IMO, this is their way to never have to work on balance again because they’ve messed it up so bad. I hear the term maintenance mode a lot lately, I think that’s this, it’s setting up the game so balance doesn’t matter and it will require much less manpower to maintain a game like that
colossalvoids wrote: »Can't wait for their new progression system to turn out to be a PvP battle pass or something similar tied with excessive monetisation.
BardokRedSnow wrote: »Getsugatenso wrote: »I think that this is an overblown reaction that lacks a lot of nuance. The Vengeance environment is far closer to a balanced and fun PvP experience than live Cyrodiil is.
I think that if Vengeance:
- Adjusted healing/damage/max health
- Added pure stat based sets only (Julianos is an example)
- Introduced snare removal and movement speed skills
- Added more complexity to burst skills (like making the merciless resolve proc require 5 light attacks)
Then it would actually be a pretty enjoyable PvP experience. It still wouldn't be perfect, but it would be a massive improvement over the current Vengeance and live Cyrodiil.
The best thing about all of this, is that those changes are actually easy to make and it wouldn't effect PvE environments whatsoever. Vengeance is a hard separation between PvP and PvE so it's an environment that allows for PvP specific balancing. This something that has been needed since the beginning. On top of that, subclassing isn't in Vengeance and they could even make it an environment where hybridization isn't a thing either.
Now I'm not naive, I don't have much faith that the Vengeance environment will be handled correctly so that it could live up to it's potential. However, I think getting Vengeance right is a FAR easier task for ZOS than getting live Cyrodiil right. Think about how much they would literally have to undo to fix live PvP. They also would have to keep PvE in mind while they try since live PvP isn't separate like Vengeance is.
Vengeance is ZOS' best shot at getting PvP to a decent place. Live Cyrodiil does not hold enough people these days, and it attracts even fewer. PvP is at the end of it's road right now. Even if they scrap Vengeance like you want, Cyrodiil will still be dead, laggy, and far too big. You are essentially trying to preserve a corpse.
So I encourage all the people who are extremely anti-Vengeance to see the bigger picture. It could be the foundation of a great PvP experience with some very easy to make changes. We would also no longer have to worry about PvE balancing impacting PvP. It's unlikely that ZOS will get it right, but there's not many options anymore. Either you guys let PvP take it's final breaths and have ZOS do nothing, or you support this latch ditch effort. They aren't fixing the disaster that is live Cyrodiil though, it's just too far gone.
People buy in-game content to use it.
This, end of, bottom line. I didnt grind all this gear or skills to be told what skills and gear i am allowed to use. If they can't understand why thats the case in an mmo rpg they need to go make something else.
React is right, in fact I saw him myself in Vengeance and I specifically remember a scenario where 3 newish players were just sitting there outhealing both of us. I popped a soul tether and stunned them (they weren't blocking) into React's destro ult and I'm pretty sure they still needed to be spammed after that. That sort of thing is completely unacceptable.
BardokRedSnow wrote: »Getsugatenso wrote: »I think that this is an overblown reaction that lacks a lot of nuance. The Vengeance environment is far closer to a balanced and fun PvP experience than live Cyrodiil is.
I think that if Vengeance:
- Adjusted healing/damage/max health
- Added pure stat based sets only (Julianos is an example)
- Introduced snare removal and movement speed skills
- Added more complexity to burst skills (like making the merciless resolve proc require 5 light attacks)
Then it would actually be a pretty enjoyable PvP experience. It still wouldn't be perfect, but it would be a massive improvement over the current Vengeance and live Cyrodiil.
The best thing about all of this, is that those changes are actually easy to make and it wouldn't effect PvE environments whatsoever. Vengeance is a hard separation between PvP and PvE so it's an environment that allows for PvP specific balancing. This something that has been needed since the beginning. On top of that, subclassing isn't in Vengeance and they could even make it an environment where hybridization isn't a thing either.
Now I'm not naive, I don't have much faith that the Vengeance environment will be handled correctly so that it could live up to it's potential. However, I think getting Vengeance right is a FAR easier task for ZOS than getting live Cyrodiil right. Think about how much they would literally have to undo to fix live PvP. They also would have to keep PvE in mind while they try since live PvP isn't separate like Vengeance is.
Vengeance is ZOS' best shot at getting PvP to a decent place. Live Cyrodiil does not hold enough people these days, and it attracts even fewer. PvP is at the end of it's road right now. Even if they scrap Vengeance like you want, Cyrodiil will still be dead, laggy, and far too big. You are essentially trying to preserve a corpse.
So I encourage all the people who are extremely anti-Vengeance to see the bigger picture. It could be the foundation of a great PvP experience with some very easy to make changes. We would also no longer have to worry about PvE balancing impacting PvP. It's unlikely that ZOS will get it right, but there's not many options anymore. Either you guys let PvP take it's final breaths and have ZOS do nothing, or you support this latch ditch effort. They aren't fixing the disaster that is live Cyrodiil though, it's just too far gone.
People buy in-game content to use it.
This, end of, bottom line. I didnt grind all this gear or skills to be told what skills and gear i am allowed to use. If they can't understand why thats the case in an mmo rpg they need to go make something else.
