Vengeance has pretty much the same action during NA prime time. On average you pick either the 1 circle keep zerg brawl, or the 1 back keep PvDoor defense. GH is completely dead outside NA prime time, so is Vengeance. It will take time to rebuild critical mass regardless of format.BardokRedSnow wrote: »Greyhost is back and populated in the evenings.They at least have a chance to learn. There is no chance to learn on full build mode. You will be deleted instantly if you don't already have the correct knowledge and prep. This may not be a big deal for a trifecta pro, but it's an absolute impasse for the average gamer.I don't think most people are learning though.
valenwood_vegan wrote: »), but these players aren't here - eso isn't attracting new players.
manukartofanu wrote: »manukartofanu wrote: »I only play this game when Vengeance is up, so I only get 1 week every 3 months.YandereGirlfriend wrote: »and then Vengeance comes along and makes them stop playing for a week... it is a VERY convenient time to simply step away for good.
The 100 or so GH regulars could all quit forever with zero impact on the game as a whole.
If you're still holding hope that they'll "fix" GH after 12 directionless years... lol.
Actually, if those who log in once every three months stop playing, no one will even notice.
But if the entire PvP community leaves—that’s minus 200–500 players from the current online population. Along with them, part of the economy will collapse, which will lead to further player loss.
If you keep making changes that reduce online numbers or push players away, eventually there will be no players left. And those who played once every three months will keep doing exactly that - playing once every three months.
What we have already: a guaranteed event page drop for people who want rewards for five minutes of gameplay. The result? A ruined event economy and zero reason to farm boxes, which led, surprise, surprise, to lower online numbers.
Arcanist: letting in newcomers and people who don’t want to spend time learning how to play. The result? Players with no skill can easily clear all the content they previously couldn’t, and then they leave.
And the list of concessions and pandering to those who don’t actually want to play the game can go on and on.
The outcome: a game made for people who don’t want to play it.
That is not entirely true. Sure, it is less evident when players leave one by one as opposed to the entire base at once, but the effects are still noticeable. Population is shrinking and PvPers are aware of it. Also, those who left took their wallet with them so there’s that impact too.
Some of the people who plan to move to other games should Veng be permanent (alongside GH) will be replaced by others coming back (and some will bring their friends).
Time will tell if we’re indeed witnessing the death of ESO PvP, or a new beginning.
The thesis you highlighted has nothing to do with what you're refuting. People who log in once every three months are basically people who have already stopped playing. That has nothing to do with the fact that PvE players are leaving the game in a thin trickle. PvP players also probably wouldn’t all quit at once if GH were shut down — some would still try playing Vengeance until they finally got disappointed. And that too would be the same one-by-one departure.
Hi all, thanks for the continued discussion here. We want to share a point of consideration as we are seeing some comments around population when talking about the in-game graphs. The in-game population bar is representative of the current participants in a campaign, relative to the max cap of that campaign. So for example, if Gray Host is at 360/360, but Vengeance is 450/900, the graph will show Gray Host as 100% capacity while Vengeance is at 50%, even though Vengeance has more players. We wanted to provide that as you continue your conversations about population overall.
At this stage in the game’s life, you don’t need massive systems overhauls. What you need is experienced voices at the table—people who actively play their classes, understand the nuances, and actually care about how these changes feel in real gameplay.
WE NEED BALANCE. REAL BALANCE. The current level of power creep is game-breaking, plain and simple. Healing, speed, enchants, sets, and shields all need ongoing adjustments—and those adjustments have to happen as players experiment and discover new builds. That constant tuning is not a weakness; it’s what keeps the game healthy. When balance evolves alongside player creativity, the game stays fresh, competitive, and engaging, because it’s never solved and never stagnant.
This doesn’t have to mean huge costs.
As the game gets older and budgets naturally tighten, relying more on your existing player base makes sense. PvP and PvE community leads, class-focused volunteers, or advisory groups could provide meaningful feedback before changes go live. Players who are invested will help you keep the game healthy—and it costs very little compared to rebuilding systems after they fail.
