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Thank you for participating in the Cyrodiil Champions Test!

  • merevie
    merevie
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    *Alliance rank data - Is not likely to indicate pvers joining, although many of us encouraged them to.

    Many ranked players made new toons once they were bored. The xp hit on log out could level the skill bar we loaded before going into Cyr.

    The 'popularity' of the trial included factors beyond the intended outcome.
    Edited by merevie on April 3, 2025 6:04PM
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Stamicka wrote: »
    LPapirius wrote: »
    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.

    Yea they are basically saying that the current population cap is greater than or equal to 204 (I’m guessing it goes by multiples of 12) per alliance and increasing it by 3 times would get us 612v612v612 to break the previous record. So 204 is basically the minimum that current population caps could be.

    That just doesn’t feel possible to me and current population caps feel below even 108, maybe like 72. I’ve seen Volendrung faction stacks that have completely killed the rest of the map and there was less than 60 people per alliance there. It’s not adding up.

    I'm fairly sure they are comparing against the current pop cap at time of testing i.e. around 64, so moving it back up to the previous values of 200 players per faction
    @Solar_Breeze
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  • James-Wayne
    James-Wayne
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    I'm glad everyone saw performance gains but I certainly did not see any of a sort. The lag is still very real from Australia and with the volume of players on screen I'd say worse.

    But seeing the PCNA server is exactly on the opposite side of the world from me I don't think this will ever change without a server in Australia or Oceanic.
    PERTH, AUSTRALIA | PC | NA | @Aussie-Elders

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  • SpiritKitten
    SpiritKitten
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    KiltMaster wrote: »
    There should be a learning curve to everything. I don't expect to walk into a trifecta trial core and do decently without experience and prep work.

    A lot of people make the “I can’t just bring anything to a trial trifecta! PvP should have a learning curve!” argument, which is completely valid. Yes, a player who has spent more time in PvP should do better.

    But…
    PvE also doesn’t just start with trifectas. There’s actually a pretty clear buildup from overland -> delves -> public dungeons -> basegame group dungeons -> vet basegame group dungeons -> DLC normal dungeons -> DLC vet dungeons -> DLC HM dungeons -> DLC trifectas. (And for trials, you can also take a similar route).

    In PvP though, the progression is just PvE against computer mobs -> PvP against pros.

    If we want to compare PvP to a vet trifecta, then there really isn’t an equivalent of everything leading up to it. Sure you shouldn’t walk into a trifecta without prep. But where do you get that prep for the PvP world? Where do you practice? We cant queue for duels to test builds, so that’s just waiting at wayshrines and hoping someone accepts a duel request and can PvP and is in PvP gear. We can’t expect that the U50 campaigns are all newbies instead of pros who cycle gold Lv 40 gear between a series of alts.

    That was in my opinion one of the benefits of Vengeance in that it could serve as that much-needed step between overland PvE and PvP. Obviously I would never want to get rid of Grey Host, but a templated and no-CP and no sets and no stats and no Voldendrung foolishness arena could really help bring new people into PvP, where they may be able to find guilds and then make the jump into “real” Cyrodiil.

    The prep to PvP happened in beginner groups in Ravenwatch. I led many groups for a couple of years, once a week, every week. Taught beginners how to take keeps, use siege, acceptable behavior, take resources, fight, heal, flip flags safely, what the overall strategy was for gaining points for the faction, gaining AP, running scrolls, etc.... Absolute beginners in a campaign that was very friendly to learning the mechanics without proc sets or CP would eventually progress up to Blackreach then Grayhost. That's gone now. Ravenwatch is proc-enabled. No one wants to start out pvping experiencing RoA, DC, and VD. I don't lead groups there anymore.

    Vengeance could be that if we bring it back.
    Edited by SpiritKitten on April 3, 2025 10:28PM
  • blktauna
    blktauna
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    I would love a Vengance variant to be permanent. I enjoyed the ruleset hugely and I got some folks who refused to ever PVP to really have a good time. I loved the nonstop fights, both large and small. I was a part of all sized of fights from faction zerg to 1v4 and everything in between. Siege worked. strategy worked, cooperation was plain. Camps went up all over because they didn't cost a fortune, the endless pot was great and people used siege because they didn't have to save up to buy it. Huge fun.