I bought every chapter and have farmed all sort of sets and mythics, not just to have them deactivated. This would feel like scam to me and as i stated before would be a reason for me to not touch any title with a ZOS brand anymore
Cyrodiil is not the place for "skill" to triumph, whatever skill it may be. Skill of ulti dumping? Skill of siege placement? Skill of raid leading? Who knows. Cyrodiil is for casuals, roleplayers, socializing, zergs, spies, and dangerous actors. I'm not saying this to be condescending. Cyrodiil an open-world field, designed for emergent gameplay, where the players decide their own objectives. If an entire guild wants to romp on mammoths through Cyrodiil, who are we to stop them? The higher population caps allow for non-combatants to play. If 1 or 2 die to a ganker, well, that's also part of the fun.
Cyrodiil is not the place for "skill" to triumph, whatever skill it may be. Skill of ulti dumping? Skill of siege placement? Skill of raid leading? Who knows. Cyrodiil is for casuals, roleplayers, socializing, zergs, spies, and dangerous actors. I'm not saying this to be condescending. Cyrodiil an open-world field, designed for emergent gameplay, where the players decide their own objectives. If an entire guild wants to romp on mammoths through Cyrodiil, who are we to stop them? The higher population caps allow for non-combatants to play. If 1 or 2 die to a ganker, well, that's also part of the fun.
I mean this is the only part I need to read tbh, I don’t think responding to the rest would be worthwhile if you think that Cyrodiil is not a place for skill to triumph. I fundamentally disagree with that and I can’t even understand that mentality if I’m honest.
Cyrodiil is not the place for "skill" to triumph, whatever skill it may be. Skill of ulti dumping? Skill of siege placement? Skill of raid leading? Who knows. Cyrodiil is for casuals, roleplayers, socializing, zergs, spies, and dangerous actors. I'm not saying this to be condescending. Cyrodiil an open-world field, designed for emergent gameplay, where the players decide their own objectives. If an entire guild wants to romp on mammoths through Cyrodiil, who are we to stop them? The higher population caps allow for non-combatants to play. If 1 or 2 die to a ganker, well, that's also part of the fun.
I mean this is the only part I need to read tbh, I don’t think responding to the rest would be worthwhile if you think that Cyrodiil is not a place for skill to triumph. I fundamentally disagree with that and I can’t even understand that mentality if I’m honest.
Is overland PvE the place where skill triumphs? Because it's not. If you want skilled PvP, you duel people or go into BGs or IC. Cyrodiil is not specifically designed for skilled players. There's too many scroll buffs and random passive advantages that are rewarded to people who may or may not have participated in a keep push or scroll run. You can disagree but whenever someone asks, "How do I dip my toes into PvP?" the larger community historically recommended Cyrodiil to new PvP players for a reason.
ToddIngram wrote: »Spoken like a PvE main who never sets foot in Cyrodiil.
ToddIngram wrote: »Spoken like a PvE main who never sets foot in Cyrodiil.
I am a PvE main and I have stepped foot in Cyrodiil, so nice ad hominem that accomplishes nothing. So far, no one has actually answered or countered my points from a gameplay design perspective.
First of all, what is the point of Cyrodiil? This is so broad and vague that there is no correct answer. The generic answer is that it's for emergent PvP gameplay. This means that it needs to cater to both casual and hardcore players. Because of resource constraints, the devs must choose a main focus. They've answered this already: massive populations of medieval siege warfare. That's the main gameplay experience that ZoS wants for Cyrodiil. In order to entice people to join, it must cater to the lowest common denominator. I have heard players say: "I used to be a hardcore PvPer. Oh, I absolutely suck at fighting 1v1, but I used to raid with a ball group." You never needed a high level of fighting/mechanical skill to enjoy Cyrodiil PvP, and you won't in Vengeance either.
This is important, because everyone has a different definition of "skill," and if you don't specify which skill you're talking about, the message gets confused. As far as I'm concerned, Cyrodiil doesn't reward individual fighting skill. Actually, picking random 1v1 fights is a waste of time. You can do it for fun, of course, but the most AP gain comes from doing quests, capturing and defending keeps, and farming resources or pug players with a ball group. Currently, Cyrodiil rewards group coordination, shelling out $$$$ and grinding for DLC Monomyth mythics.
I think mythic items ruin the spirit of competition. How important is it to preserve the spirit of competition versus rewarding grinders who want to feel more powerful? Well, only ZoS can make a final decision on how to reward grinders and which stats to equalize.
What is the threshold for dying based on how many mistakes you make? Some people refer to this as the "time to kill." Given that Cyrodiil has one of the biggest open world PvP maps in the market, the punishment for dying is, on average, a tedious 30-40 second romp to another objective. Death is not that punishing in ESO compared to games like Conan Exiles, but you don't want people stuck riding on their horses for too long either. To put it simply: What is an acceptable "time to kill" between 2 players of the same skill level?
