And yet it was still many times more populated than Live has been in years. There's zero excitement around PvP on Live, just despair over a shrinking population and endless broken game mechanics, and that isn't going to change.minnowfaun wrote: »After the first four days, as GPs were completed and the novelty wore off, you could see the population decline.
Highwayman wrote: »The only downside I can see is all the easiest kills will run off to another campaign.
xylena_lazarow wrote: »Jokes aside, the pool of players isn't a bell curve
FTFY. That ring exists solely so PvP whales have something to chase in Solstice. Not me this time, paywalling so much vertical stat progression specifically for meta PvP builds is yet another reason for me to move to Vengeance.Highwayman wrote: »monomyth is pretty busted
minnowfaun wrote: »The Vengeance test mode experience is not what you’ll get should it become a live playable mode. Here’s why.
During Vengeance (Round 1) many players new to Cyro and even the Lead PVP Developer have said “this” is what we want to see.* It seems that the ‘record population’ was being conflated with success and popularity when in fact, the high population was manufactured.
Tactics Driving Record Population
Novelty – new things almost always enjoy and immediate surge in popularity. However, this is short lived as the ‘new-shiny’ feeling fades.
Scarcity – with availability of only one week, players flocked to Cyro to see what was happening. Should a Vengeance mode become available all the time it will lose the scarcity driving factor as well.
Belonging – Being a part of something, ex. ‘let’s test this together’ tends to drive up participation as people become invested in an outcome. When tests are over the motivation to ‘be a part of something’ will subside.
Additional Forced Population Tactics
Restricted Choice - Vengeance was the only Cyro campaign available. The only way to potentially maintain the population level is to only offer one campaign.
Golden Pursuits – The GPs that coincided with Vengeance were Cyro driven, forcing even more people into the campaign. Players strive to complete GPs for a multitude of reasons that have nothing to do with loving PVP. In fact, the desire to complete the GP can compel even a PVP hater to go into Cyro.
Fading Excitement
After the first four days, as GPs were completed and the novelty wore off, you could see the population decline. Had there been other Cyro options you would have seen even fewer players in the Vengeance Campaign.
For those of you who think Vengeance should be a live playable mode, as we enter into Vengeance Round 2, be mindful of the tactics that are manufacturing excitement and high population. Try to imagine what it will be like without all the hype. This will give you a more realistic view of what you could be left with.
And yes, I do understand that Vengeance is supposed to be a test mode only. However, seeing the Lead PVP Developer and many others (especially players who don’t regularly PVP) say “this” is what we want to see* concerns me enough to write this. I’m deeply concerned that the manufactured population popularity is clouding people’s judgment.
*Paraphrased from stream - https://www.twitch.tv/videos/2429316140?filter=archives&sort=time
xylena_lazarow wrote: »And yet it was still many times more populated than Live has been in years. There's zero excitement around PvP on Live, just despair over a shrinking population and endless broken game mechanics, and that isn't going to change.minnowfaun wrote: »After the first four days, as GPs were completed and the novelty wore off, you could see the population decline.
xylena_lazarow wrote: »FTFY. That ring exists solely so PvP whales have something to chase in Solstice. Not me this time, paywalling so much vertical stat progression specifically for meta PvP builds is yet another reason for me to move to Vengeance.Highwayman wrote: »monomyth is pretty busted
I get the whole power fantasy of blowing up opponents with broken gear, done it myself for years, but when it's at the point where players on the other end are quitting instead of coming back to zerg me down, there's a problem.
The bottom line is game developers have to right-size their gameplay to their technology. This has never been the case with Cyrodiil which is why the server-side performance has been abysmal. Their server tech simply cannot keep up with the gameplay. I doubt any server tech could.
Their choice is to either give Cyrodiil its own gameplay tailored to the server or nerfing their gameplay across the board.
ZOS should have implemented this concept years ago.
MorallyBipolar wrote: »The bottom line is game developers have to right-size their gameplay to their technology. This has never been the case with Cyrodiil which is why the server-side performance has been abysmal. Their server tech simply cannot keep up with the gameplay. I doubt any server tech could.
Their choice is to either give Cyrodiil its own gameplay tailored to the server or nerfing their gameplay across the board.
ZOS should have implemented this concept years ago.
Except the servers used to keep up just fine. What changed?
MorallyBipolar wrote: »The bottom line is game developers have to right-size their gameplay to their technology. This has never been the case with Cyrodiil which is why the server-side performance has been abysmal. Their server tech simply cannot keep up with the gameplay. I doubt any server tech could.
Their choice is to either give Cyrodiil its own gameplay tailored to the server or nerfing their gameplay across the board.
ZOS should have implemented this concept years ago.
Except the servers used to keep up just fine. What changed?
The servers kept up fine for a couple of months when almost everyone was low level and barely knew how to play.
You can browse through the old Alliance War forum yourself. Widespread complaints about performance issues started in July 2014. Players were patient at first, expecting ZOS to iron out the bugs. By August 2014 it was already untenable.
As the average APM of players increased over the years, ZOS responded by reducing the player caps to what they are now -- which some players think is around 10% of the original cap. Keep in mind hardly anyone could LA weave before target dummies were introduced in 2017. There is a greater percentage of skilled players in Cyrodiil now than ever probably. Skilled high APM players who are highly mobile stress the server MUCH more than some dude standing motionless on a wall heavy attacking.
The best I have ever personally seen a poplocked main campaign perform was when I returned to ESO after a long break. This was after the server upgrade and before scribing, but it was still awful. Scribing made it far worse.
Here's a post I made about the rose colored glasses people see Cyrodiil's past through:
https://forums.elderscrollsonline.com/en/discussion/658524/the-glory-days-of-cyrodiil/p1
CalamityCat wrote: »That's a lot of words for "I don't want a permanent Vengence mode"
CalamityCat wrote: »All players want to enjoy PvP without lag. With some semblance of balance so they feel they stand a chance. As opposed to being obliterated so fast it's nearly impossible to do anything, let alone learn from the experience. That's how PvP is for new players a lot of the time IMHO.
CalamityCat wrote: »So the enthusiasm for Vengence is absolutely not all about being forced/manipulated into playing it. I've never heard an ESO player asking for more lag, exploits and stupidly OP builds. No new PvPer has said, "I want to die in <1 second or crash and have to re-queue before I even get a fight. I want to run on foot between every battle! That's the Cyrodiil I'm here for!"
Apply critical thinking? They're still testing the thing so without having a crystal ball, no player can say what options we'll have in Cyrodill. I don't need to say as much. There is always also the option for some completely unpredictable screw up option that nobody asked for/wanted.minnowfaun wrote: »Ummm, No. It's a lot of words for the potential permanent Vengeance mode they're selling isn't the one you're going to end up with. Apply critical thinking.
Tbf, I don't want there to be ONLY a permanent Vengeance mode.
Their answer is Vengeance. It solves the performance in addition to all these meta problems. There's so much to fix that it's more efficient to start over, why keep trying to fix a sinking ship with duct tape, it's still sinking.MorallyBipolar wrote: »It very well might change if ZOS just made a couple changes we've been asking for for years now. Specifically limited heal and shield stacking and removing or radically changing RoA.
So the real question is why hasn't ZOS made any effort to even discuss these numerous feedback requests?