*sigh*
The last Vengeance was horrible and boring. I've spent thousands of hours farming gear and theory crafting builds only for vengeance to allow absolutely nothing other than WWI style fighting that has no skill, tact, or planning...
Vengeance is more challenging and skill intensive. No carry sets so you must rely on your skills and timing, everyone is playing with similar stats so the playing field is more even, sustain is worse so you can't just press buttons, every mistake is more punishing, and groups still have benefit in coordination they just can't turn on cheese godmode by abusing bad mechanics like heal/shield stacking then crutch on pull sets to ult dump.
Vengeance was the most players they've ever had in Cyrodiil at once, fights all over the map, seeing messages like "Your alliance has reached the maximum capacity for forward camps" for the first time, performance was pristine I only experienced lag a couple of times the entire test, and it actually felt like a battlefield and keep sieges. If that's horrible and boring, but you think live Cyrodiil where plan A is stacking so many HoTs and shields where you can ignore all incoming damage and plan B is resource/rock/tower hugging is the epitome of skill, planning, and engaging gameplay idk what to tell you.
I think ZOS could've done better letting players know the test was even happening by using in game announcements since the last couple of days when players came to check out the golden vendor zone chat was filled with players who knew nothing about the test. Hitting record numbers when you fail to advertise your test just shows how much potential Cyro has and puts a spotlight on how much they dropped the ball with live Cyro to where many PvPers myself included won't even touch it from how many issues they've let fester.
tsaescishoeshiner wrote: »The last Vengeance campaign felt amazing to be in, mainly for the incredibly smooth performance with hundreds of players on screen. The class identity was a refreshing change, too, but probably would need balancing in the long term. Was it better, or just different? Not sure, but it was fun.
It was great to see the developers, streamers, and new PvP players enjoy how Cyrodiil was originally intended to be. Packed! Massive! And not getting 1-shot or having to watch people get farmed by ball groups.
The major performance improvements of Vengeance strongly suggest that it was not addons causing issues, which from what I can tell, is more of a "what if" theory without enough evidence or sound technical reasoning to dedicate major resources to. They could already collect data on server use of addons, which others have explained in more detail why it's far more minimal than the regular server load of just running around on a character.
Four_Fingers wrote: »*sigh*
The last Vengeance was horrible and boring. I've spent thousands of hours farming gear and theory crafting builds only for vengeance to allow absolutely nothing other than WWI style fighting that has no skill, tact, or planning...
Vengeance is more challenging and skill intensive. No carry sets so you must rely on your skills and timing, everyone is playing with similar stats so the playing field is more even, sustain is worse so you can't just press buttons, every mistake is more punishing, and groups still have benefit in coordination they just can't turn on cheese godmode by abusing bad mechanics like heal/shield stacking then crutch on pull sets to ult dump.
Vengeance was the most players they've ever had in Cyrodiil at once, fights all over the map, seeing messages like "Your alliance has reached the maximum capacity for forward camps" for the first time, performance was pristine I only experienced lag a couple of times the entire test, and it actually felt like a battlefield and keep sieges. If that's horrible and boring, but you think live Cyrodiil where plan A is stacking so many HoTs and shields where you can ignore all incoming damage and plan B is resource/rock/tower hugging is the epitome of skill, planning, and engaging gameplay idk what to tell you.
I think ZOS could've done better letting players know the test was even happening by using in game announcements since the last couple of days when players came to check out the golden vendor zone chat was filled with players who knew nothing about the test. Hitting record numbers when you fail to advertise your test just shows how much potential Cyro has and puts a spotlight on how much they dropped the ball with live Cyro to where many PvPers myself included won't even touch it from how many issues they've let fester.
Yep, with Vengeance it will be whoever brings the most bodies wins, alliance stacking zerg heaven, how skillful!
Four_Fingers wrote: »*sigh*
The last Vengeance was horrible and boring. I've spent thousands of hours farming gear and theory crafting builds only for vengeance to allow absolutely nothing other than WWI style fighting that has no skill, tact, or planning...
Vengeance is more challenging and skill intensive. No carry sets so you must rely on your skills and timing, everyone is playing with similar stats so the playing field is more even, sustain is worse so you can't just press buttons, every mistake is more punishing, and groups still have benefit in coordination they just can't turn on cheese godmode by abusing bad mechanics like heal/shield stacking then crutch on pull sets to ult dump.