What is an acceptable time-to-kill that isn't too punishing for respawning, and lets you feel satisfied? Right now, in Vengeance it's maybe 2-5 minutes. I spent about 2-3 minutes dueling some random nightblade on my templar, in an open field without hiding behind walls or rocks. I checked with CMX addon. Once I hopped on my nightblade, I killed him in 1 minute, proving that there is a power imbalance between nightblade and templar. Is 2-5 minutes considered too long of a TTK? Should it be shorter or longer? So far, the TTK feels fine to me. It's better than the U40 meta with all the Undeath vampires tanking full-powered executes. Vengeance TTK feels a little longer than our current U48 meta of subclassed bow procs.
Anyway, the whole point of this thread is to complain about the scummy behavior of locking pay-to-win items behind expansions, and then ZoS doing a 180, "ah wait, maybe we should make PvP more equal after all!" Personally I'm fine with that. I'm glad that ZoS is making the necessary changes to make PvP gameplay more fun. I like doing equalized pvp, and I don't mind if all my PvP sets become useless if the actual PvP experience becomes more enjoyable, more people try PvP, and more people participate in it.
If I was a new customer who never bought ESO, and you show me peak footage from Vengeance, I would buy ESO in a heartbeat. If you show me peak footage from 2024-25 Gray Host Cyrodiil, I wouldn't bat an eye.
BardokRedSnow wrote: »Getsugatenso wrote: »I think that this is an overblown reaction that lacks a lot of nuance. The Vengeance environment is far closer to a balanced and fun PvP experience than live Cyrodiil is.
I think that if Vengeance:
- Adjusted healing/damage/max health
- Added pure stat based sets only (Julianos is an example)
- Introduced snare removal and movement speed skills
- Added more complexity to burst skills (like making the merciless resolve proc require 5 light attacks)
Then it would actually be a pretty enjoyable PvP experience. It still wouldn't be perfect, but it would be a massive improvement over the current Vengeance and live Cyrodiil.
The best thing about all of this, is that those changes are actually easy to make and it wouldn't effect PvE environments whatsoever. Vengeance is a hard separation between PvP and PvE so it's an environment that allows for PvP specific balancing. This something that has been needed since the beginning. On top of that, subclassing isn't in Vengeance and they could even make it an environment where hybridization isn't a thing either.
Now I'm not naive, I don't have much faith that the Vengeance environment will be handled correctly so that it could live up to it's potential. However, I think getting Vengeance right is a FAR easier task for ZOS than getting live Cyrodiil right. Think about how much they would literally have to undo to fix live PvP. They also would have to keep PvE in mind while they try since live PvP isn't separate like Vengeance is.
Vengeance is ZOS' best shot at getting PvP to a decent place. Live Cyrodiil does not hold enough people these days, and it attracts even fewer. PvP is at the end of it's road right now. Even if they scrap Vengeance like you want, Cyrodiil will still be dead, laggy, and far too big. You are essentially trying to preserve a corpse.
So I encourage all the people who are extremely anti-Vengeance to see the bigger picture. It could be the foundation of a great PvP experience with some very easy to make changes. We would also no longer have to worry about PvE balancing impacting PvP. It's unlikely that ZOS will get it right, but there's not many options anymore. Either you guys let PvP take it's final breaths and have ZOS do nothing, or you support this latch ditch effort. They aren't fixing the disaster that is live Cyrodiil though, it's just too far gone.
People buy in-game content to use it.
This, end of, bottom line. I didnt grind all this gear or skills to be told what skills and gear i am allowed to use. If they can't understand why thats the case in an mmo rpg they need to go make something else.
I bought every chapter and have farmed all sort of sets and mythics, not just to have them deactivated. This would feel like scam to me and as i stated before would be a reason for me to not touch any title with a ZOS brand anymore
ToddIngram wrote: »Spoken like a PvE main who never sets foot in Cyrodiil.
I am a PvE main and I have stepped foot in Cyrodiil, so nice ad hominem that accomplishes nothing. So far, no one has actually answered or countered my points from a gameplay design perspective.
First of all, what is the point of Cyrodiil? This is so broad and vague that there is no correct answer. The generic answer is that it's for emergent PvP gameplay. This means that it needs to cater to both casual and hardcore players. Because of resource constraints, the devs must choose a main focus. They've answered this already: massive populations of medieval siege warfare. That's the main gameplay experience that ZoS wants for Cyrodiil. In order to entice people to join, it must cater to the lowest common denominator. I have heard players say: "I used to be a hardcore PvPer. Oh, I absolutely suck at fighting 1v1, but I used to raid with a ball group." You never needed a high level of fighting/mechanical skill to enjoy Cyrodiil PvP, and you won't in Vengeance either.
This is important, because everyone has a different definition of "skill," and if you don't specify which skill you're talking about, the message gets confused. As far as I'm concerned, Cyrodiil doesn't reward individual fighting skill. Actually, picking random 1v1 fights is a waste of time. You can do it for fun, of course, but the most AP gain comes from doing quests, capturing and defending keeps, and farming resources or pug players with a ball group. Currently, Cyrodiil rewards group coordination, shelling out $$$$ and grinding for DLC Monomyth mythics.
I think mythic items ruin the spirit of competition. How important is it to preserve the spirit of competition versus rewarding grinders who want to feel more powerful? Well, only ZoS can make a final decision on how to reward grinders and which stats to equalize.
