Maintenance for the week of September 8:
• PC/Mac: No maintenance – September 8
• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

Vengeance Test Campaign Round 2 (June 30-July 8)

  • Einar_Hrafnarsson
    Einar_Hrafnarsson
    ✭✭✭✭✭
    ZOS_Kevin 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.

    YES! Finally a Reason for me to play!
  • Four_Fingers
    Four_Fingers
    ✭✭✭✭✭
    Deimus wrote: »
    Aquatorch 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!
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.

    This is straw-man argument.

    Nobody is saying that add-ons are the only source of poor performance. That would be crazy. Clearly character/skill/set complexity and a rickety engine and years of spaghetti code are the biggest drivers.

    But it would be equally crazy not to at least check the box and gather the data.

    And again the example of Bandits utterly annihilating the sagacious tut-tutting about how add-ons could never cause issues. How would ZOS allow it into the API if it did? Well, it did. So....
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    Deimus wrote: »
    Aquatorch 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?
    Edited by CameraBeardThePirate on June 25, 2025 9:03PM
  • Deimus
    Deimus
    ✭✭✭✭
    Deimus wrote: »
    Aquatorch 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!

    More skillful than 12 players griefing with HoT/shield stacking and spawn camping a keep with no intention of actually capturing it for 30+ minutes. Zerg surfing actually has risk since the players are interacting with the game instead of exploiting bad design to get as close as you can to a tgm command in an MMO.
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • Deimus
    Deimus
    ✭✭✭✭
    Deimus wrote: »
    Aquatorch 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.
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    JustLovely wrote: »
    LPapirius wrote: »
    ZOS_Kevin 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.

    These tests are about figuring out what is causing the performance issues. They're not a new game mode.
    Edited by spartaxoxo on June 25, 2025 10:48PM
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    ZOS_Kevin 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.

    I’m not here to argue about add-ons—I know you’re ride-or-die about this issue, and I respect that. You’ve made your stance clear over the years, and I’m not trying to change your mind. My point is, nobody, not even ZOS, denies that piling on add-ons hits performance. Is it a tiny dip or a big one? Doesn’t matter much to me. Anyone can whip up an add-on and toss it out there, and expecting ZOS to optimize their game while babysitting every single one is unrealistic. They’ve got enough on their plate fixing performance issues. What they can do—and I think they’re doing—is focus on the core stuff, like the API and libraries. They’ve worked with add-on devs, made solid improvements to the API, and keep pushing that forward. That’s where their head should be at.

    Turning off add-ons for this Vengeance test? I don’t see it moving the needle. I’ve been in software dev for years, and I’d bet my left arm ZOS has analytics out the wazoo—server framerates, latency, FPS, disconnects, you name it. They’re probably logging every player’s ping, what add-ons they’re running, what gear they’ve got, all that jazz. With a decent BI team (and I’m sure they’ve got one), they can slice and dice that data to spot problems fast—trends, crashes, whatever. If they wanted, they could build a dashboard to track disconnects or lag spikes and tie it to stuff like hardware, add-ons, or what you were doing in-game.

    Point is, disabling add-ons for this test ain’t gonna unlock some game-changing insight. They’ve already got the data to figure out what’s what.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    Deimus wrote: »
    Aquatorch 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!

    The intent of this test isn't about skill or performance. Respectfully, I don't know how many more times or different ways ZoS can explain that this is NOT the state/direction they want Cyro to be. It was simply done this was for times sake. Sure, they could have spent 6months to a year reworking every skill, every set, every CP, every buff, every siege, etc for the test - but what if the test didn't get the results they hoped for? Then they wasted another 6 months to a year and everyone would be on here screaming and complaining.

    Personally, I respect the fact ZoS said "we have a theory we want to test... what is the quickest way we can get something out there to be able to prove this theory out".
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    Deimus wrote: »
    Deimus wrote: »
    Aquatorch 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.
    Edited by CameraBeardThePirate on June 26, 2025 4:18PM
  • MorallyBipolar
    MorallyBipolar
    ✭✭✭
    LadyGP wrote: »
    LadyGP wrote: »
    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.
    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.

    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.
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    Deimus wrote: »
    Deimus wrote: »
    Aquatorch 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.
    LadyGP wrote: »
    LadyGP wrote: »
    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.
    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.

    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.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • MorallyBipolar
    MorallyBipolar
    ✭✭✭
    LadyGP wrote: »
    Deimus wrote: »
    Deimus wrote: »
    Aquatorch 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.
    LadyGP wrote: »
    LadyGP wrote: »
    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.
    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.

    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.
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    LadyGP wrote: »
    Deimus wrote: »
    Deimus wrote: »
    Aquatorch 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.