    I like the restricted ruleset. I know my classes and I use mostly class skills as it is so, there wasn't any real adjustment there. I didn't care for the weird range adjustment and the intermittent non functioning of heavy attacks. The slow movement was also annoying but doable.

    I think with some adjustment it would be a great alternate zone.

    I can't do GH anymore, my machine chokes on it with the bloat and as soon as I'm near a ballgroup I get stalled to death. I had no such issues with Vengance.

    I hope we see more of it.
    PCNA
    PCEU
  • ArchMikem
    ArchMikem
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    I've been reading thru most of these comments, and my general main takeaway from people was,

    "I loved that my enemies didn't have the choice in customizing their unstoppable builds, but I hated that I didn't have the choice in customizing my unstoppable builds."
    CP2,100 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • redlink1979
    redlink1979
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    It was awesome! PvP like in the old days!
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
    • Sons of the Night Mother | VforVendetta | Grownups Gaming EU | English Elders [PS][EU] 2360 CP
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  • Estin
    Estin
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    Even though it was only made to be a test, Vengeance has a lot of potential as a separate game mode, but right now that's all that it has. I had fun with it, but only for about an hour or so because nothing really goes differently due to it being a numbers game and no individuality. Of course that is only due to it being in its most basic form possible to get a baseline.

    I think Vengeance can be successful if it takes everything gathered from the tests over the years and puts it all into a single campaign, maybe replacing ravenwatch or icereach. I'm thinking
    • Basic PvP versions of skills for Class, Weapon, World, and Guild.
    • Basic PvP versions of passives for the same areas including Race
    • No CP
    • No Volendrung (Maybe? It's not so much an issue if the wielder isn't invincible)
    • No proc sets. Only stat based sets, this time with a clearly defined list with no "technically not a proc, but actually is one" leaking its way into list. Could go as far as to make them PvP specific only like with skills.
    • No Mythics
    • Targeted heals
    • Cap on heal/damage aoes (3 is too low for damage tbh. At least 6 would make them feel more effective)
    • Unlimited Siege, Potions, etc
    • Base template stats that can be added onto with attribute, armor, and potentially enchant selection
    • No battlespirit
    • Static mount speed (though it should be a bit more faster than it currently was)
    • No Score or Emperor (Maybe? Unsure for this because if these aren't enabled, then there's no real goal for the campaign other than AP farming large sieges)
    • No quests, skyshards, gathering, or any PvE related activity (Bulletin quests can still be enabled, though)

    The goal would be to create a simplified skill based cyrodiil that would put everyone on an even playing field but still allows for individual build variety, multiple metas, and for a single to small group of players to be considered dangerous but not an invincible 1 man army who can take on 15-30 people at once while also supporting a population cap of 250v250v250 (Estimated. With Miat's, I was at a keep with it reporting 200 players of my alliance and then ported to base with it reporting 20 players. It may be 300.). As someone mentioned earlier in the thread, if PvP is considered to be vet trials, there's no real stepping stone for a new player to get into PvP. Under 50 is filled with smurfs, Ravenwatch is dead, and BGs is a horribly unbalanced nightmare. A vengeance campaign with the described features will be a great place for someone to learn fundamental PvP skills before jumping into a place like Grayhost or Blackreach where everything is enabled. That's not to say that regular PvP needs its own balancing too, but a Vengeance campaign will be a good place to get started.
  • Kamchuk
    Kamchuk
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    I just responded to an email from Bethesda/ZOS providing feedback on my experience in Vengeance. I encourage all who were there to sign up to receive that feedback invitation and provide your responses to their survey. (Brian provided a link on how to sign up at the top of this thread).

    I thought this was the best thing they have done in a long time. If an enhanced version of this PVP model is made permanent, it would be a winning Marketing strategy for Bethesda and a winning environment for the players. Nothing is better than a Win-Win scenario.
  • Ostonoha
    Ostonoha
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    It was extremely boring. Even the large zerg fights going back and forth between keeps as nice as it was to see again after 10 years got boring after the 5th push. Perhaps with weapon skill lines back in game it would feel different. AOE caps made killing anyone clumped up nearly impossible.