What is the threshold for dying based on how many mistakes you make? Some people refer to this as the "time to kill." Given that Cyrodiil has one of the biggest open world PvP maps in the market, the punishment for dying is, on average, a tedious 30-40 second romp to another objective. Death is not that punishing in ESO compared to games like Conan Exiles, but you don't want people stuck riding on their horses for too long either. To put it simply: What is an acceptable "time to kill" between 2 players of the same skill level?
What is an acceptable time-to-kill that isn't too punishing for respawning, and lets you feel satisfied? Right now, in Vengeance it's maybe 2-5 minutes. I spent about 2-3 minutes dueling some random nightblade on my templar, in an open field without hiding behind walls or rocks. I checked with CMX addon. Once I hopped on my nightblade, I killed him in 1 minute, proving that there is a power imbalance between nightblade and templar. Is 2-5 minutes considered too long of a TTK? Should it be shorter or longer? So far, the TTK feels fine to me. It's better than the U40 meta with all the Undeath vampires tanking full-powered executes. Vengeance TTK feels a little longer than our current U48 meta of subclassed bow procs.
Anyway, the whole point of this thread is to complain about the scummy behavior of locking pay-to-win items behind expansions, and then ZoS doing a 180, "ah wait, maybe we should make PvP more equal after all!" Personally I'm fine with that. I'm glad that ZoS is making the necessary changes to make PvP gameplay more fun. I like doing equalized pvp, and I don't mind if all my PvP sets become useless if the actual PvP experience becomes more enjoyable, more people try PvP, and more people participate in it.
If I was a new customer who never bought ESO, and you show me peak footage from Vengeance, I would buy ESO in a heartbeat. If you show me peak footage from 2024-25 Gray Host Cyrodiil, I wouldn't bat an eye.
A lot of people (me included) bought eso first because of the prommised pvp.
And a lot of people (me included) leave instantly if vengeance becomes fix as only one option.
You dont understand cyro and thats fine, but no reason to talk it bad for others.
MorallyBipolar wrote: »ToddIngram wrote: »Spoken like a PvE main who never sets foot in Cyrodiil.
I am a PvE main and I have stepped foot in Cyrodiil, so nice ad hominem that accomplishes nothing. So far, no one has actually answered or countered my points from a gameplay design perspective.
First of all, what is the point of Cyrodiil? This is so broad and vague that there is no correct answer. The generic answer is that it's for emergent PvP gameplay. This means that it needs to cater to both casual and hardcore players. Because of resource constraints, the devs must choose a main focus. They've answered this already: massive populations of medieval siege warfare. That's the main gameplay experience that ZoS wants for Cyrodiil. In order to entice people to join, it must cater to the lowest common denominator. I have heard players say: "I used to be a hardcore PvPer. Oh, I absolutely suck at fighting 1v1, but I used to raid with a ball group." You never needed a high level of fighting/mechanical skill to enjoy Cyrodiil PvP, and you won't in Vengeance either.
This is important, because everyone has a different definition of "skill," and if you don't specify which skill you're talking about, the message gets confused. As far as I'm concerned, Cyrodiil doesn't reward individual fighting skill. Actually, picking random 1v1 fights is a waste of time. You can do it for fun, of course, but the most AP gain comes from doing quests, capturing and defending keeps, and farming resources or pug players with a ball group. Currently, Cyrodiil rewards group coordination, shelling out $$$$ and grinding for DLC Monomyth mythics.
I think mythic items ruin the spirit of competition. How important is it to preserve the spirit of competition versus rewarding grinders who want to feel more powerful? Well, only ZoS can make a final decision on how to reward grinders and which stats to equalize.
What is the threshold for dying based on how many mistakes you make? Some people refer to this as the "time to kill." Given that Cyrodiil has one of the biggest open world PvP maps in the market, the punishment for dying is, on average, a tedious 30-40 second romp to another objective. Death is not that punishing in ESO compared to games like Conan Exiles, but you don't want people stuck riding on their horses for too long either. To put it simply: What is an acceptable "time to kill" between 2 players of the same skill level?
What is an acceptable time-to-kill that isn't too punishing for respawning, and lets you feel satisfied? Right now, in Vengeance it's maybe 2-5 minutes. I spent about 2-3 minutes dueling some random nightblade on my templar, in an open field without hiding behind walls or rocks. I checked with CMX addon. Once I hopped on my nightblade, I killed him in 1 minute, proving that there is a power imbalance between nightblade and templar. Is 2-5 minutes considered too long of a TTK? Should it be shorter or longer? So far, the TTK feels fine to me. It's better than the U40 meta with all the Undeath vampires tanking full-powered executes. Vengeance TTK feels a little longer than our current U48 meta of subclassed bow procs.
Anyway, the whole point of this thread is to complain about the scummy behavior of locking pay-to-win items behind expansions, and then ZoS doing a 180, "ah wait, maybe we should make PvP more equal after all!" Personally I'm fine with that. I'm glad that ZoS is making the necessary changes to make PvP gameplay more fun. I like doing equalized pvp, and I don't mind if all my PvP sets become useless if the actual PvP experience becomes more enjoyable, more people try PvP, and more people participate in it.
