YandereGirlfriend wrote: »I agree that we owe it to ourselves, as the ESO PvP community, to get in there and to test even if some of our main classes are... objectively dogwater vs. other options.
It'll be like going to a superhero movie: just low-effort, dumb fun (hopefully). You turn off your brain and you zerg around for a few hours, siege a few keeps, die to oils. Simplicity itself. Don't sweat the K/D Ratio for that week because it is bizarro PvP rather than actual PvP, like a Dragonbreak for Cyrodiil specifically.
xylena_lazarow wrote: »I get what they're doing, but it's not a paying gig. The game still needs to be fun.MincMincMinc wrote: »I just dont get what is not clear to people? To take a serious look at this issue zos needs to eliminate the largest avenues first.
Izanagi.Xiiib16_ESO wrote: »@ZOS_Kevin
Bug found: Zoning into a Delve in Cyrodiil re-equips any gear you had equipped before entering cyro (I had taken everything off prior to entering the delve). Additionally if you kill a boss within the Delve you gain the Blessing of War buff (AP buff) but upon leaving the delve (I left via the door and via death) the buff is lost.
acastanza_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »@ZOS_Kevin
Bug found: Zoning into a Delve in Cyrodiil re-equips any gear you had equipped before entering cyro (I had taken everything off prior to entering the delve). Additionally if you kill a boss within the Delve you gain the Blessing of War buff (AP buff) but upon leaving the delve (I left via the door and via death) the buff is lost.
I don't think this behavior with Delves is really a bug. Delves, while entered through Cyrodiil, aren't technically "in" the campaign. It used to be that to leave a delve and go back into Cyrodiil you would actually end up getting stuck queueing into the campaign if it was full, they eventually (mostly) fixed this, but they're still not really inside the campaign proper. Still, considering that you can engage in PVP combat inside the delves, this behavior should probably be looked at. If it's not possible to apply the Vengeance ruleset, maybe making the inside of the delves non-PVP enabled for this test.
So that we can try and get back on track, we checked in with the team for an order of operations for this test, between PTS and the Live test in March. So hopefully this will help and we can get back to the core feedback needed for this portion of the test.
- Functionality on the PTS server is first and the goal of that is to make sure we can provide the best play experience when this goes to the live server in March.
- We look at the data from the PTS functionality test to ensure things are working properly for the live test.
- If everything looks good, we move on to the test on the live server.
- After the test on the live server is done, we shut down Vengeance and review the data.
- Next steps will be determined based on the data. Nothing else related to the test will immediately go into the live game, including any Vengeance Class/Skill kits.
- We will share next steps once we evaluate the data.
KiltMaster wrote: »I know this is a test but wow this is horrible. So much for “play your way”.
You mentioned how “you actually have to use skill this way” but frankly you have to use skill now. You can put someone who’s never been in PVP before in the best gear with the best setup in skills and if they’re not skilled enough to play it, it won’t work.
You also mentioned how the goal of making everything simplified is to increase the size for fights and amount of players allowed in the campaign, but then so many of the skills are capped to only three players. I’m not sure where the disconnect is with that.
One person, one siege is also yikes. It will take forever to take down keep walls, now.
Though I guess there won’t be any lag if no one is playing in PVP anymore.
acastanza_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »@ZOS_Kevin
Bug found: Zoning into a Delve in Cyrodiil re-equips any gear you had equipped before entering cyro (I had taken everything off prior to entering the delve). Additionally if you kill a boss within the Delve you gain the Blessing of War buff (AP buff) but upon leaving the delve (I left via the door and via death) the buff is lost.
I don't think this behavior with Delves is really a bug. Delves, while entered through Cyrodiil, aren't technically "in" the campaign. It used to be that to leave a delve and go back into Cyrodiil you would actually end up getting stuck queueing into the campaign if it was full, they eventually (mostly) fixed this, but they're still not really inside the campaign proper. Still, considering that you can engage in PVP combat inside the delves, this behavior should probably be looked at. If it's not possible to apply the Vengeance ruleset, maybe making the inside of the delves non-PVP enabled for this test.
