Furthermore, what about the "special rulesets for cyrodiil" that Matt promised us?
They're coming... They just need to finish up on that U35 Q&A first.
Jokes aside, I was also initially excited when I saw that. I thought, hey, maybe they'll remember Ravenwatch exists and do something, anything, about it.
I am no longer excited.In the January PVP update from @ZOS_MattFiror , he said the following.ZOS_MattFiror wrote: »we won’t be adding any new features to PvP until the work mentioned above is complete
In today's update from @ZOS_GinaBruno regarding the work mentioned by Matt in the above post, she says the following.ZOS_GinaBruno wrote: »We have also been working on the re-architecture we originally mentioned earlier this year. It's worth noting this isn't a single item that will go into an individual update, but contains many smaller pieces that will be released over multiple updates starting next year.
All I can read into Gina's statement is that these many smaller pieces will take a while to all roll out, and, given the complexity of the task we're talking about here, I see no indication or guarantee that it'll take just 2023 to do so, just a vague commitment that they'll start implementing then. You could well be looking at 2024 with no pvp, 2025.. After all, we're talking about rather complicated server architecture that the whole game is hanging on here being gradually reimplemented from scratch - U36 was supposed to be a chill, change-nothing update, and we saw how well that went.Matt mentions that the main reason that they will not add content to pvp is that they "do not want to exacerbate the issue of poor performance". What about imperial city? It's been dying for a rework for years now. What about battlegrounds? People have been begging for custom BGs, or new formats/sizes of BGs for years. What about dueling? People have been asking for group dueling since dueling's inception. The cyrodiil performance issues do not affect any of these.
The community has asked for years about new content for pvp, things other than Cyrodiil that wouldn't be affected by the bad performance there, and I think we've gotten a grand total of, oh let's see, some emotes, a couple of costumes and the funny side effect of the performance tests that no proc Ravenwatch is? So, some fluff and another dead campaign (a campaign, which, at least on PC EU, used to be as popular as Grey Host back before the changes). Apart from that, all I can think of is bg weekends and 10% bonus xp, which I don't view as new content.
Draw whatever conclusions you want from that, but for me, actions speak louder than words, and I'm sorry to say this, but their actions over these past years give me no confidence that they'll give us anything worthwhile anytime soon. The way I see it, the dev team is hard at work producing new quests, zones, dungeons and crown store content to keep up with their established yearly format, while pvp's been relegated to this side activity that's left there as a "take it as it is" for the minority that still cares for that kind of experience in ESO. Maybe in the mystical future when the re-architecturing is complete and performance is improved that trend'll change, assuming there's still enough of a pvp player base to justify the cost of making that content.
I think new content for PvP would be detrimental to PvP. The population is already thin and any new content would spread that population even farther. I would like to see some new dynamics in content we already have available. There is some things they could do with Imperial City to spice up that area.
For the most part adjusting to other players provides what new content for PvE provides. Where we play isn't as important as who we are killing.
I agree that PvP needs to be stabilized. Cyrodiil has emptied out over the years due to performance.
I think BG formats can use a change after they fix overall performance. 4v4 or even 8v8 would be better than the three-team groups. Even then, the actual formats could use a change, such as providing an incentive and a need to defend the flag once it has been obtained.
Though I think IC is a lost cause. Without making it a mini-Cyrodiil I do not see anything providing a sustained reason to be there.
I disagree completely about IC, and I think it is the most viable candidate for a rework. I linked a post that I wrote in an above comment detailing how they could reinvorgiate IC and provide lasting/meaningful rewards as well as engaging PVP.
If anything was a lost cause, it would certainly be cyrodiil given the awful performance.
I do agree that two teams would be far better than three, and I'd love to see them rework battlegrounds to accommodate that. Whether that is 6v6, 8v8, etc.
I think new content for PvP would be detrimental to PvP. The population is already thin and any new content would spread that population even farther. I would like to see some new dynamics in content we already have available. There is some things they could do with Imperial City to spice up that area.
For the most part adjusting to other players provides what new content for PvE provides. Where we play isn't as important as who we are killing.
I agree that PvP needs to be stabilized. Cyrodiil has emptied out over the years due to performance.
I think BG formats can use a change after they fix overall performance. 4v4 or even 8v8 would be better than the three-team groups. Even then, the actual formats could use a change, such as providing an incentive and a need to defend the flag once it has been obtained.