    No smart healing was another issue. Why was this removed? I am not a computer/tech person so please let me know if I am wrong. But when testing things should you not test 1 thing at a time and not just make a bunch of changes at once. Is smart healing adding more stress to the server? Overall when I played healer half my heals "missed" even when i was targeting a person directly in my line of sight and mousing over them with them highlighted. This game has had horrible positional tracking issues. This made healing at times very frustrating. Even healing myself I could aim at the ground and the heal would just get eaten by the server.

    I agree that there is an issue with the pvp pop bleeding and coming close to losing all its players in maybe the next 2-3 years. I also agree that crazy gear sets and power creeping have been an issue. But fixes were attempted years ago different tests with no proc, no cross healing ext, it did very little. This begs the question how stripped of the original core gameplay that is ESO needs to be removed to get "mass pvp" to work. I also have to question how often the people who visited cyro for the event would come back. Would the server even reach those pop caps at any point?

    I am sure I am going to be called a dirty ball grouper whose arguments should be invalidated. I agree ball grouping is hurting the game (but how else do you fight the 40+ people who refuse to actually fight but rather sit in a zerg and siege) It should be lowered. But there is an issue where people see any sort of cross healing by people and shout ball group.

    I would also say the statement that we never had better performance before is wrong. If memory serves me right during Beta and in the first year of pvp the lag was not really an issue. But 10 years ago was a long long time.
  • Madarc
    Madarc
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    Back to equal opportunities.
    And thus back to more fun in and with PvP. Perhaps even for players who are not prepared to invest weeks or months of time in this part of the game just to avoid being shaved off at every turn.

    I'm curious to see how the next tests will be structured.
    And I believe that many players have more than clearly indicated the direction it could take during the last event through their participation, but also in comments with their assessment of the event.
    Geschichten werden nicht berühmt, weil sie passiert sind – sondern weil sie erzählt wurden.
  • Maitsukas
    Maitsukas
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    The only lag I had was hardware lag (FPS turning into SPF, hoping to get an upgrade by the time Win10's support ends) in large-scale battles, but small-scale battles felt enjoyable for me.

    It also felt good as someone who casually participates in PvP, as I didn't get instakilled by the insanely OP builds in 1v1.
    Edited by Maitsukas on April 5, 2025 8:32AM
    PC-EU @maitsukas

    Posting the Infinite Archive and Imperial City Weekly Vendor updates.

    Also trying out new Main Quests, Companions, ToT decks, Events and Styles on PTS.
  • Coo_PnT
    Coo_PnT
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    I participated from Japan for 3 days for a total of 9 hours.
    There was no lag, the performance was good and both beginners and experts had a great time together.

    We are really looking forward to the return of such a fair and chaotic Cyrodiil. Thank you to the community and to ZoS.
    PC/NA
    My native language is not English, so please forgive me if there are any odd expressions.
    https://twitch.tv/coo_pnt
  • Fischblut
    Fischblut
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    I liked that there was no kicks to login screen when approaching big battles, and no "stuck in combat" status even after I healed my allies (on live, if I heal some ally, I'm guaranteed to be forever stuck in combat). But I didn't enjoy gameplay in Vengeance and I would not play PvP if it was always like this :/

    The sky was cool :) I went with the mount who matched those colors:

    V5yr4hh.jpeg


    EUdrOiI.jpeg
  • AngryPenguin
    AngryPenguin
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    It was awesome! PvP like in the old days!

    It was almost nothing like the old days. It was just a numbers game. Whoevers zerg was bigger won.
  • Stridig
    Stridig
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    It was awesome! PvP like in the old days!