Reginald_leBlem wrote: »1) I understand this is a test, Zos did not focus on balancing the skills, just grabbed bare-bones class skills for people
2) Skills should still be adjusted slightly before live because people will be put off by some classes and not want to participate
3) Offer a big incentive. Idk what, but make it big enough that you draw a crowd. Crown crates? Style pages? A costume that says "I survived the Great Test of 2025"? The much requested KEEP House???? You need to get and keep disillusioned pvpers, and pvers that don't care about Cyrodiil.
Bottom line: many people, myself included, have participated on PTS in good faith and felt ignored when reporting everyothing from serious balance concerns to game-breaking bugs. Many people, myself included, participated in the weeks-long PVP performance testing a few years ago that resulted in several months of hell via no healing outside of group.
We are tired. We lack faith in the system. Trying to guilt or shame us into participating will not work. Give us a carrot, a REAL carrot and not the same "we are working on performance" carrot we've been getting for years and still haven't seen.
THAT SAID I too cannot figure out the gear, and why we have it. Skills all worked as expected, didn't crash, character zoned in and out as expected.
Not being able to dismiss my notifications or mail was VERY annoying, 0/10, working as expected or nah?
So those of us concerned about balance are pointing out that the soil is still choked by weeds and stumps. Nothing will grow here unless you clear the crap out. If day one is unfun NB hell, there's a mass exodus, what are we testing?People saying they need to balance this skill or that skill are focusing on a forest ecosystem while zos is only trying to measure the square footage of the forest. The trees haven't even been planted yet.
DrGIggles80 wrote: »...
There seems to be a misunderstanding here about the test. The point of this test is purely for the sake of performance, and getting calculations as low as possible on the server. So eliminating one or two things at a time will not help in the data we are trying to gather. This test for March as of right now, is purely for performance data on the live server so that we have a baseline when exploring pathways to improve Cyrodiil. That is also why we mentioned that class and skill balance is not a focus here. Because that is still several steps ahead of where we are, especially for a test that will last one week.
Reginald_leBlem wrote: »1) I understand this is a test, Zos did not focus on balancing the skills, just grabbed bare-bones class skills for people
2) Skills should still be adjusted slightly before live because people will be put off by some classes and not want to participate
3) Offer a big incentive. Idk what, but make it big enough that you draw a crowd. Crown crates? Style pages? A costume that says "I survived the Great Test of 2025"? The much requested KEEP House???? You need to get and keep disillusioned pvpers, and pvers that don't care about Cyrodiil.
Bottom line: many people, myself included, have participated on PTS in good faith and felt ignored when reporting everyothing from serious balance concerns to game-breaking bugs. Many people, myself included, participated in the weeks-long PVP performance testing a few years ago that resulted in several months of hell via no healing outside of group.
We are tired. We lack faith in the system. Trying to guilt or shame us into participating will not work. Give us a carrot, a REAL carrot and not the same "we are working on performance" carrot we've been getting for years and still haven't seen.
THAT SAID I too cannot figure out the gear, and why we have it. Skills all worked as expected, didn't crash, character zoned in and out as expected.
Not being able to dismiss my notifications or mail was VERY annoying, 0/10, working as expected or nah?
I don't think any of those skill variants will make it to a non test environment, if what Kevin is saying above accurately represents everything.
ZOS is literally trying to see how deep the code deficit they were supposed to fix 4 years ago actually is, and they're doing that by stripping every single calculation they can out of cyrodiil and throwing in as many people as they can and seeing what happens.
People saying they need to balance this skill or that skill are focusing on a forest ecosystem while zos is only trying to measure the square footage of the forest. The trees haven't even been planted yet.
silky_soft wrote: »DrGIggles80 wrote: »...