We’re not asking for perfection.
We’re asking for choice, consistency, and balance that respects how people actually play the game.
Darkmage1337 wrote: »Hi all, thanks for the continued discussion here. We want to share a point of consideration as we are seeing some comments around population when talking about the in-game graphs. The in-game population bar is representative of the current participants in a campaign, relative to the max cap of that campaign. So for example, if Gray Host is at 360/360, but Vengeance is 450/900, the graph will show Gray Host as 100% capacity while Vengeance is at 50%, even though Vengeance has more players. We wanted to provide that as you continue your conversations about population overall.
Honestly, the current design should do away with the faction bar graphs and simply show the current campaign population numbers, like you pointed out above.
For example, I would rather see Grey Host at 200/360 (or whatever value) as opposed to a bar-chart of 1 faction at 3 bars, 1 faction at 2 bars, and 1 faction at 1 bar. Players of the lesser-populated faction (at any given time) are less likely to engage with Cyrodiil if they can clearly see that they are outnumbered by 5 to 1 — in the example of 1 3-bar faction, 1 2-bar faction, and 1 1-bar faction. Why would any additional players of the 1-bar faction join Cyrodiil at that time?
If players see a campaign at 300/360 or 700/900 (or whatever), they are more likely to join a campaign as they can clearly see that the campaign is healthy and active, and that their is room for them and their group/guild.
You already provided the campaign population capacity (and adjust the limit as needed); so why not just show the actual total population? In addition, By showing 200/360 or 700/900 (or whatever), players are lead to believe that these is even-distribution. But, when they see a 1-bar versus 3-bar bar graph, players of the 1-bar faction are less likely to join at that time.
TL;DR:
Get rid of the bar graphs and show us actual numbers.
Show us the current population out of total population.
Do not provide the faction-specific population values.
In 2014 I was running purple Seducer because I could still beat the super sweats despite them having gold Warlock. Meta sets weren't overpowered. Now if you go in with purple Seducer against someone with gold Wretched Vitality, you're getting absolutely ruined in throughput.They would settle for craftable and more easily accessible options, as it had been. This also goes into this whole "equal-playing field" argument, and I believe that sentiment actually ruined the game. And I will use my anecdotal experience with you Xylena. I have fond memories of squaring off against your DK: completely off-meta, a stamdk. And you were a nightmare to fight against.
They would settle for craftable and more easily accessible options, as it had been. This also goes into this whole "equal-playing field" argument, and I believe that sentiment actually ruined the game. And I will use my anecdotal experience with you Xylena. I have fond memories of squaring off against your DK: completely off-meta, a stamdk. And you were a nightmare to fight against.
Even though Wretched is highly accessible, there's still a brutal opaque knowledge barrier to gatekeep new players. The problem isn't that overpowered sets are accessible, it's that they're overpowered, and if you don't know what's overpowered ahead of time, you're dead.
Grey Host has been part of the game since inception (maybe not with same name). ZOS should fix the game they created not waste time creating something new that won't help their business in any capacity.
ESO was originally marketed as a PvP game too, Cyrodiil was literally the endgame.
I only play this game when Vengeance is up, so I only get 1 week every 3 months.YandereGirlfriend wrote: »and then Vengeance comes along and makes them stop playing for a week... it is a VERY convenient time to simply step away for good.
The 100 or so GH regulars could all quit forever with zero impact on the game as a whole.
If you're still holding hope that they'll "fix" GH after 12 directionless years... lol.
Oh you'll find "things" alright, like the decade old Alcast builds with Shacklebreaker that noobs still bring into GH. Do it yourself, behold the dead internet. That'll take me way off topic though.You can type in "OP PVP BUILD (update X)" and find things within minutes.
You really wanna compare the size of our uh, playtimes? Good luckToddIngram wrote: »And why should someone who admits to only playing one week/month have a louder voice in the direction for the game than those of us who still play daily?