Vengeance was the most players they've ever had in Cyrodiil at once, fights all over the map, seeing messages like "Your alliance has reached the maximum capacity for forward camps" for the first time, performance was pristine I only experienced lag a couple of times the entire test, and it actually felt like a battlefield and keep sieges. If that's horrible and boring, but you think live Cyrodiil where plan A is stacking so many HoTs and shields where you can ignore all incoming damage and plan B is resource/rock/tower hugging is the epitome of skill, planning, and engaging gameplay idk what to tell you.
I think ZOS could've done better letting players know the test was even happening by using in game announcements since the last couple of days when players came to check out the golden vendor zone chat was filled with players who knew nothing about the test. Hitting record numbers when you fail to advertise your test just shows how much potential Cyro has and puts a spotlight on how much they dropped the ball with live Cyro to where many PvPers myself included won't even touch it from how many issues they've let fester.
Yep, with Vengeance it will be whoever brings the most bodies wins, alliance stacking zerg heaven, how skillful!
CameraBeardThePirate wrote: »Four_Fingers wrote: »*sigh*
The last Vengeance was horrible and boring. I've spent thousands of hours farming gear and theory crafting builds only for vengeance to allow absolutely nothing other than WWI style fighting that has no skill, tact, or planning...
Vengeance is more challenging and skill intensive. No carry sets so you must rely on your skills and timing, everyone is playing with similar stats so the playing field is more even, sustain is worse so you can't just press buttons, every mistake is more punishing, and groups still have benefit in coordination they just can't turn on cheese godmode by abusing bad mechanics like heal/shield stacking then crutch on pull sets to ult dump.
Vengeance was the most players they've ever had in Cyrodiil at once, fights all over the map, seeing messages like "Your alliance has reached the maximum capacity for forward camps" for the first time, performance was pristine I only experienced lag a couple of times the entire test, and it actually felt like a battlefield and keep sieges. If that's horrible and boring, but you think live Cyrodiil where plan A is stacking so many HoTs and shields where you can ignore all incoming damage and plan B is resource/rock/tower hugging is the epitome of skill, planning, and engaging gameplay idk what to tell you.
I think ZOS could've done better letting players know the test was even happening by using in game announcements since the last couple of days when players came to check out the golden vendor zone chat was filled with players who knew nothing about the test. Hitting record numbers when you fail to advertise your test just shows how much potential Cyro has and puts a spotlight on how much they dropped the ball with live Cyro to where many PvPers myself included won't even touch it from how many issues they've let fester.
Yep, with Vengeance it will be whoever brings the most bodies wins, alliance stacking zerg heaven, how skillful!
This. I'm not sure how anyone can say vengeance was more "skillful" with how shallow the experience was. There was practically zero room to express skill. It compressed the skill floor and skill ceiling to a crawlspace, and unless they change how the target caps in Vengeance work, it will never be anything more then "the big zerg wins" because there will never be a way to fight against big groups.
That being said, live right now is also a hot mess, so pick your poison I guess. Do you want a lag filled Rush of Agony fest where you spend 30 minutes looking for a single fight that isn't against a ballgroup? Or do you want to zerg surf the night away on a server with perfect performance but not have any hope of fighting against a zerg without one of your own by your side?
JustLovely wrote: »Erickson9610 wrote: »It's on live servers like the last Vengeance Test was. We will have an updated FAQ for the Vengeance Test the morning it goes live. We will also have some news later this week to share regarding more Vengeance Test info.
Does this mean vengeance will be the only Cyrodiil PvP option during this "test"?
....I'm really hoping we can get live at the same time so ZOS can see numbers that really matter.
Measuring player preference isn't the goal of the Vengeance tests.
The problem is it should be. It should be the most important measure.
I'm not buying that ZOS will ever support both a vengeance mode and a live mode going forward, and since I don't like vengeance mode, I don't like where this appears to be heading at all.
YandereGirlfriend wrote: »acastanza_ESO wrote: »YandereGirlfriend wrote: »It's on live servers like the last Vengeance Test was. We will have an updated FAQ for the Vengeance Test the morning it goes live. We will also have some news later this week to share regarding more Vengeance Test info.
