I would like to really contribute by saying that the Vengeance campaign had A LOT of low level players who were automatically maxed out. Their time in ESO could range from a week, a month, to permanently forever. But most of the time people drop.
You may see a small spike as it is right now but a lot of retained PvPers enjoy the current Cyrodiil without Vengeance. Cyrodiil with Vengeance is likely to last three months then really crap out.
TheAwesomeChimpanzee wrote: »I would like to really contribute by saying that the Vengeance campaign had A LOT of low level players who were automatically maxed out. Their time in ESO could range from a week, a month, to permanently forever. But most of the time people drop.
You may see a small spike as it is right now but a lot of retained PvPers enjoy the current Cyrodiil without Vengeance. Cyrodiil with Vengeance is likely to last three months then really crap out.
Honestly, I don’t even think it would last a month. At the time of this post, around 9 PM EST on a Sunday night (which should be peak prime time), Vengeance NA—the only playable campaign—is sitting at 3-bar yellow, pop-locked red, and 2-bar blue. That’s absurd when you consider that Sunday, Friday, and Saturday nights are always pop-locked across the board with solid queues every single week when these tests aren’t running.
It’s clear that what I mentioned earlier about new players saying it’s a “positive experience” on the satisfaction poll has already played out—they’ve left, and the actual core PvP audience just isn’t interested in logging in. Even if Vengeance has higher pop caps, these are still outrageously low numbers for prime time.
TheAwesomeChimpanzee wrote: »I would like to really contribute by saying that the Vengeance campaign had A LOT of low level players who were automatically maxed out. Their time in ESO could range from a week, a month, to permanently forever. But most of the time people drop.
You may see a small spike as it is right now but a lot of retained PvPers enjoy the current Cyrodiil without Vengeance. Cyrodiil with Vengeance is likely to last three months then really crap out.
Honestly, I don’t even think it would last a month. At the time of this post, around 9 PM EST on a Sunday night (which should be peak prime time), Vengeance NA—the only playable campaign—is sitting at 3-bar yellow, pop-locked red, and 2-bar blue. That’s absurd when you consider that Sunday, Friday, and Saturday nights are always pop-locked across the board with solid queues every single week when these tests aren’t running.
It’s clear that what I mentioned earlier about new players saying it’s a “positive experience” on the satisfaction poll has already played out—they’ve left, and the actual core PvP audience just isn’t interested in logging in. Even if Vengeance has higher pop caps, these are still outrageously low numbers for prime time.
The flaw in the argument is that population caps were raised substantially for Vengeance. Thus 2 bars now can still mean 100 players. I am very familiar with what 2 bars on a Sunday night at 10 PST is like-- usually that means you can find 10-15 players. Now two bars means many more players.
Thats not to say your bigger argument, that everyone would get sick of this, isn't right. Of course the number sare so bad in live cyrodil now (except for prime time) that something needs to be done. It is pretty dead most of the time.
Oblivion_Protocol wrote: »Even if Vengeance became permanent, it wouldn’t be the only option. It would, at best, be another server you can play on. ZoS can’t make all PvP Vengeance for one reason and one reason only.
Content creators.
YouTubers, Twitch Streamers, and other creators make the majority of their content in Cyro because that’s the most dynamic gameplay. BGs, in their current state, are abhorrent, and IC is stone cold, graveyard dead at the best of times.
On top of that, at least 50% of the unique build videos out there are PvP builds that creators can easily change and update while theorycrafting.
If Vengeance becomes the only option, a LOT of content goes down the drain. From a business standpoint, that means fewer eyes on the product, which is bad for the bottom line.
Also, for better or worse, the hardcore PvP community is one of the loudest and, most importantly, listened-to faction of players in this game. If they rail against Vengeance hard enough, ZoS will pump the brakes on it as anything other than an occasional performance test.
TheAwesomeChimpanzee wrote: »When the first Vengeance tests started, I wasn’t too worried about them becoming permanent.
MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »When the first Vengeance tests started, I wasn’t too worried about them becoming permanent.
You already said it right here. Vengeance tests. We are only on test 2 of many from what zos said so panicking and asking to completely stop is silly. The only known is that ZOS REQUIRES MONEY. Current vengeance is not profitable in any way unless they have a paid subscription separate to only pvp. Otherwise yes, you will see your DLC BIS meta procs and gear come back in one shape or another. Like what was mentioned in the vods, they plan on plugging in and out systems to see how they interact with the server performance. So likely future tests will have generic gear vs proc gear again. First you should expect them to do more basic tests like aoe, cross healing, dot/hot/effect stacking. They are boring topics, but they cannot be ignored.
Its a complicated engineering problem. You have a "functional" live system that has an issue. Either you take away one piece at a time or go the other way and go from the ground up. For 10 years sporadically zos has tried different metas and methods peeling layers or changing metas for layers with no results. Vengeance is just them finally going back to a baseline and tackling from another angle.
Assuming its only casual non pvpers enjoying vengeance is just putting the blinders on in your own echochamber. There are two main pvp crowds as far as we can see. Those that enjoy the skill and combat system and those that prefer the gear system. Live pvp has swayed heavily towards requiring the gear/proc system due to powercreep, so no surprise old returning pvp players are happy seeing vengeance bring pvp back to its core fundamental combat. I had 2014-2017 guildies come back to the game just for the test because it disabled procs and combat was clear again. To players like this gear and proc sets do not mean you are a skilled player.
Also guess what, at one point you were not a pvper either. Isolating and preventing new people from pvping isn't going to help the population crisis. That is like saying the earth's population is collapsing but we shouldn't have babies because the average IQ scores may decrease. Not much to worry about even with vengeance being the most extreme environment to help casual players, anyone with real skill wins without much effort.
TheAwesomeChimpanzee wrote: »MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »When the first Vengeance tests started, I wasn’t too worried about them becoming permanent.
You already said it right here. Vengeance tests. We are only on test 2 of many from what zos said so panicking and asking to completely stop is silly. The only known is that ZOS REQUIRES MONEY. Current vengeance is not profitable in any way unless they have a paid subscription separate to only pvp. Otherwise yes, you will see your DLC BIS meta procs and gear come back in one shape or another. Like what was mentioned in the vods, they plan on plugging in and out systems to see how they interact with the server performance. So likely future tests will have generic gear vs proc gear again. First you should expect them to do more basic tests like aoe, cross healing, dot/hot/effect stacking. They are boring topics, but they cannot be ignored.
Its a complicated engineering problem. You have a "functional" live system that has an issue. Either you take away one piece at a time or go the other way and go from the ground up. For 10 years sporadically zos has tried different metas and methods peeling layers or changing metas for layers with no results. Vengeance is just them finally going back to a baseline and tackling from another angle.
Assuming its only casual non pvpers enjoying vengeance is just putting the blinders on in your own echochamber. There are two main pvp crowds as far as we can see. Those that enjoy the skill and combat system and those that prefer the gear system. Live pvp has swayed heavily towards requiring the gear/proc system due to powercreep, so no surprise old returning pvp players are happy seeing vengeance bring pvp back to its core fundamental combat. I had 2014-2017 guildies come back to the game just for the test because it disabled procs and combat was clear again. To players like this gear and proc sets do not mean you are a skilled player.
Also guess what, at one point you were not a pvper either. Isolating and preventing new people from pvping isn't going to help the population crisis. That is like saying the earth's population is collapsing but we shouldn't have babies because the average IQ scores may decrease. Not much to worry about even with vengeance being the most extreme environment to help casual players, anyone with real skill wins without much effort.
I get what you’re saying, but I strongly disagree.
First off, I’m not “panicking” about the idea of testing itself. I’ve said multiple times I understand the need for these tests to gather data. Performance is obviously terrible, especially with subclassing in the mix. What I’m pushing back against is the way they’re testing right now and the direction the dev communication seems to be hinting at—that this stripped-down model could become a permanent option.
