

AngryPenguin wrote: »Vengeance itself is the bug that needs eradicating.
Just fix live cyrodiil like ZOS has promised to be "working on" since 2018. Why haven't we seen any positive results at any time other than when the server hardware was replaced?
AngryPenguin wrote: »Vengeance itself is the bug that needs eradicating.
Just fix live cyrodiil like ZOS has promised to be "working on" since 2018. Why haven't we seen any positive results at any time other than when the server hardware was replaced?
That's literally what Vengeance is for lmao
AngryPenguin wrote: »Vengeance itself is the bug that needs eradicating.
Just fix live cyrodiil like ZOS has promised to be "working on" since 2018. Why haven't we seen any positive results at any time other than when the server hardware was replaced?
TheAwesomeChimpanzee wrote: »
No, that’s not the case. Live Cyrodiil is nothing close to what Vengeance offers in terms of combat or gameplay. When you strip out more than 90% of the systems, the game becomes almost unrecognizable.
The real problem is that ZOS keeps dodging the community’s concerns about Vengeance becoming a permanent mode, while refusing to be clear about its actual purpose. Is this just a data-gathering test to make meaningful but limited changes to live Cyrodiil, or are they trying to build a brand-new gamemode from the ground up that no one ever asked for? Until they answer that, pretending Vengeance is “literally” for fixing live just doesn’t hold up.
The Vengeance campaign is open to all players level 10-50 and introduces a special ruleset to the Alliance War, templatizing player builds to help improve stability.
All players have normalized stats regardless of level
Each Class has a modified set of abilities and items
While in Vengeance, you cannot access your bank, vendors, or crafting nodes
Only Experience Points, Alliance Points, gold, and Champion Points are retained upon leaving the campaign, and no items can be taken out
The Champion System is disabled in this campaign
All quests are disabled in this campaign
Note that the templatizing of characters is an experiment and does not necessarily mean that these changes will be made to the Alliance War in the future. By introducing templatized characters for this specific test, we can isolate the variables that impact performance, helping us plan future improvements.
TheAwesomeChimpanzee wrote: »
No, that’s not the case. Live Cyrodiil is nothing close to what Vengeance offers in terms of combat or gameplay. When you strip out more than 90% of the systems, the game becomes almost unrecognizable.
The real problem is that ZOS keeps dodging the community’s concerns about Vengeance becoming a permanent mode, while refusing to be clear about its actual purpose. Is this just a data-gathering test to make meaningful but limited changes to live Cyrodiil, or are they trying to build a brand-new gamemode from the ground up that no one ever asked for? Until they answer that, pretending Vengeance is “literally” for fixing live just doesn’t hold up.
They have explicitly said it's to identify the performance impact of different mechanics and effects. Removing them all is what allowed performance to be much higher despite 3x the population. Vengeance has had a much bigger experience with much more activity than possible on live.
Did you even read the announcements? They explicitly said it.The Vengeance campaign is open to all players level 10-50 and introduces a special ruleset to the Alliance War, templatizing player builds to help improve stability.
All players have normalized stats regardless of level
Each Class has a modified set of abilities and items
While in Vengeance, you cannot access your bank, vendors, or crafting nodes
Only Experience Points, Alliance Points, gold, and Champion Points are retained upon leaving the campaign, and no items can be taken out
The Champion System is disabled in this campaign
All quests are disabled in this campaign
Note that the templatizing of characters is an experiment and does not necessarily mean that these changes will be made to the Alliance War in the future. By introducing templatized characters for this specific test, we can isolate the variables that impact performance, helping us plan future improvements.
Either the people complaining about Vengeance can't read, or they're disingenuous and actively harming the PvP in this game.
TheAwesomeChimpanzee wrote: »
You’re quoting something from months ago, before the second tests even happened. At the start, yeah, everyone assumed Vengeance was just performance testing so ZOS could make meaningful changes to Cyrodiil without sacrificing what makes it good. Nobody’s arguing that.
But since then, ZOS’s own tone and direction have told a very different story. Look at the exact phrasing you’re parroting back: “does not necessarily mean”. That’s classic ZOS vagueness — deliberately leaving the door wide open. And what have we actually gotten since? Months of painfully slow “tests” that add basically nothing, a whole new perk system rolled out in test 4, and two patches in a row with zero balancing or meaningful updates. We’ve been playing the exact same game since subclassing launched, because all of their focus is on propping up Vengeance.