Serious question: can we have one of these tests with add-ons completely disabled in Cyrodiil?
IMO, that is a data point that really needs to be collected to get an accurate picture of what costs what in terms of game performance.
Why? With the sole exception of information you share with group members over the highly regulated data sharing API, (and formerly the MapPings API), your addons have zero impact anyone else. Disabling addons would give ZOS no additional information about server-side performance issues, which is what these tests are about.
There's zero harm in simply collecting the data point. Surely add-on users can survive without them for a week.
We also heard this same line of argumentation about how there was no possible way that Bandits could impact other people not running it it. And yet that was simply not true. It did. All of the doubters were instantly edified.
Simply gather the data and let the chips fall where they may. Maybe it's true and there is no impact. Or maybe it's just a collective blind-spot from add-on users trying to keep hold of their toys, like the case of Bandits.
We also know that the impact of add-ons isn't free. Nothing in computing is. Hence the cap on server calls. But that cap was last revised ages ago AFAIK and the appropriate value in 2018 may or may not still be the appropriate value in 2025.
Finally, add-on developers are always one (or many...) steps ahead of the ZOS devs in this. For example, the Map Pins situation was not an anticipated use case by the devs of the API. And it literally took a forum user to bring that to their attention. Do we really naively think that this is the only such instance of that? Because I don't.
Four_Fingers wrote: »*sigh*
The last Vengeance was horrible and boring. I've spent thousands of hours farming gear and theory crafting builds only for vengeance to allow absolutely nothing other than WWI style fighting that has no skill, tact, or planning...
Vengeance is more challenging and skill intensive. No carry sets so you must rely on your skills and timing, everyone is playing with similar stats so the playing field is more even, sustain is worse so you can't just press buttons, every mistake is more punishing, and groups still have benefit in coordination they just can't turn on cheese godmode by abusing bad mechanics like heal/shield stacking then crutch on pull sets to ult dump.
Vengeance was the most players they've ever had in Cyrodiil at once, fights all over the map, seeing messages like "Your alliance has reached the maximum capacity for forward camps" for the first time, performance was pristine I only experienced lag a couple of times the entire test, and it actually felt like a battlefield and keep sieges. If that's horrible and boring, but you think live Cyrodiil where plan A is stacking so many HoTs and shields where you can ignore all incoming damage and plan B is resource/rock/tower hugging is the epitome of skill, planning, and engaging gameplay idk what to tell you.
I think ZOS could've done better letting players know the test was even happening by using in game announcements since the last couple of days when players came to check out the golden vendor zone chat was filled with players who knew nothing about the test. Hitting record numbers when you fail to advertise your test just shows how much potential Cyro has and puts a spotlight on how much they dropped the ball with live Cyro to where many PvPers myself included won't even touch it from how many issues they've let fester.
Yep, with Vengeance it will be whoever brings the most bodies wins, alliance stacking zerg heaven, how skillful!
CameraBeardThePirate wrote: »Four_Fingers wrote: »*sigh*
The last Vengeance was horrible and boring. I've spent thousands of hours farming gear and theory crafting builds only for vengeance to allow absolutely nothing other than WWI style fighting that has no skill, tact, or planning...
Vengeance is more challenging and skill intensive. No carry sets so you must rely on your skills and timing, everyone is playing with similar stats so the playing field is more even, sustain is worse so you can't just press buttons, every mistake is more punishing, and groups still have benefit in coordination they just can't turn on cheese godmode by abusing bad mechanics like heal/shield stacking then crutch on pull sets to ult dump.
Vengeance was the most players they've ever had in Cyrodiil at once, fights all over the map, seeing messages like "Your alliance has reached the maximum capacity for forward camps" for the first time, performance was pristine I only experienced lag a couple of times the entire test, and it actually felt like a battlefield and keep sieges. If that's horrible and boring, but you think live Cyrodiil where plan A is stacking so many HoTs and shields where you can ignore all incoming damage and plan B is resource/rock/tower hugging is the epitome of skill, planning, and engaging gameplay idk what to tell you.