Yes, it’s only the second test. But even if it’s a test, feedback matters now while they’re shaping where this goes. Waiting until they announce something permanent before voicing any concern would be far too late.
TheAwesomeChimpanzee wrote: »MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »When the first Vengeance tests started, I wasn’t too worried about them becoming permanent.
You already said it right here. Vengeance tests. We are only on test 2 of many from what zos said so panicking and asking to completely stop is silly. The only known is that ZOS REQUIRES MONEY. Current vengeance is not profitable in any way unless they have a paid subscription separate to only pvp. Otherwise yes, you will see your DLC BIS meta procs and gear come back in one shape or another. Like what was mentioned in the vods, they plan on plugging in and out systems to see how they interact with the server performance. So likely future tests will have generic gear vs proc gear again. First you should expect them to do more basic tests like aoe, cross healing, dot/hot/effect stacking. They are boring topics, but they cannot be ignored.
Its a complicated engineering problem. You have a "functional" live system that has an issue. Either you take away one piece at a time or go the other way and go from the ground up. For 10 years sporadically zos has tried different metas and methods peeling layers or changing metas for layers with no results. Vengeance is just them finally going back to a baseline and tackling from another angle.
Assuming its only casual non pvpers enjoying vengeance is just putting the blinders on in your own echochamber. There are two main pvp crowds as far as we can see. Those that enjoy the skill and combat system and those that prefer the gear system. Live pvp has swayed heavily towards requiring the gear/proc system due to powercreep, so no surprise old returning pvp players are happy seeing vengeance bring pvp back to its core fundamental combat. I had 2014-2017 guildies come back to the game just for the test because it disabled procs and combat was clear again. To players like this gear and proc sets do not mean you are a skilled player.
Also guess what, at one point you were not a pvper either. Isolating and preventing new people from pvping isn't going to help the population crisis. That is like saying the earth's population is collapsing but we shouldn't have babies because the average IQ scores may decrease. Not much to worry about even with vengeance being the most extreme environment to help casual players, anyone with real skill wins without much effort.
As for the idea that “old PvPers” are happy just to see procs gone and combat clean—I’m not denying there are some. I know players who liked the return-to-baseline feel. But in my experience talking with the broader endgame community, that’s a small minority. Most small scalers, solo players, and ball groups I know have zero interest in playing these tests. They don’t want a sterile baseline with most of the game’s content ripped away. Theorycrafting, set choices, subclassing, scribing, all of that is PvP for them. Removing 80–90% of those options isn’t a fun, skill-testing environment, it’s just boring.
On the “new player” point, I’m not saying they shouldn’t be included or encouraged. We need new players. But the idea that Vengeance in its current form is going to actually retain them is where I disagree completely. It’s too stripped-down to hold anyone’s interest long term. Casual players might jump in for a few sessions, but they’ll quickly see there’s no depth, no progression, no real build diversity. Then they’ll leave. Meanwhile, the endgame crowd that used to keep Cyrodiil alive won’t want to play there at all. That’s how you kill both your core base and fail to keep new blood.
If ZOS actually wants Vengeance to succeed as anything more than a short-term test, they need to strike a balance. Yes, get performance data. But also design for actual gameplay people want to log into long term. Because right now, almost nobody I know who PvPs seriously sees Vengeance as something they’d play regularly if it went live in anything close to its current form. I mean just take a look at Saturday and Sunday night’s populations this past weekend.
TheAwesomeChimpanzee wrote: »When the first Vengeance tests started, I wasn’t too worried about them becoming permanent. The developers made it clear these were just tests to gather performance data. But by the time the second round rolled out, the tone really started to change. They began sharing satisfaction polls from players who supposedly enjoyed Vengeance, but I don’t think that feedback represents the actual endgame PvP community at all. Ball groups, solo players, small scalers, even map players weren’t really being heard. That shift in messaging is why I’m writing this. I want to lay out the concerns that I, and probably many other dedicated PvPers, have about these changes and why I think making them permanent would finish off what little population Cyrodiil has left.