And whenever people ask on streams or forums what the true purpose of Vengeance is, not a single dev has come out and said what you’re highlighting in that post. Not once. All they ever talk about is showing off how Vengeance works, the new systems they’re adding for Vengeance, how much better it performs, or how much people supposedly like it. Never once do they address the actual question: are these tests to improve Vengeance… or are they to improve current Cyrodiil?
So if you can find anything — on the forums, or in their VODs — where they specifically say how this data is being used to improve Grey Host and not just this god-awful form of “PvP,” please let me know. Because until then, clinging to an outdated quote and pretending they answer the real question just makes it seem like you’re not really keeping up.
Note that the templatizing of characters is an experiment and does not necessarily mean that these changes will be made to the Alliance War in the future. By introducing templatized characters for this specific test, we can isolate the variables that impact performance, helping us plan future improvements.
Whether Vengeance is new to you or a familiar warzone, you’ll find it a little changed this time around. Among the adjustments we’ve made after our last test are new Skill Lines included in the character templates. In addition to your templatized Class skills, you can also slot versions of skills from all Weapon skill lines and the Assault and Support Skill lines that offer better performance in mass battles.
The Vengeance campaign is open to all players level 10-50 and introduces a special ruleset to the Alliance War, templatizing player builds to help improve game stability and performance.
Note that the templatizing of characters is an experiment and does not necessarily mean that these changes will be made to the Alliance War in the future. By introducing templatized characters for this specific test, we can isolate the variables that impact performance, helping us plan future improvements.
TheAwesomeChimpanzee wrote: »
You’re quoting something from months ago, before the second tests even happened. At the start, yeah, everyone assumed Vengeance was just performance testing so ZOS could make meaningful changes to Cyrodiil without sacrificing what makes it good. Nobody’s arguing that.
But since then, ZOS’s own tone and direction have told a very different story. Look at the exact phrasing you’re parroting back: “does not necessarily mean”. That’s classic ZOS vagueness — deliberately leaving the door wide open. And what have we actually gotten since? Months of painfully slow “tests” that add basically nothing, a whole new perk system rolled out in test 4, and two patches in a row with zero balancing or meaningful updates. We’ve been playing the exact same game since subclassing launched, because all of their focus is on propping up Vengeance.
And whenever people ask on streams or forums what the true purpose of Vengeance is, not a single dev has come out and said what you’re highlighting in that post. Not once. All they ever talk about is showing off how Vengeance works, the new systems they’re adding for Vengeance, how much better it performs, or how much people supposedly like it. Never once do they address the actual question: are these tests to improve Vengeance… or are they to improve current Cyrodiil?
So if you can find anything — on the forums, or in their VODs — where they specifically say how this data is being used to improve Grey Host and not just this god-awful form of “PvP,” please let me know. Because until then, clinging to an outdated quote and pretending they answer the real question just makes it seem like you’re not really keeping up.
Vengeance test 2 announcement:Note that the templatizing of characters is an experiment and does not necessarily mean that these changes will be made to the Alliance War in the future. By introducing templatized characters for this specific test, we can isolate the variables that impact performance, helping us plan future improvements.
They literally say that having these changes does not mean they're going to be made. The word necessarily just reads as a correction to the people doom-and-glooming about it.
And the devs expand on what they're testing on round 2:Whether Vengeance is new to you or a familiar warzone, you’ll find it a little changed this time around. Among the adjustments we’ve made after our last test are new Skill Lines included in the character templates. In addition to your templatized Class skills, you can also slot versions of skills from all Weapon skill lines and the Assault and Support Skill lines that offer better performance in mass battles.
They say it bluntly; the new skills are for testing their performance in battle vs live.
Vengeance test 3 announcement:The Vengeance campaign is open to all players level 10-50 and introduces a special ruleset to the Alliance War, templatizing player builds to help improve game stability and performance.
Note that the templatizing of characters is an experiment and does not necessarily mean that these changes will be made to the Alliance War in the future. By introducing templatized characters for this specific test, we can isolate the variables that impact performance, helping us plan future improvements.
Like c'mon, they said it in every announcement that it's a test for identifying performance issues. That's why they added some stuff back in the third one, the different procs, buffs, ultimates, etc.