I think ZOS could've done better letting players know the test was even happening by using in game announcements since the last couple of days when players came to check out the golden vendor zone chat was filled with players who knew nothing about the test. Hitting record numbers when you fail to advertise your test just shows how much potential Cyro has and puts a spotlight on how much they dropped the ball with live Cyro to where many PvPers myself included won't even touch it from how many issues they've let fester.
Yep, with Vengeance it will be whoever brings the most bodies wins, alliance stacking zerg heaven, how skillful!
This. I'm not sure how anyone can say vengeance was more "skillful" with how shallow the experience was. There was practically zero room to express skill. It compressed the skill floor and skill ceiling to a crawlspace, and unless they change how the target caps in Vengeance work, it will never be anything more then "the big zerg wins" because there will never be a way to fight against big groups.
That being said, live right now is also a hot mess, so pick your poison I guess. Do you want a lag filled Rush of Agony fest where you spend 30 minutes looking for a single fight that isn't against a ballgroup? Or do you want to zerg surf the night away on a server with perfect performance but not have any hope of fighting against a zerg without one of your own by your side?
Easy. Take two people of similar physical and athletic ability and put them in a ring. No weapons, gloves, body armor, or performance enhancers the winner will be the one with more applied combat experience. That's the biggest deciding factor and that's what Vengeance was. The more skilled player still came out on top 9 times out of 10. The simplified lack of expression is what made it a bigger skill check compared to live.
Expression is already an illusion of choice. Hybridization cut the number of builds in half, and subclassing further narrowed that expression to a few overperforming skill lines. Even if you stick to your main on an underperforming class you're most likely running at least one of these skill lines Assassination, Restoring Light, Storm Calling, Animal Companions, or Aedric Spear. 5% of people will try and make something work that fits in with the identity of their character like before when you had a handful of Necros and Arcs. While the other 95% will be some variation of Shalks, Incap, double Spec Bow and Streak away if that didn't work.
xylena_lazarow wrote: »If/when Vengeance is a finished product that delivers the PvP experience I want, I'll gladly pay again. It shows a lot of promise, but next week is still just a test, not a permanent addition.I respect taking a stand with your wallet, but for some of us, this shift toward performance and actual system reworks is exactly the sign of hope we’ve been waiting for. We’re not going anywhere.
Yes, I agree with everything you just said. ZoS has made it clear it's not permanent. This is just the next iteration of their test and attempt to collect more data.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Four_Fingers wrote: »*sigh*
The last Vengeance was horrible and boring. I've spent thousands of hours farming gear and theory crafting builds only for vengeance to allow absolutely nothing other than WWI style fighting that has no skill, tact, or planning...
Vengeance is more challenging and skill intensive. No carry sets so you must rely on your skills and timing, everyone is playing with similar stats so the playing field is more even, sustain is worse so you can't just press buttons, every mistake is more punishing, and groups still have benefit in coordination they just can't turn on cheese godmode by abusing bad mechanics like heal/shield stacking then crutch on pull sets to ult dump.
Vengeance was the most players they've ever had in Cyrodiil at once, fights all over the map, seeing messages like "Your alliance has reached the maximum capacity for forward camps" for the first time, performance was pristine I only experienced lag a couple of times the entire test, and it actually felt like a battlefield and keep sieges. If that's horrible and boring, but you think live Cyrodiil where plan A is stacking so many HoTs and shields where you can ignore all incoming damage and plan B is resource/rock/tower hugging is the epitome of skill, planning, and engaging gameplay idk what to tell you.
I think ZOS could've done better letting players know the test was even happening by using in game announcements since the last couple of days when players came to check out the golden vendor zone chat was filled with players who knew nothing about the test. Hitting record numbers when you fail to advertise your test just shows how much potential Cyro has and puts a spotlight on how much they dropped the ball with live Cyro to where many PvPers myself included won't even touch it from how many issues they've let fester.
Yep, with Vengeance it will be whoever brings the most bodies wins, alliance stacking zerg heaven, how skillful!
This. I'm not sure how anyone can say vengeance was more "skillful" with how shallow the experience was. There was practically zero room to express skill. It compressed the skill floor and skill ceiling to a crawlspace, and unless they change how the target caps in Vengeance work, it will never be anything more then "the big zerg wins" because there will never be a way to fight against big groups.