First off, I get why players who don’t usually PvP might find these tests fun at first. The gameplay is slower and more accessible with barely any counterplay. It turns into just spamming abilities and seeing what happens. But these players aren’t the ones who will stick with PvP long-term. Most come in for the rewards, leave positive feedback because they had a bit of short-term fun, and then don’t come back. Meanwhile, for those of us who actually play PvP multiple times a week, Vengeance gets stale incredibly fast. We’re the ones keeping Greyhost alive, and even that only really happens during prime time. ZOS needs to listen to the people who consistently show up and keep open-world PvP going, not the casual crowd who logs in for Vengeance rewards or the odd daily. If they don’t, the remaining PvP population will just leave, and Cyrodiil really will become dead content.
Second, removing over 80% of the game’s abilities and systems is just not the answer. One of ESO’s biggest strengths is that you can actually play how you want. Build diversity and theorycrafting are huge reasons PvP is fun in the first place. Making your own unique setups using all the content added over the years—from subclassing and scribing to Psijic skills—keeps the endgame community invested. Stripping all of that away is absurd. Why even bother buying DLCs if none of it works in Cyrodiil? Being able to create flexible, personal builds, whether solo or for groups, is the entire reason many of us still bother with open-world PvP at all. Even with some performance trade-offs, that complexity is worth it. Taking it away will just drive out the dedicated players who actually play multiple times a week.
Lastly, these tests completely miss the real reason Cyrodiil struggles with performance. Instead of actually fixing things with server upgrades, better infrastructure, or code optimization, they’re just stripping out content as a shortcut. And we’ve seen before that server upgrades can actually improve performance, even if just for a while. Real solutions are possible when resources are put in the right place. Vengeance feels like a cheap band-aid fix that trades away depth and fun instead of solving the real issues that cause lag and instability. It’s less about genuinely improving the game and more about avoiding spending money on real, lasting solutions.
In the end, I get the need for performance tests. But making Vengeance permanent would be a disaster for Cyrodiil. It would alienate the core PvP community by making combat dull and unengaging, destroy build diversity, and invalidate years of paid content without fixing the actual problems. If this goes live permanently, it will drive away the last players keeping Cyrodiil alive. For the good of ESO’s open-world PvP, Vengeance needs to stay exactly what it was supposed to be: a test for gathering data, nothing more.
MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »When the first Vengeance tests started, I wasn’t too worried about them becoming permanent.
You already said it right here. Vengeance tests. We are only on test 2 of many from what zos said so panicking and asking to completely stop is silly. The only known is that ZOS REQUIRES MONEY. Current vengeance is not profitable in any way unless they have a paid subscription separate to only pvp. Otherwise yes, you will see your DLC BIS meta procs and gear come back in one shape or another. Like what was mentioned in the vods, they plan on plugging in and out systems to see how they interact with the server performance. So likely future tests will have generic gear vs proc gear again. First you should expect them to do more basic tests like aoe, cross healing, dot/hot/effect stacking. They are boring topics, but they cannot be ignored.
Its a complicated engineering problem. You have a "functional" live system that has an issue. Either you take away one piece at a time or go the other way and go from the ground up. For 10 years sporadically zos has tried different metas and methods peeling layers or changing metas for layers with no results. Vengeance is just them finally going back to a baseline and tackling from another angle.
Assuming its only casual non pvpers enjoying vengeance is just putting the blinders on in your own echochamber. There are two main pvp crowds as far as we can see. Those that enjoy the skill and combat system and those that prefer the gear system. Live pvp has swayed heavily towards requiring the gear/proc system due to powercreep, so no surprise old returning pvp players are happy seeing vengeance bring pvp back to its core fundamental combat. I had 2014-2017 guildies come back to the game just for the test because it disabled procs and combat was clear again. To players like this gear and proc sets do not mean you are a skilled player.
