Probably because they took two different playernumber graphs(each campaign filled) and placed them next to eachother manually. To make the 360 actually seem like 360 vs that 900 next to it. This is only visual to make it easier for players to understand the graph.JustLovely wrote: »We need an explanation as to why on these performance graphs the player number axis is blurred out.
That's a good question. I initially thought it might be because the numbers on the chart do not correspond to the actual values on the axes and it would be really clear without the blur, but it turns out it aligns pretty well.
As you can see, 18mm on the ruler corresponds to 900 players, which is 50 players per ruler mm. The lower cap at 360 aligns almost perfectly - 7mm * 50 = 350, which is close to 360. It's not an accurate measurement for sure, but everything looks legit so far.
But why blur it for real? It raises another suspicion: what if the values are not as advertised? For example, what if there are no 360 players in GH now, but 300 or even less? Let's assume the chart grid tick is 200, so 200 = 5mm (40 people per ruler mm). This would mean the lower (current) cap is around 7mm * 40 = 280 people and the new higher cap is 18 * 40 = 720. Could this be the truth? I don't know - it's hard to tell since the numbers are strongly blurred. I like to analyze things and decided to share this picture
Btw, as I remember, this chart was shown on Twitch after the first test, right? Does somebody have a recording of this stream?
I think the answer is simply, they made this for that first stream when they didn't want to reveal numbers. They've decided to now reveal numbers but it's easier to just reuse the old picture.JustLovely wrote: »We need an explanation as to why on these performance graphs the player number axis is blurred out.
That's a good question. I initially thought it might be because the numbers on the chart do not correspond to the actual values on the axes and it would be really clear without the blur, but it turns out it aligns pretty well.
As you can see, 18mm on the ruler corresponds to 900 players, which is 50 players per ruler mm. The lower cap at 360 aligns almost perfectly - 7mm * 50 = 350, which is close to 360. It's not an accurate measurement for sure, but everything looks legit so far.
But why blur it for real? It raises another suspicion: what if the values are not as advertised? For example, what if there are no 360 players in GH now, but 300 or even less? Let's assume the chart grid tick is 200, so 200 = 5mm (40 people per ruler mm). This would mean the lower (current) cap is around 7mm * 40 = 280 people and the new higher cap is 18 * 40 = 720. Could this be the truth? I don't know - it's hard to tell since the numbers are strongly blurred. I like to analyze things and decided to share this picture
Btw, as I remember, this chart was shown on Twitch after the first test, right? Does somebody have a recording of this stream?
PeacefulAnarchy wrote: »I think the answer is simply, they made this for that first stream when they didn't want to reveal numbers. They've decided to now reveal numbers but it's easier to just reuse the old picture.JustLovely wrote: »We need an explanation as to why on these performance graphs the player number axis is blurred out.
That's a good question. I initially thought it might be because the numbers on the chart do not correspond to the actual values on the axes and it would be really clear without the blur, but it turns out it aligns pretty well.
As you can see, 18mm on the ruler corresponds to 900 players, which is 50 players per ruler mm. The lower cap at 360 aligns almost perfectly - 7mm * 50 = 350, which is close to 360. It's not an accurate measurement for sure, but everything looks legit so far.
But why blur it for real? It raises another suspicion: what if the values are not as advertised? For example, what if there are no 360 players in GH now, but 300 or even less? Let's assume the chart grid tick is 200, so 200 = 5mm (40 people per ruler mm). This would mean the lower (current) cap is around 7mm * 40 = 280 people and the new higher cap is 18 * 40 = 720. Could this be the truth? I don't know - it's hard to tell since the numbers are strongly blurred. I like to analyze things and decided to share this picture
Btw, as I remember, this chart was shown on Twitch after the first test, right? Does somebody have a recording of this stream?
The second graph, despite being labeled FPS, is clearly latency and the cutoff labels at the bottom say it's measured in ms.
PeacefulAnarchy wrote: »I think the answer is simply, they made this for that first stream when they didn't want to reveal numbers. They've decided to now reveal numbers but it's easier to just reuse the old picture.
The second graph, despite being labeled FPS, is clearly latency and the cutoff labels at the bottom say it's measured in ms.
DenverRalphy wrote: »I can't help but think that with Vengeance becoming permanent resulting in PvP no longer requiring balancing efforts (or at least any real focus on it), and once Subclassing lands whereever it's gonna land, then both PvP and PvE combat can be put on cruise control. At least I suspect that's the goal.