That being said, live right now is also a hot mess, so pick your poison I guess. Do you want a lag filled Rush of Agony fest where you spend 30 minutes looking for a single fight that isn't against a ballgroup? Or do you want to zerg surf the night away on a server with perfect performance but not have any hope of fighting against a zerg without one of your own by your side?
Easy. Take two people of similar physical and athletic ability and put them in a ring. No weapons, gloves, body armor, or performance enhancers the winner will be the one with more applied combat experience. That's the biggest deciding factor and that's what Vengeance was. The more skilled player still came out on top 9 times out of 10. The simplified lack of expression is what made it a bigger skill check compared to live.
Expression is already an illusion of choice. Hybridization cut the number of builds in half, and subclassing further narrowed that expression to a few overperforming skill lines. Even if you stick to your main on an underperforming class you're most likely running at least one of these skill lines Assassination, Restoring Light, Storm Calling, Animal Companions, or Aedric Spear. 5% of people will try and make something work that fits in with the identity of their character like before when you had a handful of Necros and Arcs. While the other 95% will be some variation of Shalks, Incap, double Spec Bow and Streak away if that didn't work.
Sure, in an even number fight yes, the more skilled player came out on top in Vengeance; but there's almost never an even number fight, and Vengeance made it nigh impossible to fight heavily outnumbered due to target caps.
MorallyBipolar wrote: »xylena_lazarow wrote: »If/when Vengeance is a finished product that delivers the PvP experience I want, I'll gladly pay again. It shows a lot of promise, but next week is still just a test, not a permanent addition.I respect taking a stand with your wallet, but for some of us, this shift toward performance and actual system reworks is exactly the sign of hope we’ve been waiting for. We’re not going anywhere.
Yes, I agree with everything you just said. ZoS has made it clear it's not permanent. This is just the next iteration of their test and attempt to collect more data.
Not permanent ....for now. ZOS has backtracked on a lot of statements in the past though when it comes to PvP commitments.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Four_Fingers wrote: »*sigh*
The last Vengeance was horrible and boring. I've spent thousands of hours farming gear and theory crafting builds only for vengeance to allow absolutely nothing other than WWI style fighting that has no skill, tact, or planning...
Vengeance is more challenging and skill intensive. No carry sets so you must rely on your skills and timing, everyone is playing with similar stats so the playing field is more even, sustain is worse so you can't just press buttons, every mistake is more punishing, and groups still have benefit in coordination they just can't turn on cheese godmode by abusing bad mechanics like heal/shield stacking then crutch on pull sets to ult dump.
Vengeance was the most players they've ever had in Cyrodiil at once, fights all over the map, seeing messages like "Your alliance has reached the maximum capacity for forward camps" for the first time, performance was pristine I only experienced lag a couple of times the entire test, and it actually felt like a battlefield and keep sieges. If that's horrible and boring, but you think live Cyrodiil where plan A is stacking so many HoTs and shields where you can ignore all incoming damage and plan B is resource/rock/tower hugging is the epitome of skill, planning, and engaging gameplay idk what to tell you.
I think ZOS could've done better letting players know the test was even happening by using in game announcements since the last couple of days when players came to check out the golden vendor zone chat was filled with players who knew nothing about the test. Hitting record numbers when you fail to advertise your test just shows how much potential Cyro has and puts a spotlight on how much they dropped the ball with live Cyro to where many PvPers myself included won't even touch it from how many issues they've let fester.
Yep, with Vengeance it will be whoever brings the most bodies wins, alliance stacking zerg heaven, how skillful!
This. I'm not sure how anyone can say vengeance was more "skillful" with how shallow the experience was. There was practically zero room to express skill. It compressed the skill floor and skill ceiling to a crawlspace, and unless they change how the target caps in Vengeance work, it will never be anything more then "the big zerg wins" because there will never be a way to fight against big groups.
That being said, live right now is also a hot mess, so pick your poison I guess. Do you want a lag filled Rush of Agony fest where you spend 30 minutes looking for a single fight that isn't against a ballgroup? Or do you want to zerg surf the night away on a server with perfect performance but not have any hope of fighting against a zerg without one of your own by your side?