There seems to be a misunderstanding here about the test. The point of this test is purely for the sake of performance, and getting calculations as low as possible on the server. So eliminating one or two things at a time will not help in the data we are trying to gather. This test for March as of right now, is purely for performance data on the live server so that we have a baseline when exploring pathways to improve Cyrodiil. That is also why we mentioned that class and skill balance is not a focus here. Because that is still several steps ahead of where we are, especially for a test that will last one week.
With the way you have done it now. I doubt many will play in the test. I was excited for this test but who ever is in charge has changed it too much. They've gone and distracted the community with balance far worse then live.
Set stats/gear are good.
No cp is good.
No proc is good.
New skills that align with nothing in live is bad.
Just make the class skill lines as they are, with their morphs to chose from. No class passives. Eliminate all other skills lines and their passives.
The test needs to be inviting and have familiarity. It currently is not.
How does it help performance to staple a burst heal to NB cloak?MincMincMinc wrote: »You dont understand the point of the test, the current skills are what they are testing....... they cant use the current skills......the current skills are a part of the problem
If this is what zenimax plans on investing their time into during 2025, I don't see the point in hanging around.
I get that the point of this is to measure the impact that these changes have on performance. But as someone who has been here for the entirety of the game's life cycle, through every promise and test, here are my concerns.
First, the stated goal of this project is for zenimax to be able to "reach launch level population caps", allowing exponentially more players to be in the campaign at once (likely 5x the caps we have in place now, based on our estimations). There aren't this many people queuing for PVP on any given night anymore. This new system, with all of it's flaws, isn't going to suddenly inspire 5x the number of players to jump into PVP - in fact, I'd be surprised if there was any net positive population gain whatsoever given the full removal of buildcraft, skill decisions, etc. This is concerning because it gives an air of pointlessness to the entirety of the project - why gut the entire build/combat system to allow for a playerbase that doesn't exist?
Second, the environment would require HEAVY balancing from a combat team who plays PVP at a reasonable skill level. I'm not trying to suggest that all developers need to be skilled at the game, but an environment as simple as this needs to be balanced to work well, and people who do not have an in-depth understanding of PVP will not be able to do that. This is concerning because historically zenimax has never given us a reason to believe they listen to or care about player feedback in regards to balance changes, and the only PVP representation we've ever seen from zenimax in the form of the recent live stream was... lacking. If this environment comes into the game in as limited a state as it is, along with being poorly balanced, you can be damn sure this won't be played by anybody and will very likely kill off whatever small playerbase you have left on the PVP side of the game. If you are going to take real, tangible steps to ensure this environment is well balanced then lay those plans out for us, or we will assume the worst - because the worst has almost always been the case when it comes to PVP balance, historically.
I played this environment for a few hours, and I have to say it was the most painfully boring PVP I've had on this game in some time. Things are too simplified, the balance is atrocious, and there is no individual flavor or skill expression to be had. While I certainly think there is potential for a more limited environment where people don't have access to nearly as many heals, sustain, or free damage - this iteration falls incredibly short of being that. If this is what zenimax plans on investing their time into during 2025, I don't see the point in hanging around. I'm not confident that anything positive will come of it and I'm not going to just hang around for another year at probably the lowest point ever for this game's PVP while zenimax goes into year 7 or 8 of "just testing things out". I'm sorry, but the good faith was spent long ago and this project as well as the general tone we're seeing regarding it from the CMs and developers does not inspire any confidence whatsoever.
xylena_lazarow wrote: »So those of us concerned about balance are pointing out that the soil is still choked by weeds and stumps. Nothing will grow here unless you clear the crap out. If day one is unfun NB hell, there's a mass exodus, what are we testing?People saying they need to balance this skill or that skill are focusing on a forest ecosystem while zos is only trying to measure the square footage of the forest. The trees haven't even been planted yet.