DenverRalphy wrote: »and Vengeance becoming permanant after initially being pitched as solely for testing purposes
ZOS_JessicaFolsom wrote: »
I'd like to clarify this, then, if that's the concern. With this message, we wanted to be transparent and define what the only options are. It's those two. There are no others - that also does not mean we're considering both. Scenario 2 is not our end goal or what we want for everyone.
AND
Scenario 1 is what we are working toward, in which case Grey Host would remain as it is now. Like noted in the original message, through the Vengeance tests we've done so far, we learned that in order to support our goals - a large-scale PvP zone with mass-scale battles and a much higher population - the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game. So we will be applying that to Vengeance, and giving those who prefer the current Grey Host ruleset that option.
Izanagi.Xiiib16_ESO wrote: »There is no way that current population on Greyhost is 360. that would be 120 across all factions which is the same as 10 groups worth.
During the time we were fighting a guild on EP They invited almost every single player on their faction and got to 86 vs us one night, this was when group cap was 24. and the campaign queue was in its 200+ era .
Numbers have not been that high for over 4 years now.
I expect if anything that this 360 number comes from when they ran the previous tests years ago not actual recent gameplay.
alternatelder wrote: »Izanagi.Xiiib16_ESO wrote: »There is no way that current population on Greyhost is 360. that would be 120 across all factions which is the same as 10 groups worth.
During the time we were fighting a guild on EP They invited almost every single player on their faction and got to 86 vs us one night, this was when group cap was 24. and the campaign queue was in its 200+ era .
Numbers have not been that high for over 4 years now.
I expect if anything that this 360 number comes from when they ran the previous tests years ago not actual recent gameplay.
Are you a dev? Do you have a source that these numbers aren't actual caps that isn't just guessing? I knew someone would come out and deny it, took longer than I thought though.
With a permanent Vengeance campaign, we need sets, and we need Subclassing + Scribing.
Cloudtrader wrote: »If only Grey Host and Vengeance are going to be around, I really will miss Blackreach. Blackreach has been my home on all my characters on PCNA and PCEU for years because I don't really care for Alliance-locking.
Also, if there will only be those two, perhaps we could rename Grey Host to a more content-neutral word? Western Skyrim came out so many years ago! Maybe something like Nemesis, to sort of match?
JustLovely wrote: »Cloudtrader wrote: »If only Grey Host and Vengeance are going to be around, I really will miss Blackreach. Blackreach has been my home on all my characters on PCNA and PCEU for years because I don't really care for Alliance-locking.
Also, if there will only be those two, perhaps we could rename Grey Host to a more content-neutral word? Western Skyrim came out so many years ago! Maybe something like Nemesis, to sort of match?
It's going to be either grey host or vengance. It will not be both....according to Jessica's explanation.

Erickson9610 wrote: »JustLovely wrote: »Cloudtrader wrote: »If only Grey Host and Vengeance are going to be around, I really will miss Blackreach. Blackreach has been my home on all my characters on PCNA and PCEU for years because I don't really care for Alliance-locking.
Also, if there will only be those two, perhaps we could rename Grey Host to a more content-neutral word? Western Skyrim came out so many years ago! Maybe something like Nemesis, to sort of match?
It's going to be either grey host or vengance. It will not be both....according to Jessica's explanation.
Erickson9610 wrote: »With a permanent Vengeance campaign, we need sets, and we need Subclassing + Scribing.
Save the sets for Gray Host. Vengeance doesn't need them.
Subclassing can be implemented in Vengeance easily, but the Vengeance equivalent of Scribing will take some time to develop. The whole point of Vengeance is that abilities are optimized for performance, and Scribing abilities are not optimized for that at all.
…This is the trajectory of Option 2. Give us a reason to play all content, other than titles of which we have countless.
Erickson9610 wrote: »With a permanent Vengeance campaign, we need sets, and we need Subclassing + Scribing.
Save the sets for Gray Host. Vengeance doesn't need them.
Subclassing can be implemented in Vengeance easily, but the Vengeance equivalent of Scribing will take some time to develop. The whole point of Vengeance is that abilities are optimized for performance, and Scribing abilities are not optimized for that at all.
What are you talking about?…This is the trajectory of Option 2. Give us a reason to play all content, other than titles of which we have countless.
Let’s not pretend Option 2 isn’t entirely likely.
If/when we get Option 2, we need sets, otherwise players like me are not going to participate in PvE at the level we all currently do.
We need to prepare for the worst.
Erickson9610 wrote: »
How is Option 2 even remotely possible? ZOS has stated several times that they do not want to go down that path. There's actually nothing stopping them from continuing to ignore Gray Host and leave it as it always has been.
Erickson9610 wrote: »There is no downside to having more options.