You really wanna compare the size of our uh, playtimes? Good luckToddIngram wrote: »And why should someone who admits to only playing one week/month have a louder voice in the direction for the game than those of us who still play daily?
Oh you'll find "things" alright, like the decade old Alcast builds with Shacklebreaker that noobs still bring into GH. Do it yourself, behold the dead internet. That'll take me way off topic though.You can type in "OP PVP BUILD (update X)" and find things within minutes.
Do you yourself still find any meaningful theorycrafting within the GH meta? Felt like it was solved the first week of subclassing PTS last summer and has stayed static since.
At least on Vengeance you can still debate Scout vs Vanguard or DW vs Frost. There would be infinitely more room for innovation on both Ven and GH if they gutted NB/Assassination.
Because the core audience for GH is like 100-300 people and going nowhere but down. Alienating those players doesn't move the line in a game of thousands. Most of them will still log into Vengeance to get their fix, even if they complain and threaten to quit on the forums.BardokRedSnow wrote: »So the question is the same, why cater to people who are not the core audience for a game type.
So did you give up SnB DK for Assassin/Animals/Storm? Do you enjoy turtle/burst meta?BardokRedSnow wrote: »The build you had that was good back in the day isn’t viable anymore, we’ve all been there, and eventually people get tired of the switch up.
Because the core audience for GH is like 100-300 people and going nowhere but down. Alienating those players doesn't move the line in a game of thousands. Most of them will still log into Vengeance to get their fix, even if they complain and threaten to quit on the forums.BardokRedSnow wrote: »So the question is the same, why cater to people who are not the core audience for a game type.
Vengeance offers potential for growth. Some GH players will quit but there will still be 100-300 experienced regulars to build a new PvP community on. I kill inexperienced players from full in 4-5 seconds on Vengeance, way more fair than the instant death of GH.So did you give up SnB DK for Assassin/Animals/Storm? Do you enjoy turtle/burst meta?BardokRedSnow wrote: »The build you had that was good back in the day isn’t viable anymore, we’ve all been there, and eventually people get tired of the switch up.
Is this innovation, or catching up on a solved puzzle? I did all my trait and glyph testing on subclass PTS and haven't seen anything change. I guess you can still debate the X when considering what to use in Assassin/Storm/X builds? They all do the same thing though.I spent a few hours last night optimizing my jewelry traits and glyphs so yes of course GH PvP players continue to theory craft.
BardokRedSnow wrote: »Because the core audience for GH is like 100-300 people and going nowhere but down. Alienating those players doesn't move the line in a game of thousands. Most of them will still log into Vengeance to get their fix, even if they complain and threaten to quit on the forums.BardokRedSnow wrote: »So the question is the same, why cater to people who are not the core audience for a game type.
Vengeance offers potential for growth. Some GH players will quit but there will still be 100-300 experienced regulars to build a new PvP community on. I kill inexperienced players from full in 4-5 seconds on Vengeance, way more fair than the instant death of GH.So did you give up SnB DK for Assassin/Animals/Storm? Do you enjoy turtle/burst meta?BardokRedSnow wrote: »The build you had that was good back in the day isn’t viable anymore, we’ve all been there, and eventually people get tired of the switch up.
I have not and never will give up on SnB Two hander DK lol, all I did was go one skill line warden, I enjoy it, and some sweats get mad on stream they can’t burst me down like the rest of the cannon fodder alone lol
As for the rest, vengeance offers zero growth simply by the fact that there’s no sets in vengeance. It’s the same game mode again and again, nothing else to offer unless Zos changes it. This argument makes no sense.
Greyhost is the opposite, it changes every time the core game itself changes. As long as Zos improves the core game, so too will Greyhost improve. Whether it does or not is the question but with Greyhost there is a chance for growth, Vengeance same as no proc ravenwatch next to Greyhost does not and will be dead well before the next dlc cycle. Already is.