Though I think IC is a lost cause. Without making it a mini-Cyrodiil I do not see anything providing a sustained reason to be there.
I disagree completely about IC, and I think it is the most viable candidate for a rework. I linked a post that I wrote in an above comment detailing how they could reinvorgiate IC and provide lasting/meaningful rewards as well as engaging PVP.
If anything was a lost cause, it would certainly be cyrodiil given the awful performance.
I do agree that two teams would be far better than three, and I'd love to see them rework battlegrounds to accommodate that. Whether that is 6v6, 8v8, etc.
Of course, it is the most viable candidate for a rework as it is basically ignored by players. However, it would require a complete rework and redesign as there is no incentive or reason for a large number of players to go there outside of an event.
The reality is if Zenimax is doing to do a major overhaul they might as well sell it in a new DLC.
And for Cyrodiil, even with the performance issues, more players go there than IC which proves it is far from a lost cause. \
FlopsyPrince wrote: »I strongly suspect that they have reduced the number of people working on ESO to put more into the new game they are supposed to be working on. That would explain many things.
The ranks are filled with minions coming in for lower level jobs created by people moving up and out from the middle ranks. New blood from this migration could explain a lot, and could be what we are seeing.
GreatGildersleeve wrote: »Don’t be surprised if they eventually phase out PvP completely. With Lambert saying 90% of the player base is overland, Elder Scrolls solo type players, the PvP poses problems that are easier to remove than fix.
GreatGildersleeve wrote: »Don’t be surprised if they eventually phase out PvP completely. With Lambert saying 90% of the player base is overland, Elder Scrolls solo type players, the PvP poses problems that are easier to remove than fix.
I'm unironically scared too they might flat out delete Cyrodiil. I hope we never have to see that day.
I've been saying they're going to sunset Cyrodil for the last 3 years. This amount of neglect signals it. I'd love to be completely wrong tho.
The problem with that is that they would not only have to rework Cyrodiil as a whole but also Cyrodiil related achievements, siege weapons and how the function, story quests and voiceovers that mention Cyrodiil and the war, an explanation why the alliances are fighting in an IC like deadra pocket dimenson for the throne etc. And also lore wise. That actually might be more work than it's worth it. Maybe they will add a PvE Cyro for the few quest there are or maybe a chapter where you can visit Cyro in a different time-line or time-period or something, but I'm not seeing them doing such a massive overhaul with how things are looking.
And no, I don't wanna gate-keep Cyrodiil from the PvE crowd, heck, they can add the both options mentioned above, but if they can't even give PvP Cyro an overhaul the chances are pretty slim for a PvE Cyro.
It's only a "problem" if ZOS doesn't want to put in the effort and resources to make such a change.... and I mean, I think it's just time to admit that Zenimax could do a lot of things player ask for/suggest, they just won't. WoW has overhauled entire zones before, more than once even (Darkshore). They also have a legacy achievement section for old achievements you can't get anymore. And I disagree that this would be more work than it's worth. Cyrodiil is dying, it's been running like it's on life support (lowkey the whole game has) and something needs to change. Revamping Cyrodiil to be normal PVE zones would draw in PVE players. Recreating the Cyrodiil style war in a new zone and polished up a bit more would draw in PVP players. It's a win-win. The only "loss" on Zenimax's part would be actually having to invest time, money, and effort into doing something for the game.... but the payoff would be well worth it. Sadly though, ZOS would rather just continue to line their pockets with reskinned crown store mounts and RNG crates before actually investing more into improving their game.
I've been saying they're going to sunset Cyrodil for the last 3 years. This amount of neglect signals it. I'd love to be completely wrong tho.
I think new content for PvP would be detrimental to PvP. The population is already thin and any new content would spread that population even farther. I would like to see some new dynamics in content we already have available. There is some things they could do with Imperial City to spice up that area.
For the most part adjusting to other players provides what new content for PvE provides. Where we play isn't as important as who we are killing.
I agree that PvP needs to be stabilized. Cyrodiil has emptied out over the years due to performance.
I think BG formats can use a change after they fix overall performance. 4v4 or even 8v8 would be better than the three-team groups. Even then, the actual formats could use a change, such as providing an incentive and a need to defend the flag once it has been obtained.
Though I think IC is a lost cause. Without making it a mini-Cyrodiil I do not see anything providing a sustained reason to be there.