Erickson9610 wrote: »Erickson9610 wrote: »With a permanent Vengeance campaign, we need sets, and we need Subclassing + Scribing.
Save the sets for Gray Host. Vengeance doesn't need them.
Subclassing can be implemented in Vengeance easily, but the Vengeance equivalent of Scribing will take some time to develop. The whole point of Vengeance is that abilities are optimized for performance, and Scribing abilities are not optimized for that at all.
What are you talking about?…This is the trajectory of Option 2. Give us a reason to play all content, other than titles of which we have countless.
Let’s not pretend Option 2 isn’t entirely likely.
If/when we get Option 2, we need sets, otherwise players like me are not going to participate in PvE at the level we all currently do.
We need to prepare for the worst.
How is Option 2 even remotely possible? ZOS has stated several times that they do not want to go down that path. There's actually nothing stopping them from continuing to ignore Gray Host and leave it as it always has been.
In fact, they are offering several compromises, which will all exist simultaneously:
- Gray Host, the same as it's always been. Large scale map with a lower population cap with in-depth builds.
- Vengeance, a version of Cyrodiil with higher population caps but with simplified builds.
- A new medium-sized map, with the same gameplay and builds as Gray Host but with a smaller map and improved performance.
There is no downside to having more options. And when Crossplay gets added, there'll most likely need to be an additional campaign open to support players coming in from other platforms.
As far as more incentive to play goes, I think that new PvP progression system that was briefly mentioned will go a long way. Ideally there'll be enough people to populate all three of those options listed above.
Erickson9610 wrote: »There is no downside to having more options.
Yes there is: If they keep current Cyrodiil and add Vengeance, then that is a serious increase in the amount of content to maintain and develop going forward. Considering the team evidently lacks resources to do so, something will have to give. My money is on current Cyrodiil PvP.
minnowfaun wrote: »Erickson9610 wrote: »
How is Option 2 even remotely possible? ZOS has stated several times that they do not want to go down that path. There's actually nothing stopping them from continuing to ignore Gray Host and leave it as it always has been.
ZOS had stated several times that vengeance was "only a test."
Erickson9610 wrote: »Erickson9610 wrote: »With a permanent Vengeance campaign, we need sets, and we need Subclassing + Scribing.
Save the sets for Gray Host. Vengeance doesn't need them.
Subclassing can be implemented in Vengeance easily, but the Vengeance equivalent of Scribing will take some time to develop. The whole point of Vengeance is that abilities are optimized for performance, and Scribing abilities are not optimized for that at all.
What are you talking about?…This is the trajectory of Option 2. Give us a reason to play all content, other than titles of which we have countless.
Let’s not pretend Option 2 isn’t entirely likely.
If/when we get Option 2, we need sets, otherwise players like me are not going to participate in PvE at the level we all currently do.
We need to prepare for the worst.
How is Option 2 even remotely possible? ZOS has stated several times that they do not want to go down that path. There's actually nothing stopping them from continuing to ignore Gray Host and leave it as it always has been.
In fact, they are offering several compromises, which will all exist simultaneously:
- Gray Host, the same as it's always been. Large scale map with a lower population cap with in-depth builds.
- Vengeance, a version of Cyrodiil with higher population caps but with simplified builds.
- A new medium-sized map, with the same gameplay and builds as Gray Host but with a smaller map and improved performance.
There is no downside to having more options. And when Crossplay gets added, there'll most likely need to be an additional campaign open to support players coming in from other platforms.
As far as more incentive to play goes, I think that new PvP progression system that was briefly mentioned will go a long way. Ideally there'll be enough people to populate all three of those options listed above.
You’ve never experienced this? Where you’re told two options, one of which you don’t want, and you start off with the better one while being undermined the whole time?
What do you think, Jess meant when she said that no more work could be done on Grayhost?
Read between the lines.
They may not want to do it, but that doesn’t mean they won’t. The fact that it is even an idea on the table, speaks volumes.
Now answer me this, why WOULDN’T they want to remove Grayhost? They can’t fix it. Why would they leave an experience in the game that will by their words, never improve? Who would want to even invest time into that?
It’s the New World situation all over again.
Why would anybody play a live service that is done being serviced? Grayhost is done. The sooner we can all accept that, we can begin to sculpt Vengeance into what it needs to be.
Erickson9610 wrote: »There is no downside to having more options.
Yes there is: If they keep current Cyrodiil and add Vengeance, then that is a serious increase in the amount of content to maintain and develop going forward. Considering the team evidently lacks resources to do so, something will have to give. My money is on current Cyrodiil PvP.