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.
tomofhyrule wrote: »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.
redlink1979 wrote: »It was awesome! PvP like in the old days!
redlink1979 wrote: »It was awesome! PvP like in the old days!
redlink1979 wrote: »It was awesome! PvP like in the old days!
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.
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.
SaffronCitrusflower wrote: »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 wrote: »I hope this Campaign comes Back ASAP. I started playing again just because of this. Now that it's gone, i stopped again.
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.
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.
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.
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.
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.