Also guess what, at one point you were not a pvper either. Isolating and preventing new people from pvping isn't going to help the population crisis. That is like saying the earth's population is collapsing but we shouldn't have babies because the average IQ scores may decrease. Not much to worry about even with vengeance being the most extreme environment to help casual players, anyone with real skill wins without much effort.
I get what you’re saying, but I strongly disagree.
First off, I’m not “panicking” about the idea of testing itself. I’ve said multiple times I understand the need for these tests to gather data. Performance is obviously terrible, especially with subclassing in the mix. What I’m pushing back against is the way they’re testing right now and the direction the dev communication seems to be hinting at—that this stripped-down model could become a permanent option.
Yes, it’s only the second test. But even if it’s a test, feedback matters now while they’re shaping where this goes. Waiting until they announce something permanent before voicing any concern would be far too late.
Well testing wise what do you think could be better direction wise? Bring everything back an try taking out one system at a time? They were unsuccessful in that methodology a handful of times already. Its like solving one equation with 50 unknown variables. Its a crapshoot whether you find the right combination of them. Even then its possible they dont even understand the correct reason why the problem suddenly fixed. On the other hand going to a baseline is far more guaranteed as they add in a select group of variables at a time. Its not much different than when your addons break. Ok well either its clear what the error is, but when its not clear you either guess with a 1 out of XX chance or you disable all of them and slowly add back in a group to narrow in. Except they are faced with addons that are affecting other addons which affect addons.
Dev communication is abysmal and could be better. It'd be better if Wheeler just did his own stream as the one source of truth. The rest of the team adding in tidbits to sound like they are on the same page with the combat team just confuses people unnecessarily. People view any dev as a 100% source of truth regardless of which team they say they are on.TheAwesomeChimpanzee wrote: »MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »When the first Vengeance tests started, I wasn’t too worried about them becoming permanent.
You already said it right here. Vengeance tests. We are only on test 2 of many from what zos said so panicking and asking to completely stop is silly. The only known is that ZOS REQUIRES MONEY. Current vengeance is not profitable in any way unless they have a paid subscription separate to only pvp. Otherwise yes, you will see your DLC BIS meta procs and gear come back in one shape or another. Like what was mentioned in the vods, they plan on plugging in and out systems to see how they interact with the server performance. So likely future tests will have generic gear vs proc gear again. First you should expect them to do more basic tests like aoe, cross healing, dot/hot/effect stacking. They are boring topics, but they cannot be ignored.
Its a complicated engineering problem. You have a "functional" live system that has an issue. Either you take away one piece at a time or go the other way and go from the ground up. For 10 years sporadically zos has tried different metas and methods peeling layers or changing metas for layers with no results. Vengeance is just them finally going back to a baseline and tackling from another angle.
Assuming its only casual non pvpers enjoying vengeance is just putting the blinders on in your own echochamber. There are two main pvp crowds as far as we can see. Those that enjoy the skill and combat system and those that prefer the gear system. Live pvp has swayed heavily towards requiring the gear/proc system due to powercreep, so no surprise old returning pvp players are happy seeing vengeance bring pvp back to its core fundamental combat. I had 2014-2017 guildies come back to the game just for the test because it disabled procs and combat was clear again. To players like this gear and proc sets do not mean you are a skilled player.
Also guess what, at one point you were not a pvper either. Isolating and preventing new people from pvping isn't going to help the population crisis. That is like saying the earth's population is collapsing but we shouldn't have babies because the average IQ scores may decrease. Not much to worry about even with vengeance being the most extreme environment to help casual players, anyone with real skill wins without much effort.