If I was a new customer who never bought ESO, and you show me peak footage from Vengeance, I would buy ESO in a heartbeat. If you show me peak footage from 2024-25 Gray Host Cyrodiil, I wouldn't bat an eye.
A lot of people (me included) bought eso first because of the prommised pvp.
And a lot of people (me included) leave instantly if vengeance becomes fix as only one option.
You dont understand cyro and thats fine, but no reason to talk it bad for others.
So if vengeance is mandated it negates the need for me to PvE while at the same time driving me out of PvP. Vengeance will remove any reason for me to play ESO.
edward_frigidhands wrote: »Honestly if it weren't for all the time I have played and all the friends I have made I would probably have quit after reading the letter they put out.
edward_frigidhands wrote: »MorallyBipolar wrote: »ToddIngram wrote: »Spoken like a PvE main who never sets foot in Cyrodiil.
I am a PvE main and I have stepped foot in Cyrodiil, so nice ad hominem that accomplishes nothing. So far, no one has actually answered or countered my points from a gameplay design perspective.
First of all, what is the point of Cyrodiil? This is so broad and vague that there is no correct answer. The generic answer is that it's for emergent PvP gameplay. This means that it needs to cater to both casual and hardcore players. Because of resource constraints, the devs must choose a main focus. They've answered this already: massive populations of medieval siege warfare. That's the main gameplay experience that ZoS wants for Cyrodiil. In order to entice people to join, it must cater to the lowest common denominator. I have heard players say: "I used to be a hardcore PvPer. Oh, I absolutely suck at fighting 1v1, but I used to raid with a ball group." You never needed a high level of fighting/mechanical skill to enjoy Cyrodiil PvP, and you won't in Vengeance either.
This is important, because everyone has a different definition of "skill," and if you don't specify which skill you're talking about, the message gets confused. As far as I'm concerned, Cyrodiil doesn't reward individual fighting skill. Actually, picking random 1v1 fights is a waste of time. You can do it for fun, of course, but the most AP gain comes from doing quests, capturing and defending keeps, and farming resources or pug players with a ball group. Currently, Cyrodiil rewards group coordination, shelling out $$$$ and grinding for DLC Monomyth mythics.
I think mythic items ruin the spirit of competition. How important is it to preserve the spirit of competition versus rewarding grinders who want to feel more powerful? Well, only ZoS can make a final decision on how to reward grinders and which stats to equalize.
What is the threshold for dying based on how many mistakes you make? Some people refer to this as the "time to kill." Given that Cyrodiil has one of the biggest open world PvP maps in the market, the punishment for dying is, on average, a tedious 30-40 second romp to another objective. Death is not that punishing in ESO compared to games like Conan Exiles, but you don't want people stuck riding on their horses for too long either. To put it simply: What is an acceptable "time to kill" between 2 players of the same skill level?
What is an acceptable time-to-kill that isn't too punishing for respawning, and lets you feel satisfied? Right now, in Vengeance it's maybe 2-5 minutes. I spent about 2-3 minutes dueling some random nightblade on my templar, in an open field without hiding behind walls or rocks. I checked with CMX addon. Once I hopped on my nightblade, I killed him in 1 minute, proving that there is a power imbalance between nightblade and templar. Is 2-5 minutes considered too long of a TTK? Should it be shorter or longer? So far, the TTK feels fine to me. It's better than the U40 meta with all the Undeath vampires tanking full-powered executes. Vengeance TTK feels a little longer than our current U48 meta of subclassed bow procs.
Anyway, the whole point of this thread is to complain about the scummy behavior of locking pay-to-win items behind expansions, and then ZoS doing a 180, "ah wait, maybe we should make PvP more equal after all!" Personally I'm fine with that. I'm glad that ZoS is making the necessary changes to make PvP gameplay more fun. I like doing equalized pvp, and I don't mind if all my PvP sets become useless if the actual PvP experience becomes more enjoyable, more people try PvP, and more people participate in it.
If I was a new customer who never bought ESO, and you show me peak footage from Vengeance, I would buy ESO in a heartbeat. If you show me peak footage from 2024-25 Gray Host Cyrodiil, I wouldn't bat an eye.
A lot of people (me included) bought eso first because of the prommised pvp.
And a lot of people (me included) leave instantly if vengeance becomes fix as only one option.
You dont understand cyro and thats fine, but no reason to talk it bad for others.
So if vengeance is mandated it negates the need for me to PvE while at the same time driving me out of PvP. Vengeance will remove any reason for me to play ESO.
Yes once Vengeance is the only Cyro campaign left, regardless of any other PvP content they release without it I am definitely done as well
Honestly if it weren't for all the time I have played and all the friends I have made I would probably have quit after reading the letter they put out.
edward_frigidhands wrote: »MorallyBipolar wrote: »ToddIngram wrote: »Spoken like a PvE main who never sets foot in Cyrodiil.
I am a PvE main and I have stepped foot in Cyrodiil, so nice ad hominem that accomplishes nothing. So far, no one has actually answered or countered my points from a gameplay design perspective.