Easy. Take two people of similar physical and athletic ability and put them in a ring. No weapons, gloves, body armor, or performance enhancers the winner will be the one with more applied combat experience. That's the biggest deciding factor and that's what Vengeance was. The more skilled player still came out on top 9 times out of 10. The simplified lack of expression is what made it a bigger skill check compared to live.
Expression is already an illusion of choice. Hybridization cut the number of builds in half, and subclassing further narrowed that expression to a few overperforming skill lines. Even if you stick to your main on an underperforming class you're most likely running at least one of these skill lines Assassination, Restoring Light, Storm Calling, Animal Companions, or Aedric Spear. 5% of people will try and make something work that fits in with the identity of their character like before when you had a handful of Necros and Arcs. While the other 95% will be some variation of Shalks, Incap, double Spec Bow and Streak away if that didn't work.
Sure, in an even number fight yes, the more skilled player came out on top in Vengeance; but there's almost never an even number fight, and Vengeance made it nigh impossible to fight heavily outnumbered due to target caps.
Sure, but even in live currently the fights are never even. They have a stream coming up in 30 minutes I think where they are going to talk about the next test. I expect to see more skill lines added and fingers crossed more siege. Siege can turn the tide in a fight easily.MorallyBipolar wrote: »xylena_lazarow wrote: »If/when Vengeance is a finished product that delivers the PvP experience I want, I'll gladly pay again. It shows a lot of promise, but next week is still just a test, not a permanent addition.I respect taking a stand with your wallet, but for some of us, this shift toward performance and actual system reworks is exactly the sign of hope we’ve been waiting for. We’re not going anywhere.
Yes, I agree with everything you just said. ZoS has made it clear it's not permanent. This is just the next iteration of their test and attempt to collect more data.
Not permanent ....for now. ZOS has backtracked on a lot of statements in the past though when it comes to PvP commitments.
Sure - I agree. Game development is fluid 100%. BUT I don't think it's fair to them to hold this against them. I'll take them at their word that the current state of vengeance test isn't their end goal. I have no reason to not believe them.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Four_Fingers wrote: »*sigh*
The last Vengeance was horrible and boring. I've spent thousands of hours farming gear and theory crafting builds only for vengeance to allow absolutely nothing other than WWI style fighting that has no skill, tact, or planning...
Vengeance is more challenging and skill intensive. No carry sets so you must rely on your skills and timing, everyone is playing with similar stats so the playing field is more even, sustain is worse so you can't just press buttons, every mistake is more punishing, and groups still have benefit in coordination they just can't turn on cheese godmode by abusing bad mechanics like heal/shield stacking then crutch on pull sets to ult dump.
Vengeance was the most players they've ever had in Cyrodiil at once, fights all over the map, seeing messages like "Your alliance has reached the maximum capacity for forward camps" for the first time, performance was pristine I only experienced lag a couple of times the entire test, and it actually felt like a battlefield and keep sieges. If that's horrible and boring, but you think live Cyrodiil where plan A is stacking so many HoTs and shields where you can ignore all incoming damage and plan B is resource/rock/tower hugging is the epitome of skill, planning, and engaging gameplay idk what to tell you.
I think ZOS could've done better letting players know the test was even happening by using in game announcements since the last couple of days when players came to check out the golden vendor zone chat was filled with players who knew nothing about the test. Hitting record numbers when you fail to advertise your test just shows how much potential Cyro has and puts a spotlight on how much they dropped the ball with live Cyro to where many PvPers myself included won't even touch it from how many issues they've let fester.
Yep, with Vengeance it will be whoever brings the most bodies wins, alliance stacking zerg heaven, how skillful!
This. I'm not sure how anyone can say vengeance was more "skillful" with how shallow the experience was. There was practically zero room to express skill. It compressed the skill floor and skill ceiling to a crawlspace, and unless they change how the target caps in Vengeance work, it will never be anything more then "the big zerg wins" because there will never be a way to fight against big groups.
That being said, live right now is also a hot mess, so pick your poison I guess. Do you want a lag filled Rush of Agony fest where you spend 30 minutes looking for a single fight that isn't against a ballgroup? Or do you want to zerg surf the night away on a server with perfect performance but not have any hope of fighting against a zerg without one of your own by your side?