    There seems to be a ton of people who have no memory of the old days. This was nothing like PvP from back in the day.
    Enemy to many
    Friend to all
  • zanosuz
    zanosuz
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    Never had a chance to try it. The Queue was almost 500 everyday when I got home from work. It never went down past 100 in the 2 1/2 hours I played each night.
  • Xarc
    Xarc
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    @acastanza_ESO
    wow interesting ! thanks for theses statistics

    @ZOS_BrianWheeler
    Thanks to you & all zos staff for this brief, intense and precious moment of fun with Vengeance1

    Are you planning to offer us a future test with Vengeance 2 and some changes?
    @xarcs FR-EU-PC -
    Please visit my house ingame !
    sorry for my english, it's not my native language, I'm french
    "Death is overrated", Xarc
    Xãrc -- breton necro - DC - AvA rank50
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  • DeadlySerious
    DeadlySerious
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    It was awesome! PvP like in the old days!

    It was like the old days in that there could be large battles and only rare stuck in combat bug and played in Cyrodiil. Otherwise the vengeance mode was totally different than the original PvP ZOS designed.

    Please don't ever force any version of vengeance mode on us. We just want the original PvP system fixed and improved. We don't want a whole new system.

    Please try limiting shield and heal stacking in groups first before giving up on the original PvP system. Oh, and limit RoA to monsters only.

    Edited by DeadlySerious on April 6, 2025 4:07PM
  • SaffronCitrusflower
    SaffronCitrusflower
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    I did not like vengeance mode at all. The only thing that made any difference was the size of the group we ran with. No individual could make a difference and was fun for maybe an hour and was just run here, put up one or two siege, steamroll the enemy or get steamrolled because their zerg was bigger, rinse and repeat. It was not good.

    Also, I am deathly afraid that ZOS will not support two different game modes going forward. ZOS will almost certainly only support one or the other mode at some point. It seems far fetched, given how little attention the original game format got from the dev team that ZOS would expand to supporting two different PvP formats. I think the budget department will force the company to choose one or the other formats to go with and drop the other. In other words, I think ZOS will eventually give up on the PvP format we already have at some point, and that would be really sad.

    This is why I'm opposed to any further investment into any version of the vengeance format.
  • Einar_Hrafnarsson
    Einar_Hrafnarsson
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    I hope this Campaign comes Back ASAP. I started playing again just because of this. Now that it's gone, i stopped again.
  • Lags
    Lags
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    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.
    • 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.
    Thank you again for helping us with the Cyrodiil Champions test. Your participation will help us shape the future of Cyrodiil! 
    x9xye82463ra.jpg
    s1zgbyucxbpw.jpg
    ms6xqluekl55.jpg

    You say all this like it should be surprising but like of course removing everything from cyrodiil would make it perform like this. Just like if you told me you reduced the population cap to 10 for each faction in normal cyrodiil i would expect the performance to be great. But if you have to do something as drastic as removing everything, or reducing the population by such a large amount, to achieve these results then doesnt that mean there is an issue with the servers? Or some bigger issue going on?

    You shouldnt have to make such drastic changes to what cyrodiil was intended to be, and what it always was, to improve performance. Or even more than that, to stop performance from only getting worse year after year. As it always has.

    i think mean its great you guys are trying to find a way to improve performance, and that helping cyrdodiil seems to be important to you. Its just hard to believe that a band aid fix is going to do it. Especially since all of the other small things didnt help. And if you have to make such drastic changes to improve things by a large amount then it feels pointless. Maybe the answer isnt as simple as "replace the servers" as some people have suggested over the years, but like i said, if you have to remove so much to achieve results then maybe there is a deeper issue here.
  • kind_hero
    kind_hero
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    I was excited to take part in this, especially because I haven't seen such battles since the early days of the game.
    Unfortunately, I didn't have time to play enough, the AP bonus and the gains were amazing.

    My only downside is that my main, and the char I wanted to increase rank/AP, is nightblade, and as a nightblade I didn't have access to some support skills. I would have liked to be able to have the resto line or some campaign specific healing skill. There should be some guild/weapons skill available, even if it's limited or campaign specific.

    To me, it was almost perfect, very enjoyable. I would like something in the lines of this campaign each time there is a pvp event.

