Izanagi.Xiiib16_ESO wrote: »however please also consider that players starved of content and changes will always react more positively to 'anything' new.
Erickson9610 wrote: »Izanagi.Xiiib16_ESO wrote: »however please also consider that players starved of content and changes will always react more positively to 'anything' new.
Players did not react positively to Update 35's new changes. Don't dismiss people's enthusiasm as them just being starved of new content.
Izanagi.Xiiib16_ESO wrote: »Erickson9610 wrote: »Izanagi.Xiiib16_ESO wrote: »however please also consider that players starved of content and changes will always react more positively to 'anything' new.
Players did not react positively to Update 35's new changes. Don't dismiss people's enthusiasm as them just being starved of new content.
I wouldn't consider PVE in this game starved for content. Majority of the complaining about U35 was from the Trials scene from what I remember.
Izanagi.Xiiib16_ESO wrote: »@ZOS_BrianWheeler There were a lot of encouraging points which can be used to learn from I'm sure however please also consider that players starved of content and changes will always react more positively to 'anything' new.
I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes go in (albeit with more skills etc) a lot of players will quit from an already player starved core group.
Izanagi.Xiiib16_ESO wrote: »@ZOS_BrianWheeler There were a lot of encouraging points which can be used to learn from I'm sure however please also consider that players starved of content and changes will always react more positively to 'anything' new.
I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes go in (albeit with more skills etc) a lot of players will quit from an already player starved core group.
@ZOS_BrianWheeler A lot of players have already quit because the current implementation of Cyrodiil is so bad. Imagine how many new and returning players are going to fill Cyrodiil if you implemented a fun, skill-based, and accessable sytem like Vengeance. I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes do not go in (albeit with more skills etc) you will be missing out on an amazing opportunity to revitalize a dying game mode.
And btw, thanks to all the developers and others involved in setting up this test. It only latest a week, but that was the best fun I have had in Cyrodiil in literally years!
Erickson9610 wrote: »Izanagi.Xiiib16_ESO wrote: »Erickson9610 wrote: »Izanagi.Xiiib16_ESO wrote: »however please also consider that players starved of content and changes will always react more positively to 'anything' new.
Players did not react positively to Update 35's new changes. Don't dismiss people's enthusiasm as them just being starved of new content.
I wouldn't consider PVE in this game starved for content. Majority of the complaining about U35 was from the Trials scene from what I remember.
Neither would I, but the combat adjustments in Update 35 affected more than just PvE players.
The point is, a new update to anything does not mean that crowd will react more positively to the changes. A lot of people hate the new Battlegrounds, yet it got a lot of attention because it was new and had new rewards.
Considering the Battlegrounds update previous to the 2-team Battlegrounds update was many years ago, I'd consider Battlegrounds players to have been starved for content — wouldn't you? So why don't they automatically like the new Battlegrounds?
Izanagi.Xiiib16_ESO wrote: »@ZOS_BrianWheeler There were a lot of encouraging points which can be used to learn from I'm sure however please also consider that players starved of content and changes will always react more positively to 'anything' new.
I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes go in (albeit with more skills etc) a lot of players will quit from an already player starved core group.
@ZOS_BrianWheeler A lot of players have already quit because the current implementation of Cyrodiil is so bad. Imagine how many new and returning players are going to fill Cyrodiil if you implemented a fun, skill-based, and accessable sytem like Vengeance. I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes do not go in (albeit with more skills etc) you will be missing out on an amazing opportunity to revitalize a dying game mode.
And btw, thanks to all the developers and others involved in setting up this test. It only latest a week, but that was the best fun I have had in Cyrodiil in literally years!
Flangdoodle wrote: »
Genuine question: did you guys do something to the vertical plane of range abilities in this test? I ask because I found it really hard to use anything but a trebuchet to attack anyone on a wall. No range skills worked, and for staves you had to be positioned just right or they wouldn't go off. Even when the staves did hit someone on a wall the damage was none to negligible. This led to people stacking on the walls of keeps, and while they could fire downward, we couldn't fire upward. Weird.
Cheers.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »@ZOS_BrianWheeler There were a lot of encouraging points which can be used to learn from I'm sure however please also consider that players starved of content and changes will always react more positively to 'anything' new.
I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes go in (albeit with more skills etc) a lot of players will quit from an already player starved core group.
@ZOS_BrianWheeler A lot of players have already quit because the current implementation of Cyrodiil is so bad. Imagine how many new and returning players are going to fill Cyrodiil if you implemented a fun, skill-based, and accessable sytem like Vengeance. I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes do not go in (albeit with more skills etc) you will be missing out on an amazing opportunity to revitalize a dying game mode.
And btw, thanks to all the developers and others involved in setting up this test. It only latest a week, but that was the best fun I have had in Cyrodiil in literally years!
As someone who has played PVP since launch I can remember the various stages of it and the points at which each massive pvp guild quit the game taking huge chunks of playerbase with them.
On top of this players fought for years to remove AOE caps because of the boring zerg based combat aoe caps lead to. Trust me when I say you didn't see anything yet if these changes go live when it comes to group survivability and numbers stacking. Don't get me wrong the performance and player numbers we saw were both positive things. The sacrifices made to get there not so much.