First of all, what is the point of Cyrodiil? This is so broad and vague that there is no correct answer. The generic answer is that it's for emergent PvP gameplay. This means that it needs to cater to both casual and hardcore players. Because of resource constraints, the devs must choose a main focus. They've answered this already: massive populations of medieval siege warfare. That's the main gameplay experience that ZoS wants for Cyrodiil. In order to entice people to join, it must cater to the lowest common denominator. I have heard players say: "I used to be a hardcore PvPer. Oh, I absolutely suck at fighting 1v1, but I used to raid with a ball group." You never needed a high level of fighting/mechanical skill to enjoy Cyrodiil PvP, and you won't in Vengeance either.
This is important, because everyone has a different definition of "skill," and if you don't specify which skill you're talking about, the message gets confused. As far as I'm concerned, Cyrodiil doesn't reward individual fighting skill. Actually, picking random 1v1 fights is a waste of time. You can do it for fun, of course, but the most AP gain comes from doing quests, capturing and defending keeps, and farming resources or pug players with a ball group. Currently, Cyrodiil rewards group coordination, shelling out $$$$ and grinding for DLC Monomyth mythics.
I think mythic items ruin the spirit of competition. How important is it to preserve the spirit of competition versus rewarding grinders who want to feel more powerful? Well, only ZoS can make a final decision on how to reward grinders and which stats to equalize.
What is the threshold for dying based on how many mistakes you make? Some people refer to this as the "time to kill." Given that Cyrodiil has one of the biggest open world PvP maps in the market, the punishment for dying is, on average, a tedious 30-40 second romp to another objective. Death is not that punishing in ESO compared to games like Conan Exiles, but you don't want people stuck riding on their horses for too long either. To put it simply: What is an acceptable "time to kill" between 2 players of the same skill level?
What is an acceptable time-to-kill that isn't too punishing for respawning, and lets you feel satisfied? Right now, in Vengeance it's maybe 2-5 minutes. I spent about 2-3 minutes dueling some random nightblade on my templar, in an open field without hiding behind walls or rocks. I checked with CMX addon. Once I hopped on my nightblade, I killed him in 1 minute, proving that there is a power imbalance between nightblade and templar. Is 2-5 minutes considered too long of a TTK? Should it be shorter or longer? So far, the TTK feels fine to me. It's better than the U40 meta with all the Undeath vampires tanking full-powered executes. Vengeance TTK feels a little longer than our current U48 meta of subclassed bow procs.
Anyway, the whole point of this thread is to complain about the scummy behavior of locking pay-to-win items behind expansions, and then ZoS doing a 180, "ah wait, maybe we should make PvP more equal after all!" Personally I'm fine with that. I'm glad that ZoS is making the necessary changes to make PvP gameplay more fun. I like doing equalized pvp, and I don't mind if all my PvP sets become useless if the actual PvP experience becomes more enjoyable, more people try PvP, and more people participate in it.
If I was a new customer who never bought ESO, and you show me peak footage from Vengeance, I would buy ESO in a heartbeat. If you show me peak footage from 2024-25 Gray Host Cyrodiil, I wouldn't bat an eye.
A lot of people (me included) bought eso first because of the prommised pvp.
And a lot of people (me included) leave instantly if vengeance becomes fix as only one option.
You dont understand cyro and thats fine, but no reason to talk it bad for others.
So if vengeance is mandated it negates the need for me to PvE while at the same time driving me out of PvP. Vengeance will remove any reason for me to play ESO.
Yes once Vengeance is the only Cyro campaign left, regardless of any other PvP content they release without it I am definitely done as well
Honestly if it weren't for all the time I have played and all the friends I have made I would probably have quit after reading the letter they put out.
CatoUnchained wrote: »edward_frigidhands wrote: »MorallyBipolar wrote: »ToddIngram wrote: »Spoken like a PvE main who never sets foot in Cyrodiil.
I am a PvE main and I have stepped foot in Cyrodiil, so nice ad hominem that accomplishes nothing. So far, no one has actually answered or countered my points from a gameplay design perspective.
First of all, what is the point of Cyrodiil? This is so broad and vague that there is no correct answer. The generic answer is that it's for emergent PvP gameplay. This means that it needs to cater to both casual and hardcore players. Because of resource constraints, the devs must choose a main focus. They've answered this already: massive populations of medieval siege warfare. That's the main gameplay experience that ZoS wants for Cyrodiil. In order to entice people to join, it must cater to the lowest common denominator. I have heard players say: "I used to be a hardcore PvPer. Oh, I absolutely suck at fighting 1v1, but I used to raid with a ball group." You never needed a high level of fighting/mechanical skill to enjoy Cyrodiil PvP, and you won't in Vengeance either.
This is important, because everyone has a different definition of "skill," and if you don't specify which skill you're talking about, the message gets confused. As far as I'm concerned, Cyrodiil doesn't reward individual fighting skill. Actually, picking random 1v1 fights is a waste of time. You can do it for fun, of course, but the most AP gain comes from doing quests, capturing and defending keeps, and farming resources or pug players with a ball group. Currently, Cyrodiil rewards group coordination, shelling out $$$$ and grinding for DLC Monomyth mythics.