Easy. Take two people of similar physical and athletic ability and put them in a ring. No weapons, gloves, body armor, or performance enhancers the winner will be the one with more applied combat experience. That's the biggest deciding factor and that's what Vengeance was. The more skilled player still came out on top 9 times out of 10. The simplified lack of expression is what made it a bigger skill check compared to live.
Expression is already an illusion of choice. Hybridization cut the number of builds in half, and subclassing further narrowed that expression to a few overperforming skill lines. Even if you stick to your main on an underperforming class you're most likely running at least one of these skill lines Assassination, Restoring Light, Storm Calling, Animal Companions, or Aedric Spear. 5% of people will try and make something work that fits in with the identity of their character like before when you had a handful of Necros and Arcs. While the other 95% will be some variation of Shalks, Incap, double Spec Bow and Streak away if that didn't work.
Sure, in an even number fight yes, the more skilled player came out on top in Vengeance; but there's almost never an even number fight, and Vengeance made it nigh impossible to fight heavily outnumbered due to target caps.
Sure, but even in live currently the fights are never even. They have a stream coming up in 30 minutes I think where they are going to talk about the next test. I expect to see more skill lines added and fingers crossed more siege. Siege can turn the tide in a fight easily.
Highwayman wrote: »I don't understand the arguments for vengeance not being skilled. It seems to me it it just changes the necessary skill from largely strategic (group comp, build) to largely tactical (positioning, timing).
Additionally, it hasn't been around long enough for emergent systems to show themselves. There will be play options that present themselves after awhile that are not apparent right now.
This. Test. Is. Not. To. Test. Systems. Or. How. Combat. Feels.
This. Is. Simple. A. PERFORMANCE. Related. Test.
I don't know how many more times, different ways, etc this can be said. The "skill" conversations literally has NOTHING to do with this test because it is NOT WHAT THEY ARE TESTING RIGHT NOW.
(takes a deep breath).
CameraBeardThePirate wrote: »Positioning and Timing mean nothing with target caps - that's why it's unskilled.
Awesome! Your group positioned yourselves perfectly, timed your ult dump together, and positioned all your aoes in the perfect place! Too bad the game picked 3 targets at random for each of you so none of your damage synced up and no one in that Zerg you're fighting died.
If there were no target caps then yes, Vengeance would lead to skillful tactics and gameplay. However when the game decides whom you get to damage with no way to decide that yourself, you're playing an RNG slot machine every time you ult dump.
CameraBeardThePirate wrote: »This. Test. Is. Not. To. Test. Systems. Or. How. Combat. Feels.
This. Is. Simple. A. PERFORMANCE. Related. Test.
I don't know how many more times, different ways, etc this can be said. The "skill" conversations literally has NOTHING to do with this test because it is NOT WHAT THEY ARE TESTING RIGHT NOW.
(takes a deep breath).
Yes, we are all aware this is a performance test - that doesn't mean it isn't important to point these things out though, because if we don't, we run the risk of it being implemented as-is (i.e., with target caps).
CameraBeardThePirate wrote: »This. Test. Is. Not. To. Test. Systems. Or. How. Combat. Feels.
This. Is. Simple. A. PERFORMANCE. Related. Test.
I don't know how many more times, different ways, etc this can be said. The "skill" conversations literally has NOTHING to do with this test because it is NOT WHAT THEY ARE TESTING RIGHT NOW.
(takes a deep breath).
Yes, we are all aware this is a performance test - that doesn't mean it isn't important to point these things out though, because if we don't, we run the risk of it being implemented as-is (i.e., with target caps).
Consoles are included in this Vengeance test, as confirmed in the Q&A stream:
PC: June 30 to July 7
PlayStation & XBOX: June 30 to July 8
VOD:
Cooperharley wrote: »Will this be just on PTS? I wish console players could participate.
Consoles are included in this Vengeance test, as confirmed in the Q&A stream:
PC: June 30 to July 7
PlayStation & XBOX: June 30 to July 8
VOD:
MorallyBipolar wrote: »CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Four_Fingers wrote: »*sigh*
The last Vengeance was horrible and boring. I've spent thousands of hours farming gear and theory crafting builds only for vengeance to allow absolutely nothing other than WWI style fighting that has no skill, tact, or planning...