I don't generally give feedback on gameplay any more after around 6+ years of trying in the past, if the games fun i'll play it, if its not I wont these days. I'm just saying that as someone who has seen every iteration of pvp in ESO so far, people will not find this fun after more than 1 month of this ruleset.
Izanagi.Xiiib16_ESO wrote: »@ZOS_BrianWheeler There were a lot of encouraging points which can be used to learn from I'm sure however please also consider that players starved of content and changes will always react more positively to 'anything' new.
I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes go in (albeit with more skills etc) a lot of players will quit from an already player starved core group.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »@ZOS_BrianWheeler There were a lot of encouraging points which can be used to learn from I'm sure however please also consider that players starved of content and changes will always react more positively to 'anything' new.
I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes go in (albeit with more skills etc) a lot of players will quit from an already player starved core group.
@ZOS_BrianWheeler A lot of players have already quit because the current implementation of Cyrodiil is so bad. Imagine how many new and returning players are going to fill Cyrodiil if you implemented a fun, skill-based, and accessable sytem like Vengeance. I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes do not go in (albeit with more skills etc) you will be missing out on an amazing opportunity to revitalize a dying game mode.
And btw, thanks to all the developers and others involved in setting up this test. It only latest a week, but that was the best fun I have had in Cyrodiil in literally years!
As someone who has played PVP since launch I can remember the various stages of it and the points at which each massive pvp guild quit the game taking huge chunks of playerbase with them.
On top of this players fought for years to remove AOE caps because of the boring zerg based combat aoe caps lead to. Trust me when I say you didn't see anything yet if these changes go live when it comes to group survivability and numbers stacking. Don't get me wrong the performance and player numbers we saw were both positive things. The sacrifices made to get there not so much.
I don't generally give feedback on gameplay any more after around 6+ years of trying in the past, if the games fun i'll play it, if its not I wont these days. I'm just saying that as someone who has seen every iteration of pvp in ESO so far, people will not find this fun after more than 1 month of this ruleset.
Personally, I don’t see myself getting bored of it like you suggest everyone will. TBH only here replying still because of blanket statements like this where people project their own views as though “everyone” feels the same as them.
@ZOS_BrianWheeler I've mostly avoided PVP in the 7 years I've played ESO. However Vengeance was was very enjoyable, the thrill of participating in very large scale battles was exhilarating.
Hopefully this test will lead to permanent improvements in Cyrodiil.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »@ZOS_BrianWheeler There were a lot of encouraging points which can be used to learn from I'm sure however please also consider that players starved of content and changes will always react more positively to 'anything' new.
I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes go in (albeit with more skills etc) a lot of players will quit from an already player starved core group.
@ZOS_BrianWheeler A lot of players have already quit because the current implementation of Cyrodiil is so bad. Imagine how many new and returning players are going to fill Cyrodiil if you implemented a fun, skill-based, and accessable sytem like Vengeance. I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes do not go in (albeit with more skills etc) you will be missing out on an amazing opportunity to revitalize a dying game mode.
And btw, thanks to all the developers and others involved in setting up this test. It only latest a week, but that was the best fun I have had in Cyrodiil in literally years!
As someone who has played PVP since launch I can remember the various stages of it and the points at which each massive pvp guild quit the game taking huge chunks of playerbase with them.
On top of this players fought for years to remove AOE caps because of the boring zerg based combat aoe caps lead to. Trust me when I say you didn't see anything yet if these changes go live when it comes to group survivability and numbers stacking. Don't get me wrong the performance and player numbers we saw were both positive things. The sacrifices made to get there not so much.
I don't generally give feedback on gameplay any more after around 6+ years of trying in the past, if the games fun i'll play it, if its not I wont these days. I'm just saying that as someone who has seen every iteration of pvp in ESO so far, people will not find this fun after more than 1 month of this ruleset.
Personally, I don’t see myself getting bored of it like you suggest everyone will. TBH only here replying still because of blanket statements like this where people project their own views as though “everyone” feels the same as them.
My post wasn't just my own view but equally I never stated 'everyone'.
Almost every guild I spoke to and saw interactions in discords / in game perceived the change negatively. The only players who I saw enjoying the changes (outside of the performance and player count benefits which, as mentioned, were positive) were the players who generally play inside their main factions frontline solo or in pug groups, or who don't generally pvp outside of events.
As an example the post above this one,@ZOS_BrianWheeler I've mostly avoided PVP in the 7 years I've played ESO. However Vengeance was was very enjoyable, the thrill of participating in very large scale battles was exhilarating.
Hopefully this test will lead to permanent improvements in Cyrodiil.
This is a player who it would be great to gain the participation of in PVP but it shouldn't be at the expense of the core existing pvp playerbase.
Elvenheart wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »@ZOS_BrianWheeler There were a lot of encouraging points which can be used to learn from I'm sure however please also consider that players starved of content and changes will always react more positively to 'anything' new.
I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes go in (albeit with more skills etc) a lot of players will quit from an already player starved core group.