I think mythic items ruin the spirit of competition. How important is it to preserve the spirit of competition versus rewarding grinders who want to feel more powerful? Well, only ZoS can make a final decision on how to reward grinders and which stats to equalize.
What is the threshold for dying based on how many mistakes you make? Some people refer to this as the "time to kill." Given that Cyrodiil has one of the biggest open world PvP maps in the market, the punishment for dying is, on average, a tedious 30-40 second romp to another objective. Death is not that punishing in ESO compared to games like Conan Exiles, but you don't want people stuck riding on their horses for too long either. To put it simply: What is an acceptable "time to kill" between 2 players of the same skill level?
What is an acceptable time-to-kill that isn't too punishing for respawning, and lets you feel satisfied? Right now, in Vengeance it's maybe 2-5 minutes. I spent about 2-3 minutes dueling some random nightblade on my templar, in an open field without hiding behind walls or rocks. I checked with CMX addon. Once I hopped on my nightblade, I killed him in 1 minute, proving that there is a power imbalance between nightblade and templar. Is 2-5 minutes considered too long of a TTK? Should it be shorter or longer? So far, the TTK feels fine to me. It's better than the U40 meta with all the Undeath vampires tanking full-powered executes. Vengeance TTK feels a little longer than our current U48 meta of subclassed bow procs.
Anyway, the whole point of this thread is to complain about the scummy behavior of locking pay-to-win items behind expansions, and then ZoS doing a 180, "ah wait, maybe we should make PvP more equal after all!" Personally I'm fine with that. I'm glad that ZoS is making the necessary changes to make PvP gameplay more fun. I like doing equalized pvp, and I don't mind if all my PvP sets become useless if the actual PvP experience becomes more enjoyable, more people try PvP, and more people participate in it.
If I was a new customer who never bought ESO, and you show me peak footage from Vengeance, I would buy ESO in a heartbeat. If you show me peak footage from 2024-25 Gray Host Cyrodiil, I wouldn't bat an eye.
A lot of people (me included) bought eso first because of the prommised pvp.
And a lot of people (me included) leave instantly if vengeance becomes fix as only one option.
You dont understand cyro and thats fine, but no reason to talk it bad for others.
So if vengeance is mandated it negates the need for me to PvE while at the same time driving me out of PvP. Vengeance will remove any reason for me to play ESO.
Yes once Vengeance is the only Cyro campaign left, regardless of any other PvP content they release without it I am definitely done as well
Honestly if it weren't for all the time I have played and all the friends I have made I would probably have quit after reading the letter they put out.
Add me to the list. If ZOS takes away normal live Cyrodiil there will be no reason for me to log on to ESO. Anyone else remember the "they're working on it" video featuring a main dev and his wife? This current situation sure puts that video in perspective now doesn't it.
In real life, if you duel someone in a martial sport, like karate or fencing, you don't actually go on to kill the opponent, for obvious reasons. You stop short of where you outplayed them, then reset. These matches go for 10-20 points. The actual skirmish might last 2-3 seconds tops before the referee awards a point, but basically whoever makes 10 mistakes and gets outplayed first is the person who loses. I point out this real life allegory to sports because ESO is a video game, and video games must be designed to be fun. I'm assuming that dying is not fun, and dying is the equivalent to stopping the game.React is right, in fact I saw him myself in Vengeance and I specifically remember a scenario where 3 newish players were just sitting there outhealing both of us. I popped a soul tether and stunned them (they weren't blocking) into React's destro ult and I'm pretty sure they still needed to be spammed after that. That sort of thing is completely unacceptable.
CatoUnchained wrote: »edward_frigidhands wrote: »MorallyBipolar wrote: »ToddIngram wrote: »Spoken like a PvE main who never sets foot in Cyrodiil.
I am a PvE main and I have stepped foot in Cyrodiil, so nice ad hominem that accomplishes nothing. So far, no one has actually answered or countered my points from a gameplay design perspective.
First of all, what is the point of Cyrodiil? This is so broad and vague that there is no correct answer. The generic answer is that it's for emergent PvP gameplay. This means that it needs to cater to both casual and hardcore players. Because of resource constraints, the devs must choose a main focus. They've answered this already: massive populations of medieval siege warfare. That's the main gameplay experience that ZoS wants for Cyrodiil. In order to entice people to join, it must cater to the lowest common denominator. I have heard players say: "I used to be a hardcore PvPer. Oh, I absolutely suck at fighting 1v1, but I used to raid with a ball group." You never needed a high level of fighting/mechanical skill to enjoy Cyrodiil PvP, and you won't in Vengeance either.
This is important, because everyone has a different definition of "skill," and if you don't specify which skill you're talking about, the message gets confused. As far as I'm concerned, Cyrodiil doesn't reward individual fighting skill. Actually, picking random 1v1 fights is a waste of time. You can do it for fun, of course, but the most AP gain comes from doing quests, capturing and defending keeps, and farming resources or pug players with a ball group. Currently, Cyrodiil rewards group coordination, shelling out $$$$ and grinding for DLC Monomyth mythics.