Vengeance is more challenging and skill intensive. No carry sets so you must rely on your skills and timing, everyone is playing with similar stats so the playing field is more even, sustain is worse so you can't just press buttons, every mistake is more punishing, and groups still have benefit in coordination they just can't turn on cheese godmode by abusing bad mechanics like heal/shield stacking then crutch on pull sets to ult dump.
Vengeance was the most players they've ever had in Cyrodiil at once, fights all over the map, seeing messages like "Your alliance has reached the maximum capacity for forward camps" for the first time, performance was pristine I only experienced lag a couple of times the entire test, and it actually felt like a battlefield and keep sieges. If that's horrible and boring, but you think live Cyrodiil where plan A is stacking so many HoTs and shields where you can ignore all incoming damage and plan B is resource/rock/tower hugging is the epitome of skill, planning, and engaging gameplay idk what to tell you.
I think ZOS could've done better letting players know the test was even happening by using in game announcements since the last couple of days when players came to check out the golden vendor zone chat was filled with players who knew nothing about the test. Hitting record numbers when you fail to advertise your test just shows how much potential Cyro has and puts a spotlight on how much they dropped the ball with live Cyro to where many PvPers myself included won't even touch it from how many issues they've let fester.
Yep, with Vengeance it will be whoever brings the most bodies wins, alliance stacking zerg heaven, how skillful!
This. I'm not sure how anyone can say vengeance was more "skillful" with how shallow the experience was. There was practically zero room to express skill. It compressed the skill floor and skill ceiling to a crawlspace, and unless they change how the target caps in Vengeance work, it will never be anything more then "the big zerg wins" because there will never be a way to fight against big groups.
That being said, live right now is also a hot mess, so pick your poison I guess. Do you want a lag filled Rush of Agony fest where you spend 30 minutes looking for a single fight that isn't against a ballgroup? Or do you want to zerg surf the night away on a server with perfect performance but not have any hope of fighting against a zerg without one of your own by your side?
Easy. Take two people of similar physical and athletic ability and put them in a ring. No weapons, gloves, body armor, or performance enhancers the winner will be the one with more applied combat experience. That's the biggest deciding factor and that's what Vengeance was. The more skilled player still came out on top 9 times out of 10. The simplified lack of expression is what made it a bigger skill check compared to live.
Expression is already an illusion of choice. Hybridization cut the number of builds in half, and subclassing further narrowed that expression to a few overperforming skill lines. Even if you stick to your main on an underperforming class you're most likely running at least one of these skill lines Assassination, Restoring Light, Storm Calling, Animal Companions, or Aedric Spear. 5% of people will try and make something work that fits in with the identity of their character like before when you had a handful of Necros and Arcs. While the other 95% will be some variation of Shalks, Incap, double Spec Bow and Streak away if that didn't work.
Sure, in an even number fight yes, the more skilled player came out on top in Vengeance; but there's almost never an even number fight, and Vengeance made it nigh impossible to fight heavily outnumbered due to target caps.
Sure, but even in live currently the fights are never even. They have a stream coming up in 30 minutes I think where they are going to talk about the next test. I expect to see more skill lines added and fingers crossed more siege. Siege can turn the tide in a fight easily.MorallyBipolar wrote: »xylena_lazarow wrote: »If/when Vengeance is a finished product that delivers the PvP experience I want, I'll gladly pay again. It shows a lot of promise, but next week is still just a test, not a permanent addition.I respect taking a stand with your wallet, but for some of us, this shift toward performance and actual system reworks is exactly the sign of hope we’ve been waiting for. We’re not going anywhere.
Yes, I agree with everything you just said. ZoS has made it clear it's not permanent. This is just the next iteration of their test and attempt to collect more data.
Not permanent ....for now. ZOS has backtracked on a lot of statements in the past though when it comes to PvP commitments.
Sure - I agree. Game development is fluid 100%. BUT I don't think it's fair to them to hold this against them. I'll take them at their word that the current state of vengeance test isn't their end goal. I have no reason to not believe them.
I'm still waiting on the improvements we were supposed to have gotten after that series of about 5 tests that lasted a few months a few years back. The nothing that came from that was pretty disheartening.