TheAwesomeChimpanzee wrote: »
You’re quoting something from months ago, before the second tests even happened. At the start, yeah, everyone assumed Vengeance was just performance testing so ZOS could make meaningful changes to Cyrodiil without sacrificing what makes it good. Nobody’s arguing that.
But since then, ZOS’s own tone and direction have told a very different story. Look at the exact phrasing you’re parroting back: “does not necessarily mean”. That’s classic ZOS vagueness — deliberately leaving the door wide open. And what have we actually gotten since? Months of painfully slow “tests” that add basically nothing, a whole new perk system rolled out in test 4, and two patches in a row with zero balancing or meaningful updates. We’ve been playing the exact same game since subclassing launched, because all of their focus is on propping up Vengeance.
And whenever people ask on streams or forums what the true purpose of Vengeance is, not a single dev has come out and said what you’re highlighting in that post. Not once. All they ever talk about is showing off how Vengeance works, the new systems they’re adding for Vengeance, how much better it performs, or how much people supposedly like it. Never once do they address the actual question: are these tests to improve Vengeance… or are they to improve current Cyrodiil?
So if you can find anything — on the forums, or in their VODs — where they specifically say how this data is being used to improve Grey Host and not just this god-awful form of “PvP,” please let me know. Because until then, clinging to an outdated quote and pretending they answer the real question just makes it seem like you’re not really keeping up.
Vengeance test 2 announcement:Note that the templatizing of characters is an experiment and does not necessarily mean that these changes will be made to the Alliance War in the future. By introducing templatized characters for this specific test, we can isolate the variables that impact performance, helping us plan future improvements.
They literally say that having these changes does not mean they're going to be made. The word necessarily just reads as a correction to the people doom-and-glooming about it.
And the devs expand on what they're testing on round 2:Whether Vengeance is new to you or a familiar warzone, you’ll find it a little changed this time around. Among the adjustments we’ve made after our last test are new Skill Lines included in the character templates. In addition to your templatized Class skills, you can also slot versions of skills from all Weapon skill lines and the Assault and Support Skill lines that offer better performance in mass battles.
They say it bluntly; the new skills are for testing their performance in battle vs live.
Vengeance test 3 announcement:The Vengeance campaign is open to all players level 10-50 and introduces a special ruleset to the Alliance War, templatizing player builds to help improve game stability and performance.
Note that the templatizing of characters is an experiment and does not necessarily mean that these changes will be made to the Alliance War in the future. By introducing templatized characters for this specific test, we can isolate the variables that impact performance, helping us plan future improvements.
Like c'mon, they said it in every announcement that it's a test for identifying performance issues. That's why they added some stuff back in the third one, the different procs, buffs, ultimates, etc.
TheAwesomeChimpanzee wrote: »TheAwesomeChimpanzee wrote: »
No, that’s not the case. Live Cyrodiil is nothing close to what Vengeance offers in terms of combat or gameplay. When you strip out more than 90% of the systems, the game becomes almost unrecognizable.
The real problem is that ZOS keeps dodging the community’s concerns about Vengeance becoming a permanent mode, while refusing to be clear about its actual purpose. Is this just a data-gathering test to make meaningful but limited changes to live Cyrodiil, or are they trying to build a brand-new gamemode from the ground up that no one ever asked for? Until they answer that, pretending Vengeance is “literally” for fixing live just doesn’t hold up.
They have explicitly said it's to identify the performance impact of different mechanics and effects. Removing them all is what allowed performance to be much higher despite 3x the population. Vengeance has had a much bigger experience with much more activity than possible on live.
Did you even read the announcements? They explicitly said it.The Vengeance campaign is open to all players level 10-50 and introduces a special ruleset to the Alliance War, templatizing player builds to help improve stability.
All players have normalized stats regardless of level
Each Class has a modified set of abilities and items
While in Vengeance, you cannot access your bank, vendors, or crafting nodes
Only Experience Points, Alliance Points, gold, and Champion Points are retained upon leaving the campaign, and no items can be taken out
The Champion System is disabled in this campaign
All quests are disabled in this campaign
Note that the templatizing of characters is an experiment and does not necessarily mean that these changes will be made to the Alliance War in the future. By introducing templatized characters for this specific test, we can isolate the variables that impact performance, helping us plan future improvements.
Either the people complaining about Vengeance can't read, or they're disingenuous and actively harming the PvP in this game.
