration, poison status x2
stack 3: major and minor defile at the same time for the dots duration. poison status x3 . Non purge-able.
and the case for a hot like regenerating
stack 1: minor fortitude for the duration
stack 2: major fortitude for the duration
stack 3: both at the same time. When the effect ends you are purged for free as well.
theres no stack until you get hit with the same damage type twice.
The idea here is to dramatically reduce the number of active hots/dots of each type to one but not completely discount the other players contributions through advancing the stacks with crippling or beneficial effects. To make it interesting when you get to max stacks of a dot you can no longer purge it. Max stacks of a hot gives you a free purge when the effect ends. Each damage type would have its own unique condition stack but they all have three levels to them.
these condition stacks would be independent of the existing "status effects" and thus no changes would be required to them. In order to make the stacks efficient they would always have standard effects, no crit, no proc and cause no enchants or other status effects.
in addition to improving performance there is a group play component here where some players could advance the stacks to achieve an effect that could not be done otherwise.
In the past you would have three skills ticking away under the new system there would only be one but powerful conditions would be added that can be exploited instead.
in addition this system could also be used to improve crowd control in this game. Similar to the above you could only have one snare and one hard cc on you at a time but when more than one is on you you again advance stacks that have different effects on you. So when your hit by three different snares you only have one snare on you ( and all snares should be 30% across the board) but each stack after that will slow you down in the form of a speed and other debuffs. Get too many on you and you wont be able to roll dodge out of it.
hard cc could also use this system though i would separate this into roots and stuns with unique immunities for each. Stuns having a longer immunity ( 10 seconds) and roots a shorter (5 seconds) but also using the condition stack for both processes.
for instance stun could have a woozy style debuff so you get stunned ones its just the stun but if you get stunned again while woozy there could be some other effect that climbs with stuns piled on you. Same thing with roots. The difference with the hard ccs is that you would get not only a debuff but a buff as well possibly making your next root or stun within a timeframe much less effective.
This system could also be expanded to pve to expand viability of alternate builds since alternate sources of damage might be better than everyone doing the same thing. Players would then have two strategies available. 1) advance the same condition to get the debuff and 2) use alternate damage types so damage actually hits rather than refresh the counter.
solves pvp problem and solves this games pve meta problem. Only so many people can be doing the same thing before it becomes counterproductive. At least in terms of hots and dots.
Zos has said they don't want to remove people from playing certain play styles (ball groups) so alot of what you said won't happen. You have to keep in mind pretty much any change they make will also hit the end game pve trial groups - zero chance most of what you said about the skills/status effects would pass with that group.
Now, shielding and hot stacking needs to be reworked 100% I agree with you there and some sets need Cc cool downs and what not.
xylena_lazarow wrote: »
Four_Fingers wrote: »Alliance stacking zergs everywhere, what a way to kill a game.
Small scale will be obsolete.
Small scale is already obsolete on Live. Sure you can occasionally still 3vX or whatever but 18 hours a day you are getting zero action because the server is dead, and the other 6 hours you're left with whatever scraps of action are left over after the ball groups suck it all into one laggy emp keep mess. No impact on large scale either way anymore.Four_Fingers wrote: »Alliance stacking zergs everywhere, what a way to kill a game. Small scale will be obsolete.
Joy_Division wrote: »it still amazes me that they wont put light attacks on the gdc. It literally up to halves the server requests. makes no sense. They will gut every ability in the game but wont touch that when thats the first thing that should of went. How many decades is it going to take for them to figure out the servers are clogged due to light attacks happening inbetween each skill decimating purpose of the gdc and halfing normal players fun. One action per second is plenty. Lets not forget what happens when you shoot off a light attack.. it can proc, it can crit, it generates ultimate, it can pop the enchant. Thats alot of calculation overhead for a nominal ability thats not on the gcd
No it wouldn't. If I am running around with this:
Putting light attacks on a global isn't going to do diddly squat to the number of calculations the server has to process.
i have a solution for that as well.