I disagree completely about IC, and I think it is the most viable candidate for a rework. I linked a post that I wrote in an above comment detailing how they could reinvorgiate IC and provide lasting/meaningful rewards as well as engaging PVP.
If anything was a lost cause, it would certainly be cyrodiil given the awful performance.
I do agree that two teams would be far better than three, and I'd love to see them rework battlegrounds to accommodate that. Whether that is 6v6, 8v8, etc.
Of course, it is the most viable candidate for a rework as it is basically ignored by players. However, it would require a complete rework and redesign as there is no incentive or reason for a large number of players to go there outside of an event.
The reality is if Zenimax is doing to do a major overhaul they might as well sell it in a new DLC.
And for Cyrodiil, even with the performance issues, more players go there than IC which proves it is far from a lost cause. \
Obviously, if there was a complete rework and redesign of IC, there would be incentive added to entice players into there. Again, I wrote a very detailed post about how that could work in a way that would provide meaningful rewards, long term goals, and a new format of PVP that doesn't exist in the game currently.
The problem with cyrodiil is that the performance issues will not be fixed within the next year. Every night since U36 dropped, grayhost on PC NA has been extremely laggy - so not even new server hardware is a solution to the issues.
I'd be all for cyrodiil receiving reworks and new incentives, but there is no point in doing that if they cannot permanently fix the performance in there first. Imperial City on the other hand does not suffer from these same performance issues, making it a far better candidate for a rework that could come within the next year.
A new zone would be great, sure. That is a DLC I would absolutely buy. But in reality they've put the bare minimum into PVP since Imperial City launched, and I don't see that changing now. Even asking them to do a rework to IC/BGs/dueling is probably a stretch.
Cyrodiil does not really need a rework. It just needs better performance as it already has a good incentive design. People have left Cyrodiil mostly due to the performance.
Also, if they cannot get the performance issue rectified there is no point to reworking IC. If they actually did something that drew the players in it would likely experience the same performance issues.
Cyrodiil does not really need a rework. It just needs better performance as it already has a good incentive design. People have left Cyrodiil mostly due to the performance.
Disagree. The reward system in cyrodiil is not good. You receive hundreds of worthless/useless set pieces as the primary reward. You cannot effeciently make gold for the time spent by converting your AP, there are numerous other methods in the game that are exponentially faster for earning gold. You can earn some decent transmutes sure, but still less than many other activities in the game. There is plenty of room for a rework to the way this reward system works.
The rank system is cool the first time around, but once you've hit 50 once it really becomes meaningless. There is room for improvement here with a "prestige" system where you can earn new rank rewards, such as titles/dyes/cosmetics etc.
Cyrodiil itself needs change aswell, but I honestly don't even know where to start with that. All that said though, there is no point in doing this if they cannot fix the performance in cyrodiil.Also, if they cannot get the performance issue rectified there is no point to reworking IC. If they actually did something that drew the players in it would likely experience the same performance issues.
This doesn't make sense. I have never witnessed cyrodiil tier lag in IC, even during events when the entire IC campaign is full with dozens of people fighting simultaneously in the same districts. Presumably a big part of the reason why it doesn't lag like cyrodiil is because it is split into districts/chunks - this shouldn't/wouldn't change in a rework.
It seems like your standpoint is "nothing should change anytime soon", which is fine - but the vast majority of people I've spoken to do not feel this way.
1. personally not liking Cyrodiils reward system when the zone itself draws players does not constitute a need to rework it. Sure, anything can use a tweak but overall Cyrodiil is fine outside of the performance issues.
2. and we have not seen IC full, even during events it is not really full. I have seen some groups here and there during an event but nothing compared to what we have in Cyrodiil. Giving players something worthwhile to do would change that. So my comment does make a lot of sense.
OtarTheMad wrote: »I mean they could add content to PvP but honestly, it would just screw up PvP servers until that work is done. I say let them finish it.
You don't know it now but by them not adding content to PvP it's helping.
Although if this means no new class or race or weapon line or guild skill line for 2023 chapter, or just no meaty new content for any parts of the game and we are getting yet another thin year of content, I don't know how I feel about that.
1. personally not liking Cyrodiils reward system when the zone itself draws players does not constitute a need to rework it. Sure, anything can use a tweak but overall Cyrodiil is fine outside of the performance issues.
