Emperor_ManBearPig wrote: »Here are my initial thoughts from the Vengeance test:
Pros:Cons:
- Performance appeared to run a lot smoother than I normally experience when playing in the PCNA Gray Host CP Campaign.
- Lots of players were allowed to be in the area at one time. I have never seen that many players on my screen all at once, with smooth gameplay. This was a cool experience.
Conclusion:
- Something about movement felt off. I think the overall player speed was the issue. I felt like my character was moving like molasses.
- Although having the better performance with lots of players in one area fighting was great to experience, it didn't adequate to fun gameplay. There were extremely large zergs at each fight and whoever had more players would win.
- The lack of build and skill diversity made the game feel too watered down and simplified, creating no player skill gaps. Whoever has more players will win due to more players to kill and skills being used than the other team.
- From a performance perspective, the test achieves the goal of improved performance and increased player population with lots of people fighting in one area. From a gameplay perspective, it's not as fun as normal game play, where builds and skills can create diversity and game knowledge/skill gaps, so there is a potential for the less populated team to potentially win.
- A Vengeance campaign might have a place for newer players to be able to learn the game and core mechanics, without being overwhelmed with all of the skills and builds available to players.
- I hope that ZoS can gain some insights from the tests and come up with some solutions to be implemented into the core game that improves gameplay performance.
Emperor_ManBearPig wrote: »Here are my initial thoughts from the Vengeance test:
Pros:Cons:
- Performance appeared to run a lot smoother than I normally experience when playing in the PCNA Gray Host CP Campaign.
- Lots of players were allowed to be in the area at one time. I have never seen that many players on my screen all at once, with smooth gameplay. This was a cool experience.
Conclusion:
- Something about movement felt off. I think the overall player speed was the issue. I felt like my character was moving like molasses.
- Although having the better performance with lots of players in one area fighting was great to experience, it didn't adequate to fun gameplay. There were extremely large zergs at each fight and whoever had more players would win.
- The lack of build and skill diversity made the game feel too watered down and simplified, creating no player skill gaps. Whoever has more players will win due to more players to kill and skills being used than the other team.
- From a performance perspective, the test achieves the goal of improved performance and increased player population with lots of people fighting in one area. From a gameplay perspective, it's not as fun as normal game play, where builds and skills can create diversity and game knowledge/skill gaps, so there is a potential for the less populated team to potentially win.
- A Vengeance campaign might have a place for newer players to be able to learn the game and core mechanics, without being overwhelmed with all of the skills and builds available to players.
- I hope that ZoS can gain some insights from the tests and come up with some solutions to be implemented into the core game that improves gameplay performance.
I've really, really enjoyed the new campaign.
Cons
- I've been in many stalemates where no side can get the upper hand, it tends to resolve by one side giving up - probably a balance issue
- Although I've enjoyed the battles - so far it seems a simple numbers game - this leads to one way to play the game if you want to have an impact
- Groups too small - in this type of campaign, coordination is key, and to do that effectively, you need to be able to have much bigger groups
- Movement speed between keeps is too slow - difficult to respond to attacks
Conclusion, I and the many people I have played with have really enjoyed this style of campaign, and if it were a choice between the old style campaign where there are very limited numbers and the lag I would choose this type of campaign. ZoS have proved they can do something that has been asked for years - they can separately balance for PvP. I would hope that future tests would look at including more skill lines and potentially some armor that has the same treatment.