Condition Stacking
So when you get a dot or hot on you you get a "condition stack" of whatever that skill/damage type is. The idea here is that you can only have one dot effect on you at the same time from each damage type of skill.
this will dramatically lower game calculations and end some obscene practices like ball groups.
instead youll get a condition stack based on a damage type. So all poison skills are the same. Once your poisoned your poisoned. Once your on fire your on fire though a higher level ability might override a lower ability like a proc or enchant. Whatever you were hit with first will just refresh otherwise. You wont have ten effects ticking away on you anymore.
the condition stack is based on damage type so each damage type is represented and what happens is when your hit with that effect again ( in dot or hot format) the original only refreshes the original timer but everything after increases your condition stack for that damage type.
so your condition stack can progress to 3 levels as follows for a poison attack:
stack 1: minor defile for the dots duration, poison status x1
stack 2: major defile for the dots duration, poison status x2
stack 3: major and minor defile at the same time for the dots duration. poison status x3 . Non purge-able.
and the case for a hot like regenerating
stack 1: minor fortitude for the duration
stack 2: major fortitude for the duration
stack 3: both at the same time. When the effect ends you are purged for free as well.
theres no stack until you get hit with the same damage type twice.
The idea here is to dramatically reduce the number of active hots/dots of each type to one but not completely discount the other players contributions through advancing the stacks with crippling or beneficial effects. To make it interesting when you get to max stacks of a dot you can no longer purge it. Max stacks of a hot gives you a free purge when the effect ends. Each damage type would have its own unique condition stack but they all have three levels to them.
these condition stacks would be independent of the existing "status effects" and thus no changes would be required to them. In order to make the stacks efficient they would always have standard effects, no crit, no proc and cause no enchants or other status effects.
in addition to improving performance there is a group play component here where some players could advance the stacks to achieve an effect that could not be done otherwise.
In the past you would have three skills ticking away under the new system there would only be one but powerful conditions would be added that can be exploited instead.
in addition this system could also be used to improve crowd control in this game. Similar to the above you could only have one snare and one hard cc on you at a time but when more than one is on you you again advance stacks that have different effects on you. So when your hit by three different snares you only have one snare on you ( and all snares should be 30% across the board) but each stack after that will slow you down in the form of a speed and other debuffs. Get too many on you and you wont be able to roll dodge out of it.
hard cc could also use this system though i would separate this into roots and stuns with unique immunities for each. Stuns having a longer immunity ( 10 seconds) and roots a shorter (5 seconds) but also using the condition stack for both processes.
for instance stun could have a woozy style debuff so you get stunned ones its just the stun but if you get stunned again while woozy there could be some other effect that climbs with stuns piled on you. Same thing with roots. The difference with the hard ccs is that you would get not only a debuff but a buff as well possibly making your next root or stun within a timeframe much less effective.
This system could also be expanded to pve to expand viability of alternate builds since alternate sources of damage might be better than everyone doing the same thing. Players would then have two strategies available. 1) advance the same condition to get the debuff and 2) use alternate damage types so damage actually hits rather than refresh the counter.
solves pvp problem and solves this games pve meta problem. Only so many people can be doing the same thing before it becomes counterproductive. At least in terms of hots and dots.
Zos has said they don't want to remove people from playing certain play styles (ball groups) so alot of what you said won't happen. You have to keep in mind pretty much any change they make will also hit the end game pve trial groups - zero chance most of what you said about the skills/status effects would pass with that group.
Now, shielding and hot stacking needs to be reworked 100% I agree with you there and some sets need Cc cool downs and what not.
xylena_lazarow wrote: »Small scale is already obsolete on Live. Sure you can occasionally still 3vX or whatever but 18 hours a day you are getting zero action because the server is dead, and the other 6 hours you're left with whatever scraps of action are left over after the ball groups suck it all into one laggy emp keep mess. No impact on large scale either way anymore.Four_Fingers wrote: »Alliance stacking zergs everywhere, what a way to kill a game. Small scale will be obsolete.
The overal setiment OP has on this thread is starting to play out. The title of the thread is perfect; and I'm willing to bet the data ZoS is getting will reflect that.
(Although they put "fun" as an option for like 4 of the 6 choices so I'm sure they will say something like "85% of people said veng was fun we need to push forward exactly how it is" *sigh*)
Everyone loves the performance gains.
Everyone (except for those few who are dug in the trenches - we/you know who you are) hate the template style no skill forever long TTK gameplay loop.