As for the idea that “old PvPers” are happy just to see procs gone and combat clean—I’m not denying there are some. I know players who liked the return-to-baseline feel. But in my experience talking with the broader endgame community, that’s a small minority. Most small scalers, solo players, and ball groups I know have zero interest in playing these tests. They don’t want a sterile baseline with most of the game’s content ripped away. Theorycrafting, set choices, subclassing, scribing, all of that is PvP for them. Removing 80–90% of those options isn’t a fun, skill-testing environment, it’s just boring.
On the “new player” point, I’m not saying they shouldn’t be included or encouraged. We need new players. But the idea that Vengeance in its current form is going to actually retain them is where I disagree completely. It’s too stripped-down to hold anyone’s interest long term. Casual players might jump in for a few sessions, but they’ll quickly see there’s no depth, no progression, no real build diversity. Then they’ll leave. Meanwhile, the endgame crowd that used to keep Cyrodiil alive won’t want to play there at all. That’s how you kill both your core base and fail to keep new blood.
If ZOS actually wants Vengeance to succeed as anything more than a short-term test, they need to strike a balance. Yes, get performance data. But also design for actual gameplay people want to log into long term. Because right now, almost nobody I know who PvPs seriously sees Vengeance as something they’d play regularly if it went live in anything close to its current form. I mean just take a look at Saturday and Sunday night’s populations this past weekend.
Again blinders or echochamber. I come from guilds and groups of smallman 2014 players some of which have played throughout the years some have left. The vast majority of the 4 guilds I came from are all in favor of more skill based combat without procs (they want stat sets and choices back). The current PCNA BG guild is pretty split 50/50 down the middle. BOTH sides in MY echochamber seem to agree that BUILDING must be a part of the game. Which I believe it will have to be monetarily anyways for zos to stay employed selling dlc.
Player retention is a whole other slew of discussion. To your points I agree, building, again must still be a core fundamental of pvp. I will say in short from my wisdom one of the main issues with retention is that eso has been too focused on daily chores instead of actual gameplay. In the early years PvP was the endgame "daily" content. For zos it was free and infinite content with stories that essentially wrote themselves. PvP is a stability factor in mmos, where PvE releases are just bursts of logins and a slow decline of the playerbase doing chores until next release.
Doing vengeance on the 4th of july weekend just wasn't smart planning if they wanted the full test populated. They had more than enough results earlier in the week though. Going off their last data it only took the team the first two nights to iron out what the new test's performance was and the player limit it can handle. The second night's PCNA arrius fight was already a clear difference by comparison to the first test's chalman fight.
TheAwesomeChimpanzee wrote: »MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »When the first Vengeance tests started, I wasn’t too worried about them becoming permanent.
You already said it right here. Vengeance tests. We are only on test 2 of many from what zos said so panicking and asking to completely stop is silly. The only known is that ZOS REQUIRES MONEY. Current vengeance is not profitable in any way unless they have a paid subscription separate to only pvp. Otherwise yes, you will see your DLC BIS meta procs and gear come back in one shape or another. Like what was mentioned in the vods, they plan on plugging in and out systems to see how they interact with the server performance. So likely future tests will have generic gear vs proc gear again. First you should expect them to do more basic tests like aoe, cross healing, dot/hot/effect stacking. They are boring topics, but they cannot be ignored.
Its a complicated engineering problem. You have a "functional" live system that has an issue. Either you take away one piece at a time or go the other way and go from the ground up. For 10 years sporadically zos has tried different metas and methods peeling layers or changing metas for layers with no results. Vengeance is just them finally going back to a baseline and tackling from another angle.
Assuming its only casual non pvpers enjoying vengeance is just putting the blinders on in your own echochamber. There are two main pvp crowds as far as we can see. Those that enjoy the skill and combat system and those that prefer the gear system. Live pvp has swayed heavily towards requiring the gear/proc system due to powercreep, so no surprise old returning pvp players are happy seeing vengeance bring pvp back to its core fundamental combat. I had 2014-2017 guildies come back to the game just for the test because it disabled procs and combat was clear again. To players like this gear and proc sets do not mean you are a skilled player.