You’re quoting something from months ago, before the second tests even happened. At the start, yeah, everyone assumed Vengeance was just performance testing so ZOS could make meaningful changes to Cyrodiil without sacrificing what makes it good. Nobody’s arguing that.
But since then, ZOS’s own tone and direction have told a very different story. Look at the exact phrasing you’re parroting back: “does not necessarily mean”. That’s classic ZOS vagueness — deliberately leaving the door wide open. And what have we actually gotten since? Months of painfully slow “tests” that add basically nothing, a whole new perk system rolled out in test 4, and two patches in a row with zero balancing or meaningful updates. We’ve been playing the exact same game since subclassing launched, because all of their focus is on propping up Vengeance.
And whenever people ask on streams or forums what the true purpose of Vengeance is, not a single dev has come out and said what you’re highlighting in that post. Not once. All they ever talk about is showing off how Vengeance works, the new systems they’re adding for Vengeance, how much better it performs, or how much people supposedly like it. Never once do they address the actual question: are these tests to improve Vengeance… or are they to improve current Cyrodiil?
So if you can find anything — on the forums, or in their VODs — where they specifically say how this data is being used to improve Grey Host and not just this god-awful form of “PvP,” please let me know. Because until then, clinging to an outdated quote and pretending they answer the real question just makes it seem like you’re not really keeping up.
TheAwesomeChimpanzee wrote: »TheAwesomeChimpanzee wrote: »
No, that’s not the case. Live Cyrodiil is nothing close to what Vengeance offers in terms of combat or gameplay. When you strip out more than 90% of the systems, the game becomes almost unrecognizable.
The real problem is that ZOS keeps dodging the community’s concerns about Vengeance becoming a permanent mode, while refusing to be clear about its actual purpose. Is this just a data-gathering test to make meaningful but limited changes to live Cyrodiil, or are they trying to build a brand-new gamemode from the ground up that no one ever asked for? Until they answer that, pretending Vengeance is “literally” for fixing live just doesn’t hold up.
They have explicitly said it's to identify the performance impact of different mechanics and effects. Removing them all is what allowed performance to be much higher despite 3x the population. Vengeance has had a much bigger experience with much more activity than possible on live.
Did you even read the announcements? They explicitly said it.The Vengeance campaign is open to all players level 10-50 and introduces a special ruleset to the Alliance War, templatizing player builds to help improve stability.
All players have normalized stats regardless of level
Each Class has a modified set of abilities and items
While in Vengeance, you cannot access your bank, vendors, or crafting nodes
Only Experience Points, Alliance Points, gold, and Champion Points are retained upon leaving the campaign, and no items can be taken out
The Champion System is disabled in this campaign
All quests are disabled in this campaign
Note that the templatizing of characters is an experiment and does not necessarily mean that these changes will be made to the Alliance War in the future. By introducing templatized characters for this specific test, we can isolate the variables that impact performance, helping us plan future improvements.
Either the people complaining about Vengeance can't read, or they're disingenuous and actively harming the PvP in this game.
You’re quoting something from months ago, before the second tests even happened. At the start, yeah, everyone assumed Vengeance was just performance testing so ZOS could make meaningful changes to Cyrodiil without sacrificing what makes it good. Nobody’s arguing that.
But since then, ZOS’s own tone and direction have told a very different story. Look at the exact phrasing you’re parroting back: “does not necessarily mean”. That’s classic ZOS vagueness — deliberately leaving the door wide open. And what have we actually gotten since? Months of painfully slow “tests” that add basically nothing, a whole new perk system rolled out in test 4, and two patches in a row with zero balancing or meaningful updates. We’ve been playing the exact same game since subclassing launched, because all of their focus is on propping up Vengeance.
And whenever people ask on streams or forums what the true purpose of Vengeance is, not a single dev has come out and said what you’re highlighting in that post. Not once. All they ever talk about is showing off how Vengeance works, the new systems they’re adding for Vengeance, how much better it performs, or how much people supposedly like it. Never once do they address the actual question: are these tests to improve Vengeance… or are they to improve current Cyrodiil?
So if you can find anything — on the forums, or in their VODs — where they specifically say how this data is being used to improve Grey Host and not just this god-awful form of “PvP,” please let me know. Because until then, clinging to an outdated quote and pretending they answer the real question just makes it seem like you’re not really keeping up.