What performance boost has there been, exactly? Here is what tonight looked like on PC/NA. Multiple second delays on abilities/damage numbers, abilities playing their whole animations without actually firing, rubberbanding, etc. Entire server was complaining of the same issues. This is worse than I've seen it in GH since the patch released.https://www.youtube.com/watch?v=D1T09FY4YRw
It's interesting while the majority seem to have amazing performance, some don't and it's just as bad as GH or worse.
In the video you are at fare - I was there too and had zero lag - obviously you did. Now the arrius fight later in the night... yeah that got rough but my experience was that it was nothing like GH lag. There also seemed to be the majority of the entire server at arrius so I kind of expect it.
Hopefully they are getting some data to figure out why the edge cases are still having performance issues.
I disagree.
Right now skills don't have morphs, right? So they have to work on all of those still. They can very much so bring back all the usual sets, all the usual skills, CP, etc BUT in a reduced/reworked fashion. At the end of the day it's the "this skill does X, Y, and Z" that is causing the performance issues. They can rework sets/skills/CP so it's now this skill does X... and sometimes Y.
...
To your last point - no there has been ZERO balancing done to PvP aside from making all the skills pretty much 1:1 copies of each other.
BXR_Lonestar wrote: »Honestly, I thought I would hate Vengeance because of its limited, stripped down nature, but after getting into some mega fights (involving probably 200+ people) on multiple occasions and experiencing zero connectivity issues, I finally see the trees through the forest.
If the tradeoff is going to be giving up fancy sets, champion perks, and upgraded abilities in exchange for a higher population, more grand-scale fights, and less toxicity and trolling, then I'm personally willing to make that tradeoff. I thought I would hate Vengeance because it was a radical departure to how I'm used to playing the game, but after failing over and over in somewhat small scale engagements, I learned that my group needed to work with others to accomplish anything, and we started to get into some insane battles that have truly been some of the most fun I've had in a year. All I can say is that Vengeance has truly been a breath of fresh air.
A slight adjustment in mindset and play style, but good players are still going to be good players, and bad players are going to be less of a hinderance than they were before (i.e., they're not bomb bait).
What performance boost has there been, exactly? Here is what tonight looked like on PC/NA. Multiple second delays on abilities/damage numbers, abilities playing their whole animations without actually firing, rubberbanding, etc. Entire server was complaining of the same issues. This is worse than I've seen it in GH since the patch released.https://www.youtube.com/watch?v=D1T09FY4YRw
It's interesting while the majority seem to have amazing performance, some don't and it's just as bad as GH or worse.
In the video you are at fare - I was there too and had zero lag - obviously you did. Now the arrius fight later in the night... yeah that got rough but my experience was that it was nothing like GH lag. There also seemed to be the majority of the entire server at arrius so I kind of expect it.
Hopefully they are getting some data to figure out why the edge cases are still having performance issues.
All of zone chat was complaining of this. Multiple friends who I whispered were having the same issues. I ported to IC just after the clips in this video, and had zero issues in a fight with around 30 players present in temple district.
This is clearly server lag - likely the throttling that was mentioned by firor or wheeler in the post last year. It's the same lag we've had for years in prime time GH when ball groups are fighting or a faction gathers around the hammer.
Edit: and just to be clear because there seems to be some confusion, I was at fare DURING that arrius fight. I was about as far away from the conflict as I could possibly be and still having the same issues that were being complained about by those up at the actual conflict.
What performance boost has there been, exactly? Here is what tonight looked like on PC/NA. Multiple second delays on abilities/damage numbers, abilities playing their whole animations without actually firing, rubberbanding, etc. Entire server was complaining of the same issues. This is worse than I've seen it in GH since the patch released.https://www.youtube.com/watch?v=D1T09FY4YRw
It's interesting while the majority seem to have amazing performance, some don't and it's just as bad as GH or worse.
In the video you are at fare - I was there too and had zero lag - obviously you did. Now the arrius fight later in the night... yeah that got rough but my experience was that it was nothing like GH lag. There also seemed to be the majority of the entire server at arrius so I kind of expect it.
Hopefully they are getting some data to figure out why the edge cases are still having performance issues.
What performance boost has there been, exactly? Here is what tonight looked like on PC/NA. Multiple second delays on abilities/damage numbers, abilities playing their whole animations without actually firing, rubberbanding, etc. Entire server was complaining of the same issues. This is worse than I've seen it in GH since the patch released.https://www.youtube.com/watch?v=D1T09FY4YRw
It's interesting while the majority seem to have amazing performance, some don't and it's just as bad as GH or worse.
In the video you are at fare - I was there too and had zero lag - obviously you did. Now the arrius fight later in the night... yeah that got rough but my experience was that it was nothing like GH lag. There also seemed to be the majority of the entire server at arrius so I kind of expect it.
Hopefully they are getting some data to figure out why the edge cases are still having performance issues.
It seems like there have been more waves of DDoS attacks against the servers, and I suspect that's what's going on.
The reason I'm suspecting this is because on multiple days now, when I was doing event stuff on EU during NA primetime (i.e., when EU is dead and quiet), I've had ping spikes and disconnects. Outside of busy hours, outside of Cyrodiil.
Had a lot of good fights last night and performance was really solid for the amount of players in the area.
That being said... it's getting boring pretty quick for me and I say that as someone who has been playing since beta mainly in PvP.