    P.S. What I would improve though: to me riding from keep to keep is the most boring thing in Cyrodiil. There should be some teleport system that each faction should fight for, like a mage tower near each keep, or resource (AP/runes etc) based, similar to the teleport stone.
    I would also put random AP chests or powerups that would spawn in certain choke points to make factions fight for.
    Edited by kind_hero on April 8, 2025 5:49AM
    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • MorallyBipolar
    MorallyBipolar
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    kind_hero wrote: »
    I was excited to take part in this, especially because I haven't seen such battles since the early days of the game.
    Unfortunately, I didn't have time to play enough, the AP bonus and the gains were amazing.

    My only downside is that my main, and the char I wanted to increase rank/AP, is nightblade, and as a nightblade I didn't have access to some support skills. I would have liked to be able to have the resto line or some campaign specific healing skill. There should be some guild/weapons skill available, even if it's limited or campaign specific.

    To me, it was almost perfect, very enjoyable. I would like something in the lines of this campaign each time there is a pvp event.

    P.S. What I would improve though: to me riding from keep to keep is the most boring thing in Cyrodiil. There should be some teleport system that each faction should fight for, like a mage tower near each keep, or resource (AP/runes etc) based, similar to the teleport stone.
    I would also put random AP chests or powerups that would spawn in certain choke points to make factions fight for.

    You mean like keep recall stones?
  • MorallyBipolar
    MorallyBipolar
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    I did not like vengeance mode at all. The only thing that made any difference was the size of the group we ran with. No individual could make a difference and was fun for maybe an hour and was just run here, put up one or two siege, steamroll the enemy or get steamrolled because their zerg was bigger, rinse and repeat. It was not good.

    Also, I am deathly afraid that ZOS will not support two different game modes going forward. ZOS will almost certainly only support one or the other mode at some point. It seems far fetched, given how little attention the original game format got from the dev team that ZOS would expand to supporting two different PvP formats. I think the budget department will force the company to choose one or the other formats to go with and drop the other. In other words, I think ZOS will eventually give up on the PvP format we already have at some point, and that would be really sad.

    This is why I'm opposed to any further investment into any version of the vengeance format.

    I'm of the same mind. I fear ZOS simply won't invest into two different versions of PvP at the same time. They'll most likely pick one or the other formats, and as a PvP main I won't stick around if they take away the PvP I log on to play.
  • kargen27
    kargen27
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    I hope this Campaign comes Back ASAP. I started playing again just because of this. Now that it's gone, i stopped again.

    I don't know if the campaign would remain popular long term. At the start of the test there was a long queue to get into the campaign. I play the same time each night and the last two nights of the test there was no queue. The diversity offered in the current version of PvP means having to change up tactics and strategies depending on what type of opponent you were seeing. That keeps the campaign interesting. PvP can't rely on new content to keep up interest so a continuing flow of adjusting to other players takes place of that.
    With Vengeance it will begin to feel real cookie cutter like in not much time. No variety takes away from what keeps most the PvP crowd going. I liked the fights but by the end of the event was looking for something else. I don't know if the PvP population can handle being divided into more types of campaigns. So for me I'm hoping they can take something from the Vengeance test and apply it to what we have now. I like that from time to time I need to adjust my build.
    and then the parrot said, "must be the water mines green too."
  • JustLovely
    JustLovely
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    LPapirius 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.
    • 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.
    Thank you again for helping us with the Cyrodiil Champions test. Your participation will help us shape the future of Cyrodiil! 
    x9xye82463ra.jpg
    s1zgbyucxbpw.jpg
    ms6xqluekl55.jpg

    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.

    There were some very large and lengthy battles during vengeance, but not bigger than they've ever been. In the beginning these large and long keep battles were the norm, not the exception.

    And the performance was not the best ever seen in Cyrodiil either. There were still issues with disconnecting, rubber banding and bar swapping. The only thing vengeance fixed for sure was the stuck in combat issue.

    This comparison review is in relation to what Cyrodiil was like the week before vengeance, not in relation to what Cyrodiil was like in it's prime sometime around 2016-2018.

    This is the exact kind of statement I've feared would be released after vengeance.