The zone draws players to it because it has been the primary outlet for PVP since launch. The players in cyrodiil aren't there for the rewards, they are there because it is the only outlet where they can engage in medium-large scale fights with consistency. While it is my opinion that the reward structure is lacking, I know that I'm not the only one that feels this way. The rewards are objectively bad when you compare them to other activities and look at the time investment required to net them. If they implemented a token system from ROTW to allow for the direct purchasing of specific gear rolls while adding new non-gear purchaseables, it would already be drastically improved from what it is now.2. and we have not seen IC full, even during events it is not really full. I have seen some groups here and there during an event but nothing compared to what we have in Cyrodiil. Giving players something worthwhile to do would change that. So my comment does make a lot of sense.
This is incorrect though. The primary instance was full during the previous two MYM events and during last years double TV event - I have footage of this and clips where my group is engaged with over 20-30 players (including a clip where miats has over 60 people in one district on the player counter). It didn't lag at any point during any of this.
Your suggestion that the content should be left untouched and dead because "there's a chance it will lag" despite there being evidence to the contrary is absolutely bizarre.
to give new life to Imperial City they HAVE to remove the 50% telvar loss if killed by a player
1. personally not liking Cyrodiils reward system when the zone itself draws players does not constitute a need to rework it. Sure, anything can use a tweak but overall Cyrodiil is fine outside of the performance issues.
The zone draws players to it because it has been the primary outlet for PVP since launch. The players in cyrodiil aren't there for the rewards, they are there because it is the only outlet where they can engage in medium-large scale fights with consistency. While it is my opinion that the reward structure is lacking, I know that I'm not the only one that feels this way. The rewards are objectively bad when you compare them to other activities and look at the time investment required to net them. If they implemented a token system from ROTW to allow for the direct purchasing of specific gear rolls while adding new non-gear purchaseables, it would already be drastically improved from what it is now.2. and we have not seen IC full, even during events it is not really full. I have seen some groups here and there during an event but nothing compared to what we have in Cyrodiil. Giving players something worthwhile to do would change that. So my comment does make a lot of sense.
This is incorrect though. The primary instance was full during the previous two MYM events and during last years double TV event - I have footage of this and clips where my group is engaged with over 20-30 players (including a clip where miats has over 60 people in one district on the player counter). It didn't lag at any point during any of this.
Your suggestion that the content should be left untouched and dead because "there's a chance it will lag" despite there being evidence to the contrary is absolutely bizarre.
We both have our opinions and reasons for them. Thank you for sharing yours. Just as I respect your opinion I expect you have the some for mine.
Regards,
is untrue.2. and we have not seen IC full, even during events it is not really full.
to give new life to Imperial City they HAVE to remove the 50% telvar loss if killed by a player
I disagree, this mechanic is what keeps imperial city exciting. I wrote a pretty detailed post about what I think a viable rework would look like - included in this is a large increase in overall telvar gain in both the districts and the sewers, allowing players to earn telvar efficiently through methods other than killing district bosses - such as doing molag bal, farming sewer mobs & trove stamps, killing normal districts mobs, etc.
to give new life to Imperial City they HAVE to remove the 50% telvar loss if killed by a player
I disagree, this mechanic is what keeps imperial city exciting. I wrote a pretty detailed post about what I think a viable rework would look like - included in this is a large increase in overall telvar gain in both the districts and the sewers, allowing players to earn telvar efficiently through methods other than killing district bosses - such as doing molag bal, farming sewer mobs & trove stamps, killing normal districts mobs, etc.
exciting for gankers or expert players. Why should I waste my time farming stones and being killed by a random nb while looking at the map or passing a door?
if it's that exciting IC would be full of people, wouldn't it?
YandereGirlfriend wrote: »I can understand if no new systems are to be added in the near-future, however, it is abundantly clear that ESO still has many gifted artists working on it so how about some new motifs and such for PvP?
The most recent was the Dragonguard Berserker motif available from the IC, which was great, but that was also like a year ago and nothing has been added since.
Beyond motifs, how about a mount? A pet? A skin? Or some unique action animations, the concept of which debuted in the most recent patch? Perhaps tie some of these to the leaderboards across various PvP venues.
I would take this as "new PvP content" until which time we can actually get new systems. Just make sure that it is available ONLY from PvPing and not as something that anyone can simply brute-force with gold.