@ZOS_BrianWheeler A lot of players have already quit because the current implementation of Cyrodiil is so bad. Imagine how many new and returning players are going to fill Cyrodiil if you implemented a fun, skill-based, and accessable sytem like Vengeance. I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes do not go in (albeit with more skills etc) you will be missing out on an amazing opportunity to revitalize a dying game mode.
And btw, thanks to all the developers and others involved in setting up this test. It only latest a week, but that was the best fun I have had in Cyrodiil in literally years!
As someone who has played PVP since launch I can remember the various stages of it and the points at which each massive pvp guild quit the game taking huge chunks of playerbase with them.
On top of this players fought for years to remove AOE caps because of the boring zerg based combat aoe caps lead to. Trust me when I say you didn't see anything yet if these changes go live when it comes to group survivability and numbers stacking. Don't get me wrong the performance and player numbers we saw were both positive things. The sacrifices made to get there not so much.
I don't generally give feedback on gameplay any more after around 6+ years of trying in the past, if the games fun i'll play it, if its not I wont these days. I'm just saying that as someone who has seen every iteration of pvp in ESO so far, people will not find this fun after more than 1 month of this ruleset.
Personally, I don’t see myself getting bored of it like you suggest everyone will. TBH only here replying still because of blanket statements like this where people project their own views as though “everyone” feels the same as them.
My post wasn't just my own view but equally I never stated 'everyone'.
Almost every guild I spoke to and saw interactions in discords / in game perceived the change negatively. The only players who I saw enjoying the changes (outside of the performance and player count benefits which, as mentioned, were positive) were the players who generally play inside their main factions frontline solo or in pug groups, or who don't generally pvp outside of events.
As an example the post above this one,@ZOS_BrianWheeler I've mostly avoided PVP in the 7 years I've played ESO. However Vengeance was was very enjoyable, the thrill of participating in very large scale battles was exhilarating.
Hopefully this test will lead to permanent improvements in Cyrodiil.
This is a player who it would be great to gain the participation of in PVP but it shouldn't be at the expense of the core existing pvp playerbase.
Hopefully all those guilds you spoke with will provide their feedback too so their voices can be heard as well.
Erickson9610 wrote: »Erickson9610 wrote: »When will we get the rest of the PvP Q&A answered?
We're working on answers now and need to get those translated. So it will be a little bit. But these are in progress.
Should we expect them sometime after the big April 10 livestream? I know that reveal stream will take up a lot of focus, like the Cyrodiil Champions test did.
ZOS_BrianWheeler wrote: »Now that the Cyrodiil Champions test has come to a close, we want to thank everyone who took part. We know you’re eager to learn the results and next steps – so are we! We do need some time to go through the data, analyze it, and extract the findings. When we’re done with that next step, we will share the test results with you. Test participants, please keep an eye out for a post-test survey in the next week. (To ensure you receive it, please make sure you’re opted-in to get emails from us here!)
In the meantime, we’d like to leave you with a summary of some of the incredible history-breaking records we were able to hit during this test, thanks to you, as well as a few screenshots of the fun. (We’d love to see yours, too!)
- Most players ever in Cyrodiil at one time, in a single campaign
- We were able to hit triple the amount of players that is currently possible in a single Cyrodiil campaign.
- Largest sustained battles we’ve ever had in Cyrodiil
- We hit a new record with the amount of players not only in a single campaign, but also in a single battle. We saw almost double the amount of players that were possible in an entire campaign before the Cyrodiil Champions test in a single sustained battle on the Vengeance campaign.
Thank you again for helping us with the Cyrodiil Champions test. Your participation will help us shape the future of Cyrodiil!
- Best overall game performance we’ve ever seen in Cyrodiil
- We had three times the number of players in a single Cyrodiil campaign with little to no performance problems.
Izanagi.Xiiib16_ESO wrote: »@ZOS_BrianWheeler There were a lot of encouraging points which can be used to learn from I'm sure however please also consider that players starved of content and changes will always react more positively to 'anything' new.
I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes go in (albeit with more skills etc) a lot of players will quit from an already player starved core group.
@ZOS_BrianWheeler A lot of players have already quit because the current implementation of Cyrodiil is so bad. Imagine how many new and returning players are going to fill Cyrodiil if you implemented a fun, skill-based, and accessable sytem like Vengeance. I think you need to very carefully consider what sort of environment you want Cyrodiil to be because if these changes do not go in (albeit with more skills etc) you will be missing out on an amazing opportunity to revitalize a dying game mode.
And btw, thanks to all the developers and others involved in setting up this test. It only latest a week, but that was the best fun I have had in Cyrodiil in literally years!
I'm glad you enjoyed it. There is a silver lining here. If they implemented this rule set as the new PvP standard, then everyone calling for Cyrodiil to be a PvE zone would get their wish. It would be a ghost town after a couple of weeks.
Wait. There are some issues with this assessment.
First, the original pop cap in Cyro was 600/faction. The pop cap in Cyro during vengeance was not increased by comparison to the original pop caps. The cap was increased by 3x of the population just prior to the test, which was a cap of literally 10% the original cap plus or minus about 10 players/faction.