    This is what I feared we'd see after the vengeance "test" as well. Those of us who've been in Cyrodiil since 2016 have been here long enough to recognize the inconsistencies in what happened during vengeance and this assessment of the situation. This makes me VERY worried ZOS has already decided to dump the PvP we've always logged into to play in favor of a stripped down template only version of what was once the best PvP system ever created. :(:'(:(
  • Kinmont
    Kinmont
    ✭✭
    KiltMaster wrote: »
    It was alright. I was glad that performance was decent, tho I did crash 5x when I don't typically crash during PVP. Though, Performance is of course going to be better since everything was turned off. That sort of seems like a no-brainer.

    It felt boring after a while since everything was 'whoever has the biggest zerg wins', and not just one player could have an affect on the battles. Grinned and beared it for the AP and to say I tried it, but wasn't fun IMO.

    Final Thoughts:
    Why does Cyrodill have to have everyone on a level playing field? Why should I be able to walk in there with zero experience and be able to be competitive against folks that put real effort into their gear and builds? There should be a learning curve to everything. I don't expect to walk into a trifecta trial core and do decently without experience and prep work.


    All of that regarding the experience - Cyrodiil - like other pve aspects of the game - should not be a level playing field: someone who’s just started with the game should not be able to be able to do everything someone that’s been in since Beta can. There 100% should be a learning curve and the joyless following the Zerg during the test required nothing at all, apart from the ability to point your mount in the correct direction.
    Ner slayn wyth þe slete he sleped in his yrnes / Mo nyʒtez þen innoghe in naked rokkez

    Mother of Storms - EP PvP - always For the Pact

  • DeadlySerious
    DeadlySerious
    ✭✭✭✭
    Kinmont wrote: »
    KiltMaster wrote: »
    It was alright. I was glad that performance was decent, tho I did crash 5x when I don't typically crash during PVP. Though, Performance is of course going to be better since everything was turned off. That sort of seems like a no-brainer.

    It felt boring after a while since everything was 'whoever has the biggest zerg wins', and not just one player could have an affect on the battles. Grinned and beared it for the AP and to say I tried it, but wasn't fun IMO.

    Final Thoughts:
    Why does Cyrodill have to have everyone on a level playing field? Why should I be able to walk in there with zero experience and be able to be competitive against folks that put real effort into their gear and builds? There should be a learning curve to everything. I don't expect to walk into a trifecta trial core and do decently without experience and prep work.


    All of that regarding the experience - Cyrodiil - like other pve aspects of the game - should not be a level playing field: someone who’s just started with the game should not be able to be able to do everything someone that’s been in since Beta can. There 100% should be a learning curve and the joyless following the Zerg during the test required nothing at all, apart from the ability to point your mount in the correct direction.

    Yep. It was just mindless zergging and fun for about 30 minutes.

    Please just focus on fixing the Cyrodiil PvP system we already have. No more vengeance. I don't think anyone will play any version of vengeance mode for more than a few hours to at best a few weeks. Vengeance mode totally stripped the PvP to ranged light attacking and PvDoor with zerg. It was not good in any way.
  • Cooperharley
    Cooperharley
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    blktauna wrote: »
    I would love a Vengance variant to be permanent. I enjoyed the ruleset hugely and I got some folks who refused to ever PVP to really have a good time. I loved the nonstop fights, both large and small. I was a part of all sized of fights from faction zerg to 1v4 and everything in between. Siege worked. strategy worked, cooperation was plain. Camps went up all over because they didn't cost a fortune, the endless pot was great and people used siege because they didn't have to save up to buy it. Huge fun.

    I like the restricted ruleset. I know my classes and I use mostly class skills as it is so, there wasn't any real adjustment there. I didn't care for the weird range adjustment and the intermittent non functioning of heavy attacks. The slow movement was also annoying but doable.

    I think with some adjustment it would be a great alternate zone.

    I can't do GH anymore, my machine chokes on it with the bloat and as soon as I'm near a ballgroup I get stalled to death. I had no such issues with Vengance.

    I hope we see more of it.

    Agreed. No shot I play grey host ever after experiencing vengeance. Why would I volunteer for ganks, immortal DKs and wardens, and ball groups with smaller fights? Nah im good.

    Vengeance was sick.
    PS5-NA. For The Queen!
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