Oh you'll find "things" alright, like the decade old Alcast builds with Shacklebreaker that noobs still bring into GH. Do it yourself, behold the dead internet. That'll take me way off topic though.You can type in "OP PVP BUILD (update X)" and find things within minutes.
Do you yourself still find any meaningful theorycrafting within the GH meta? Felt like it was solved the first week of subclassing PTS last summer and has stayed static since.
At least on Vengeance you can still debate Scout vs Vanguard or DW vs Frost. There would be infinitely more room for innovation on both Ven and GH if they gutted NB/Assassination.
Perhaps, sort by date when searching?
I spent a few hours last night optimizing my jewelry traits and glyphs so yes of course GH PvP players continue to theory craft.
You really wanna compare the size of our uh, playtimes? Good luckToddIngram wrote: »And why should someone who admits to only playing one week/month have a louder voice in the direction for the game than those of us who still play daily?
Artisian0001 wrote: »Just wanted to note, there has not been a single prime time period where Vengeance has had a higher population than GH since both have been playable at the same time. I am counting for the actual population not just bar representation.
I don't know why the devs want to add vengeance, I assume just because they are not interested in finding an option to actually increase reliable performance, but introducing a whole new system that's vastly unpopular doesn't make much sense to me either. I hope one day the people working on the game can have an actual honest conversation about why they do the things they do. It is very evident the people that frequent the forums and have the most comments and complain/make every thread they can relate to some issue they have with PvP are not an actual representation of the PvP community.
ToddIngram wrote: »You basically haven't played for the last year and you missed a few months before that while moving to the east coast etc. You've been playing less and less since about 2022. I know who I'm talking to.
Looks like you answered your own question. Other players remember more about my ESO career than I do. Dunno who you are though, sorry.ToddIngram wrote: »And why should someone who admits to only playing one week/month have a louder voice in the direction for the game than those of us who still play daily?
Come fight me on Vengeance and see if that holds true.because you like mindless template PvP
It’s a time sink, when it’s not, guess what, people won’t sink their time into it and it’ll die out.
Players sink time into what they find fun. Not homework. There's good reason ESO, WoW, and FF14 have all been relaxing grind requirements in favor of accessibility. If you want 00s era competitive grind, you're on the wrong game. Maybe try some K-MMOs.
Surely you remember the golden days of pvp? It was ironically during a time when ESO -was- a hardcore grind game. I think the concept of a grind has been misconstrued. The way I see it, it has been the casualification of a lot of the "grind" systems that actually turned pvp into the sweat-fest it is now. Consider the ease of building all the hyper-specialized min-max set-ups. The only time sink is transmute crystals, but all gear is now universally accessible. I'd argue that a hardcore grind mechanic-philosophy actually casualifies the game more.
Now of course, there is also the issue that this was a timeframe where the only established meta was centered around stat balance due to the limit of proc sets amongst several other factors. And right now, there is a plethora of these sets that have in their own vacuum caused and continue to cause issues. But what if transmutation never existed? What if reconstruction never existed? What if people had to actually grind all these ridiculous hyper min-max'd soulless builds that have zero personalization and creativity? I'd wager the playing field right now would be more level.
The super sweats would be the ones that have the energy and time-sink to grind them out, as it has always been. But for the rest? They would settle for craftable and more easily accessible options, as it had been. This also goes into this whole "equal-playing field" argument, and I believe that sentiment actually ruined the game. And I will use my anecdotal experience with you Xylena. I have fond memories of squaring off against your DK: completely off-meta, a stamdk. And you were a nightmare to fight against. Again, this was delicate balance as the most "meta" one could go largely revolved around "stat balance" the game under-the-hood was also very different, but I hope the point I'm making, makes sense. A hardcore grind isn't inherently bad if it's done within reason. The vast plethora of sets now, the "bloat" all the other under-the-hood decisions in conjunction with transmutes allowing "build however you want, ultimate casual freedom" has enabled some of the most sweat-fest hyper min-max'd metas of all of eso's time. These have all "added up" over time.