This is the official feedback thread for the new Cyrodiil Champions (Vengeance Campaign) in Update 45. Please try out the new campaign and let us know what you think! Specific feedback that the team is looking for includes the following:
- Do characters properly zone into Cyrodiil with templatized Stats and Gear?
Yup. Character zones in, fully setup with all necessary gear, template and skills- Do characters earn XP/AP/Gold upon leaving?
wasn't able to kill anything myself so cannot confirm this- Do siege weapons still function with the limitations of only deploying 1 type at at time?
Didn't test siege much.- Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game. N/A
- account name
- character name
- What happened to trigger the corruption (leave Cyrodiil mid battle, lost connection, got booted, etc)?
- screenshots and video
- What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
Could be interesting, but I have alot of concerns with combat and survivability- Do you have any general feedback?
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, guess we forgot what we learned from 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.
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.
That's fair, but they aren't keeping them if they can't address balance issues. It took over 6 months and over 2000 posts before we saw a change to Hardened Ward, we're now in a similar boat with Rushing Agony. Unfortunately I have no reason to expect their approach to balancing Vengeance will be any different. Not until I see more aggressive balancing.Erickson9610 wrote: »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.
MincMincMinc wrote: »silky_soft wrote: »DrGIggles80 wrote: »...
There seems to be a misunderstanding here about the test. The point of this test is purely for the sake of performance, and getting calculations as low as possible on the server. So eliminating one or two things at a time will not help in the data we are trying to gather. This test for March as of right now, is purely for performance data on the live server so that we have a baseline when exploring pathways to improve Cyrodiil. That is also why we mentioned that class and skill balance is not a focus here. Because that is still several steps ahead of where we are, especially for a test that will last one week.
With the way you have done it now. I doubt many will play in the test. I was excited for this test but who ever is in charge has changed it too much. They've gone and distracted the community with balance far worse then live.
Set stats/gear are good.
No cp is good.
No proc is good.
New skills that align with nothing in live is bad.
Just make the class skill lines as they are, with their morphs to chose from. No class passives. Eliminate all other skills lines and their passives.
The test needs to be inviting and have familiarity. It currently is not.
You dont understand the point of the test, the current skills are what they are testing....... they cant use the current skills......the current skills are a part of the problem
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, guess we forgot what we learned from 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.
My concept of caring about PvP is to not accept a product released in this state, test or not.
Turtle_Bot wrote: »Live streak is much faster than what BE was on PTS, even if it is just the camera moving on the live servers. Like I said, it actually felt like I was casting mist form or live version of Arc portal instead of BE when testing on the PTS. The stutter/delay with the skill was horrible for the flow of combat if I was trying to cast more than just streak.MincMincMinc wrote: »Turtle_Bot wrote: »Speed:
- I noted how clunky bolt escape is. It is literally as slow on PTS as mist form is on live server where it takes min half a second of doing nothing before it teleports. ZOS has clearly changed something within the code for that ability on PTS. Just straight movement speed is already more than enough to keep up with streak on live servers (as has been proven countless times with video evidence on other threads) where streak is significantly faster than what bolt escape is on the PTS.
- Bolt escape is also a very unreliable stun on PTS, I ended up switching it to back bar to use exclusively as an escape tool since the stun is no longer along the entire length of the teleport, but only in a small AoE on landing point (another thing that makes the skill clunky to use compared to live).
- Why do people think the other classes don't have any stuns or CC on top of their speed to catch sorc (not just PTS but on live too), it's almost like CC abilities, gap closers and speed buffs just vanish from the other classes kits when players complain about sorc/streak.
I dont think streak on pts is any slower, on live I think they just move your character model and camera faster that it actually happens. Its why you can still attack sorcs at the origin location, even though they have already moved to the end. Pretty sure zos put this change on live to help players not get confused when they streak into a new environment. Basically if they move the camera before it actually happens, players can look around for the rest of the gcd to prepare for the next gcd.