    Adding more skill lines and siege won't really change anything if theyre still dead set on target caps though - that's the problem.

    Yes, fights are always uneven in Cyrodiil, and that's my point. On live you can at least time all your burst and hit an entire group of players to fight them outnumbered (and I'm not even talking about using Rush - people managed to fight outnumbered years before that was ever introduced).

    Target caps inherently remove a layer of skill from the game. Want to target the healer in the group? Want to focus the squishier players down while still hitting the rest of the group? Too bad, youre running AoE skills so the game is going to pick 3 random targets for you. You successfully timed your ult dump with the rest of the group in a pro gamer combo you cooked up? Too bad, the game decided that you and your teammates all damaged different targets despite placing your AoEs in the exact same place.
    Edited by CameraBeardThePirate on June 26, 2025 4:45PM
  • Highwayman
    Highwayman
    ✭✭✭
    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.
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.

    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.
    Edited by CameraBeardThePirate on June 26, 2025 4:53PM
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    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).
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • Estin
    Estin
    ✭✭✭✭✭
    I'm looking forward to this test. Hopefully the addition of weapon and assault/support skill lines will make up for the lack of class balance that was present in the first test. Skills also costing stamina will help with some of the sustain issues. Hopefully we get to see the addition of passives soon
  • Maitsukas
    Maitsukas
    ✭✭✭✭✭
    ✭✭
    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:
    Edited by Maitsukas on June 26, 2025 5:37PM
    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.
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    LadyGP 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).
  • Highwayman
    Highwayman
    ✭✭✭
    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.

    I feel we got somewhere here. I'd propose that there there could be other optimal tactics that haven't been figured out yet, but I can agree to a considerable extent.

    I do also agree that this is likely more related to the performance testing as others have pointed out. It is however an important piece of the conversation to be having.
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    LadyGP 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).

    They have already said multiple times they aren't tyring to make cyro feel like this from a skill perspective.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • sarahthes
    sarahthes
    ✭✭✭✭✭
    ✭✭✭
    LadyGP 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).

    They've target capped most PvE skills on live already. I expect target caps are the future of the game regardless.
  • LadyAstrum
    LadyAstrum
    ✭✭✭✭✭
    I really had fun in the last one. Cryodiil in its normal day-to-day mode seems very dry and cliquey to me, especially since the population is on the smaller side compared to the size of the map.
    ~ "You think me brutish? How do you imagine I view you?" - Molag Bal #misunderstood ~
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    Maitsukas wrote: »
    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:

    Reading between the lines here a bit during the stream where they talked about caps and what not...

    It sounds like to me they are aware of the whole heal stacking problem/ball group complaints... and they will be making changes to fix some of those problems. They have said openly they don't want to remove ball groups (not said it that way but basically said they don't want to eliminate people who like that play style with a group) but I expect future cyro to have less pulls, less heal stacking, less AoE target caps, etc.

    All in all I think this would be a good change. If you're one of the ones who scream about ball groups - well we aren't going anywhere. We will adapt as we always do. Will it make it more difficult for us to surive - sure - and I welcome that challange. I'm excited to see what changes they make down the road.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • katanagirl1
    katanagirl1
    ✭✭✭✭✭
    ✭✭✭✭
    Will this be just on PTS? I wish console players could participate.

    I sort of wish we could too. I’d love to see the huge battles. Not sure how I feel about template characters, though. I’m not super meta but use a good build and make some changes to accommodate that I have to run a resto staff on the back bar for solo play and sieging. I’m not great at 1v1 but usually it’s more like 1v10 so it doesn’t matter.

    Hope you guys get some good data from your Vengeance test.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • katanagirl1
    katanagirl1
    ✭✭✭✭✭
    ✭✭✭✭
    Maitsukas wrote: »
    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:

    Oh really? I don’t watch streams. Hmm, I guess that Gray Host won’t be an option for us then and I will give it a try.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Capricas_Kirito
    Just Curious...

    Who's idea was it to run a test during the middle of an event? Who thinks it is a smart decision to shut down the servers for several hours during said event? And why is it that every time something focused around PvP comes around non-PvPers get completely shafted while the opposite is not true?
  • ForumBully
    ForumBully
    ✭✭✭✭✭
    I don't wanna miss Vengeance, so I updated and tried subclassing...wow, making us level skill lines completely ruins the fun of subclassing
  • DeadlySerious
    DeadlySerious
    ✭✭✭✭
    LadyGP wrote: »
    Deimus wrote: »
    Deimus wrote: »
    Aquatorch 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.
    LadyGP wrote: »
    LadyGP wrote: »
    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.
    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.

    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.

    I think the vengeance "tests" are less about performance testing and more about seeing how the players respond to the dumbed down version.
Sign In or Register to comment.