How can performance be this bad when everything PvP is this stripped down?
tsaescishoeshiner wrote: »Some of the changes aren't a major detriment to gameplay and build choice. I don't know if these changes are greatly impacting performance, but if they were, I wouldn't mind if they stayed the same:
- Simplified siege
- Simplified potions, no food and mundus
- No use of inventory items or mail (although the rank-boosting items would need to be addressed)
- Heals using a targeting system (that default blue outline on allies in front of you) instead of "smart targeting" low-health allies in a wider area
Part of what I like about Vengeance is the gameplay (tankier, more strategic, less convoluted to build), but we can't have it feel the same while also allowing all the sets that let us make creative, personal builds. So I don't see a way that Vengeance can improve that, unless skills and sets are simplified. I want better, bigger combat, but I also want to optimize a build, you know?
For example, the burst heals in Vengeance generally just heal you, maybe with one extra effect, maybe not. If all these extra effects are indeed making skills more taxing on the server, is there a way to streamline skills without making them too samey?
ForumBully wrote: »Had a lot of good fights last night and performance was really solid for the amount of players in the area.
That being said... it's getting boring pretty quick for me and I say that as someone who has been playing since beta mainly in PvP.
Yeah, I think they should have gone a little further than just a few skill lines. But I guess the point isn't to try getting it performant and engaging all at once. Love the direction, but I wonder how many tests we'll need. Surely ZoS has a timeline in mind.
ForumBully wrote: »Had a lot of good fights last night and performance was really solid for the amount of players in the area.
That being said... it's getting boring pretty quick for me and I say that as someone who has been playing since beta mainly in PvP.
Yeah, I think they should have gone a little further than just a few skill lines. But I guess the point isn't to try getting it performant and engaging all at once. Love the direction, but I wonder how many tests we'll need. Surely ZoS has a timeline in mind.
This is their intent as far as I understand. It is sounding like they are going to...work some skills...do a test...work more skills...do a test...work some more skills...do a test with the point being to see where X number of skills possible before cyro starts to tank performance wise.
ForumBully wrote: »ForumBully wrote: »Had a lot of good fights last night and performance was really solid for the amount of players in the area.
That being said... it's getting boring pretty quick for me and I say that as someone who has been playing since beta mainly in PvP.
Yeah, I think they should have gone a little further than just a few skill lines. But I guess the point isn't to try getting it performant and engaging all at once. Love the direction, but I wonder how many tests we'll need. Surely ZoS has a timeline in mind.
This is their intent as far as I understand. It is sounding like they are going to...work some skills...do a test...work more skills...do a test...work some more skills...do a test with the point being to see where X number of skills possible before cyro starts to tank performance wise.
I just hope this isn't the cadence or we'll be testing for years. How many months between the first and second iterations? Console wasn't part of the first.
ForumBully wrote: »ForumBully wrote: »Had a lot of good fights last night and performance was really solid for the amount of players in the area.
That being said... it's getting boring pretty quick for me and I say that as someone who has been playing since beta mainly in PvP.
Yeah, I think they should have gone a little further than just a few skill lines. But I guess the point isn't to try getting it performant and engaging all at once. Love the direction, but I wonder how many tests we'll need. Surely ZoS has a timeline in mind.
This is their intent as far as I understand. It is sounding like they are going to...work some skills...do a test...work more skills...do a test...work some more skills...do a test with the point being to see where X number of skills possible before cyro starts to tank performance wise.
I just hope this isn't the cadence or we'll be testing for years. How many months between the first and second iterations? Console wasn't part of the first.
Just 3 months. I think that is pretty impressive... They had to evaluate all the data they got, have internal meetings, decide if they are going to push forward, then have a dev team work on the next skills. Then test those skills... wrap it all up and then fit it into a maintenance window and push to production. Three months might seem like a long time but I can promise you in the dev world that feels like... 2 weeks?
Pretty impressive IMO. I do expect this to be the schedule for the rest of 2025 to be honest.
Im on Console and just tried Vengeance last night. I anticipated itd be fun. It was miserable.
My Main has always been a Stamina Nightblade built to be a PvE Crit Kitty glass cannon that also somewhat worked in PvP. I got my first General Star on her. Last night I found my build to have been butchered. No Channeled Acceleration, ALL of my Critical Dmg wiped to zero. I had to fill in skill slots with random abilities and my character hit like a wet noodle.
I do not like this.
CatoUnchained wrote: »The problem is performance during this version of vengeance performance isn't any better and often worse than live was/is. I didn't like the first vengeance "test", but this second round of vengeance is a complete fail. Just adding weapons and alliance skills was enough to bottom out the performance. So may as well stick with the PvP system we already have.
You know ZOS has never even tried limiting heal and shield stacking. Nor have they tried making adjustments to their most calculation heavy sets. They haven't even tried to fix the current live PvP mode and instead went on this failed vengeance tangent.
ForumBully wrote: »Im on Console and just tried Vengeance last night. I anticipated itd be fun. It was miserable.
My Main has always been a Stamina Nightblade built to be a PvE Crit Kitty glass cannon that also somewhat worked in PvP. I got my first General Star on her. Last night I found my build to have been butchered. No Channeled Acceleration, ALL of my Critical Dmg wiped to zero. I had to fill in skill slots with random abilities and my character hit like a wet noodle.
I do not like this.
Just curious, what exactly did you expect this campaign was? Unchanged but somehow better performing?
ForumBully wrote: »Im on Console and just tried Vengeance last night. I anticipated itd be fun. It was miserable.
My Main has always been a Stamina Nightblade built to be a PvE Crit Kitty glass cannon that also somewhat worked in PvP. I got my first General Star on her. Last night I found my build to have been butchered. No Channeled Acceleration, ALL of my Critical Dmg wiped to zero. I had to fill in skill slots with random abilities and my character hit like a wet noodle.
I do not like this.
Just curious, what exactly did you expect this campaign was? Unchanged but somehow better performing?
I didn't expect the changes to abilities and stat boosts to be so drastic.