Also guess what, at one point you were not a pvper either. Isolating and preventing new people from pvping isn't going to help the population crisis. That is like saying the earth's population is collapsing but we shouldn't have babies because the average IQ scores may decrease. Not much to worry about even with vengeance being the most extreme environment to help casual players, anyone with real skill wins without much effort.
I get what you’re saying, but I strongly disagree.
First off, I’m not “panicking” about the idea of testing itself. I’ve said multiple times I understand the need for these tests to gather data. Performance is obviously terrible, especially with subclassing in the mix. What I’m pushing back against is the way they’re testing right now and the direction the dev communication seems to be hinting at—that this stripped-down model could become a permanent option.
Yes, it’s only the second test. But even if it’s a test, feedback matters now while they’re shaping where this goes. Waiting until they announce something permanent before voicing any concern would be far too late.
Well testing wise what do you think could be better direction wise? Bring everything back an try taking out one system at a time? They were unsuccessful in that methodology a handful of times already. Its like solving one equation with 50 unknown variables. Its a crapshoot whether you find the right combination of them. Even then its possible they dont even understand the correct reason why the problem suddenly fixed. On the other hand going to a baseline is far more guaranteed as they add in a select group of variables at a time. Its not much different than when your addons break. Ok well either its clear what the error is, but when its not clear you either guess with a 1 out of XX chance or you disable all of them and slowly add back in a group to narrow in. Except they are faced with addons that are affecting other addons which affect addons.
Dev communication is abysmal and could be better. It'd be better if Wheeler just did his own stream as the one source of truth. The rest of the team adding in tidbits to sound like they are on the same page with the combat team just confuses people unnecessarily. People view any dev as a 100% source of truth regardless of which team they say they are on.TheAwesomeChimpanzee wrote: »MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »When the first Vengeance tests started, I wasn’t too worried about them becoming permanent.
You already said it right here. Vengeance tests. We are only on test 2 of many from what zos said so panicking and asking to completely stop is silly. The only known is that ZOS REQUIRES MONEY. Current vengeance is not profitable in any way unless they have a paid subscription separate to only pvp. Otherwise yes, you will see your DLC BIS meta procs and gear come back in one shape or another. Like what was mentioned in the vods, they plan on plugging in and out systems to see how they interact with the server performance. So likely future tests will have generic gear vs proc gear again. First you should expect them to do more basic tests like aoe, cross healing, dot/hot/effect stacking. They are boring topics, but they cannot be ignored.
Its a complicated engineering problem. You have a "functional" live system that has an issue. Either you take away one piece at a time or go the other way and go from the ground up. For 10 years sporadically zos has tried different metas and methods peeling layers or changing metas for layers with no results. Vengeance is just them finally going back to a baseline and tackling from another angle.
Assuming its only casual non pvpers enjoying vengeance is just putting the blinders on in your own echochamber. There are two main pvp crowds as far as we can see. Those that enjoy the skill and combat system and those that prefer the gear system. Live pvp has swayed heavily towards requiring the gear/proc system due to powercreep, so no surprise old returning pvp players are happy seeing vengeance bring pvp back to its core fundamental combat. I had 2014-2017 guildies come back to the game just for the test because it disabled procs and combat was clear again. To players like this gear and proc sets do not mean you are a skilled player.
Also guess what, at one point you were not a pvper either. Isolating and preventing new people from pvping isn't going to help the population crisis. That is like saying the earth's population is collapsing but we shouldn't have babies because the average IQ scores may decrease. Not much to worry about even with vengeance being the most extreme environment to help casual players, anyone with real skill wins without much effort.
As for the idea that “old PvPers” are happy just to see procs gone and combat clean—I’m not denying there are some. I know players who liked the return-to-baseline feel. But in my experience talking with the broader endgame community, that’s a small minority. Most small scalers, solo players, and ball groups I know have zero interest in playing these tests. They don’t want a sterile baseline with most of the game’s content ripped away. Theorycrafting, set choices, subclassing, scribing, all of that is PvP for them. Removing 80–90% of those options isn’t a fun, skill-testing environment, it’s just boring.
