DeadlySerious wrote: »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.
I think the vengeance "tests" are less about performance testing and more about seeing how the players respond to the dumbed down version.
DeadlySerious wrote: »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.
I think the vengeance "tests" are less about performance testing and more about seeing how the players respond to the dumbed down version.
Capricas_Kirito wrote: »Just Curious...
Who's idea was it to run a test during the middle of an event? Planned for months Who thinks it is a smart decision to shut down the servers for several hours during said event? Planned for months And why is it that every time something focused around PvP comes around non-PvPers get completely shafted while the opposite is not true?
Capricas_Kirito wrote: »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?
xylena_lazarow wrote: »
xylena_lazarow wrote: »It's right on point still because playing around Rushing Agony is about as much fun as commuting through 3 hours of rush hour traffic, and fun is what I'm paying for. The new subclass Rushing Agony build combos a fear stun into Colossus ult, you must counter within the split second they become visible, trying to block gets you stunned and instakilled.And while there are counters (yes, even to ball groups—have you tried just blocking the bleep pull?), that’s beside the point right now.
xylena_lazarow wrote: »
xylena_lazarow wrote: »It's right on point still because playing around Rushing Agony is about as much fun as commuting through 3 hours of rush hour traffic, and fun is what I'm paying for. The new subclass Rushing Agony build combos a fear stun into Colossus ult, you must counter within the split second they become visible, trying to block gets you stunned and instakilled.And while there are counters (yes, even to ball groups—have you tried just blocking the bleep pull?), that’s beside the point right now.
That's my problem. Stuff like this is ridiculous. It's just not fun to play against all of these gimmicky proc builds and then feeling like you have to play on one just to combat it. Not to mention ball groups stacking as many HOTs as they can, only able to be destroyed by another, better ball group. No, playing against these things is not fun - win or lose - the experience of engaging in fights that play out with non stop proc gimmicks and/or heal stacking is simply not a fun experience, no matter the outcome.
And I get it, the game should reward good build crafting and good organized group play, but there is a degree to which cracked builds and overpowered group heal stacking is absolutely outshining raw skill altogether and it needs to be brought in line somehow.
TheMajority wrote: »So are quest disabled again? Because last time was boring and impeeded my progress with tokens and stuff
Wait so is this Vengeance campaign going to be the ONLY campaign in the game going forward, or is this temporary?
OutLaw_Nynx wrote: »How do I prepare for this new campaign?
Four_Fingers wrote: »Should have at least left the under 50 campaign up.
It is chaos on PS5 right now. lol
We are way outnumbered by AD, I guess that is how this is going to work.
Four_Fingers wrote: »More people are leaving than joining on console after they see it though.
The alliances are too imbalanced.
Four_Fingers wrote: »I have been here since Beta, I know how large-scale fights without lag are supposed to be, and this isn't it.
Four_Fingers wrote: »I have been here since Beta, I know how large-scale fights without lag are supposed to be, and this isn't it.
Same.
And this isn't what the end goal of cyro is going to be. Why do you keep dismissing that point. Where have they said, literally anywhere show me one post, where they said this test IN IT'S CURRENT STATE is what cyro will be when they are done with these tests.
Show me one.
I'll show you 20 different posts where they are very direct in saying this will NOT be what cyro becomes - they just did this for time sake to prove a theory (less math from skills = better server stability).
It's not a hard concept to understand. I guess for people who have never written a line of code in their life it may be (not saying that is you just a general statement) but for those who know how agile works... how just development in general works... this is pretty standard.
You're not having fun - cool - the purpose of this test wasn't to test "fun" it was to tests "does less math from skills = better server stability". It's literally that basic.
Vengeance appears to be in active development, unlike Live Cyrodiil.I'll show you 20 different posts where they are very direct in saying this will NOT be what cyro becomes
I guess for people who have never written a line of code in their life
TheMajority wrote: »So are quest disabled again? Because last time was boring and impeeded my progress with tokens and stuff
I'd be shocked if quests were enabled. I think the servers are coming back up soon.. I can check.
So the starter quests are there for people who have never been to cyro but things like boards, town quest, etc, those are not.
TheMajority wrote: »TheMajority wrote: »So are quest disabled again? Because last time was boring and impeeded my progress with tokens and stuff
I'd be shocked if quests were enabled. I think the servers are coming back up soon.. I can check.
So the starter quests are there for people who have never been to cyro but things like boards, town quest, etc, those are not.
Thats unfortunate, looks like I can't work on any Cyrodiil goals then. That probably means achievement is not active as well