On the “new player” point, I’m not saying they shouldn’t be included or encouraged. We need new players. But the idea that Vengeance in its current form is going to actually retain them is where I disagree completely. It’s too stripped-down to hold anyone’s interest long term. Casual players might jump in for a few sessions, but they’ll quickly see there’s no depth, no progression, no real build diversity. Then they’ll leave. Meanwhile, the endgame crowd that used to keep Cyrodiil alive won’t want to play there at all. That’s how you kill both your core base and fail to keep new blood.
If ZOS actually wants Vengeance to succeed as anything more than a short-term test, they need to strike a balance. Yes, get performance data. But also design for actual gameplay people want to log into long term. Because right now, almost nobody I know who PvPs seriously sees Vengeance as something they’d play regularly if it went live in anything close to its current form. I mean just take a look at Saturday and Sunday night’s populations this past weekend.
Again blinders or echochamber. I come from guilds and groups of smallman 2014 players some of which have played throughout the years some have left. The vast majority of the 4 guilds I came from are all in favor of more skill based combat without procs (they want stat sets and choices back). The current PCNA BG guild is pretty split 50/50 down the middle. BOTH sides in MY echochamber seem to agree that BUILDING must be a part of the game. Which I believe it will have to be monetarily anyways for zos to stay employed selling dlc.
Player retention is a whole other slew of discussion. To your points I agree, building, again must still be a core fundamental of pvp. I will say in short from my wisdom one of the main issues with retention is that eso has been too focused on daily chores instead of actual gameplay. In the early years PvP was the endgame "daily" content. For zos it was free and infinite content with stories that essentially wrote themselves. PvP is a stability factor in mmos, where PvE releases are just bursts of logins and a slow decline of the playerbase doing chores until next release.
Doing vengeance on the 4th of july weekend just wasn't smart planning if they wanted the full test populated. They had more than enough results earlier in the week though. Going off their last data it only took the team the first two nights to iron out what the new test's performance was and the player limit it can handle. The second night's PCNA arrius fight was already a clear difference by comparison to the first test's chalman fight.
I appreciate your detailed reply. Just to be clear—I don’t think bringing everything back and removing one system at a time is the right approach either. But like I said before, these tests really need to be far more aggressive. At this pace, it’s going to take years to get anywhere close to something most of us would want to see implemented. I never suggested testing taking out one system at a time, but they could have at least added simplified versions of multiple (if not all) skill lines and allowed a limited number of sets. You’d still have fixed attributes, battle spirit, and simplified skills, but you’d make a much bigger leap forward from the last test. If we’re only getting a couple of these a year and they’re barely adding anything back each time, that’s just not going to work.
Honestly, I think I represent a pretty fair slice of the modern PvP player base. Sure, there’s always going to be players I don’t know personally, but from my experience most of us don’t enjoy these tests at all. For us, Vengeance weeks are basically when “PvP gets turned off.” We give it a fair shot each time, but most of the community drops out after the first couple of days. The sentiment is pretty clear, especially when you look at weekend pops, 4th of July or not.
I also get your point about blinders and echo chambers, and I’ll admit there’s always some of that. But as an active NA Cyrodiil player, from what I see in-game, on the forums, and even among the biggest streamers, it’s clear most people aren’t sticking with the new campaign past those first few days. It just isn’t an enjoyable experience for many—not all, as you said, but a lot.
Maybe a better solution, if they want to keep testing Vengeance in small steps, would be dedicating a single weekend each month to it. That way they can add content back in stages and gather meaningful data without taking away normal PvP for over a week straight. With solid enough rewards, plenty of players would log in to test it. That would speed up the process so it doesn’t take years to land on something most players can actually get behind. But right now, taking away a form of PvP that a lot of us genuinely enjoy for 8 days straight is really hard to support, especially given how sharply the population declines during these tests.