I think mythic items ruin the spirit of competition. How important is it to preserve the spirit of competition versus rewarding grinders who want to feel more powerful? Well, only ZoS can make a final decision on how to reward grinders and which stats to equalize.
What is the threshold for dying based on how many mistakes you make? Some people refer to this as the "time to kill." Given that Cyrodiil has one of the biggest open world PvP maps in the market, the punishment for dying is, on average, a tedious 30-40 second romp to another objective. Death is not that punishing in ESO compared to games like Conan Exiles, but you don't want people stuck riding on their horses for too long either. To put it simply: What is an acceptable "time to kill" between 2 players of the same skill level?
What is an acceptable time-to-kill that isn't too punishing for respawning, and lets you feel satisfied? Right now, in Vengeance it's maybe 2-5 minutes. I spent about 2-3 minutes dueling some random nightblade on my templar, in an open field without hiding behind walls or rocks. I checked with CMX addon. Once I hopped on my nightblade, I killed him in 1 minute, proving that there is a power imbalance between nightblade and templar. Is 2-5 minutes considered too long of a TTK? Should it be shorter or longer? So far, the TTK feels fine to me. It's better than the U40 meta with all the Undeath vampires tanking full-powered executes. Vengeance TTK feels a little longer than our current U48 meta of subclassed bow procs.
Anyway, the whole point of this thread is to complain about the scummy behavior of locking pay-to-win items behind expansions, and then ZoS doing a 180, "ah wait, maybe we should make PvP more equal after all!" Personally I'm fine with that. I'm glad that ZoS is making the necessary changes to make PvP gameplay more fun. I like doing equalized pvp, and I don't mind if all my PvP sets become useless if the actual PvP experience becomes more enjoyable, more people try PvP, and more people participate in it.
If I was a new customer who never bought ESO, and you show me peak footage from Vengeance, I would buy ESO in a heartbeat. If you show me peak footage from 2024-25 Gray Host Cyrodiil, I wouldn't bat an eye.
A lot of people (me included) bought eso first because of the prommised pvp.
And a lot of people (me included) leave instantly if vengeance becomes fix as only one option.
You dont understand cyro and thats fine, but no reason to talk it bad for others.
So if vengeance is mandated it negates the need for me to PvE while at the same time driving me out of PvP. Vengeance will remove any reason for me to play ESO.
Yes once Vengeance is the only Cyro campaign left, regardless of any other PvP content they release without it I am definitely done as well
Honestly if it weren't for all the time I have played and all the friends I have made I would probably have quit after reading the letter they put out.
Add me to the list. If ZOS takes away normal live Cyrodiil there will be no reason for me to log on to ESO. Anyone else remember the "they're working on it" video featuring a main dev and his wife? This current situation sure puts that video in perspective now doesn't it.
That video is one example of the player community getting treated like trash. There are also content creators who have been publicly humiliated for thousands of people to see. It's never been about us.
https://www.youtube.com/watch?v=LrLS3ROGw_ACatoUnchained wrote: »edward_frigidhands wrote: »MorallyBipolar wrote: »ToddIngram wrote: »Spoken like a PvE main who never sets foot in Cyrodiil.
I am a PvE main and I have stepped foot in Cyrodiil, so nice ad hominem that accomplishes nothing. So far, no one has actually answered or countered my points from a gameplay design perspective.
First of all, what is the point of Cyrodiil? This is so broad and vague that there is no correct answer. The generic answer is that it's for emergent PvP gameplay. This means that it needs to cater to both casual and hardcore players. Because of resource constraints, the devs must choose a main focus. They've answered this already: massive populations of medieval siege warfare. That's the main gameplay experience that ZoS wants for Cyrodiil. In order to entice people to join, it must cater to the lowest common denominator. I have heard players say: "I used to be a hardcore PvPer. Oh, I absolutely suck at fighting 1v1, but I used to raid with a ball group." You never needed a high level of fighting/mechanical skill to enjoy Cyrodiil PvP, and you won't in Vengeance either.
This is important, because everyone has a different definition of "skill," and if you don't specify which skill you're talking about, the message gets confused. As far as I'm concerned, Cyrodiil doesn't reward individual fighting skill. Actually, picking random 1v1 fights is a waste of time. You can do it for fun, of course, but the most AP gain comes from doing quests, capturing and defending keeps, and farming resources or pug players with a ball group. Currently, Cyrodiil rewards group coordination, shelling out $$$$ and grinding for DLC Monomyth mythics.
I think mythic items ruin the spirit of competition. How important is it to preserve the spirit of competition versus rewarding grinders who want to feel more powerful? Well, only ZoS can make a final decision on how to reward grinders and which stats to equalize.
What is the threshold for dying based on how many mistakes you make? Some people refer to this as the "time to kill." Given that Cyrodiil has one of the biggest open world PvP maps in the market, the punishment for dying is, on average, a tedious 30-40 second romp to another objective. Death is not that punishing in ESO compared to games like Conan Exiles, but you don't want people stuck riding on their horses for too long either. To put it simply: What is an acceptable "time to kill" between 2 players of the same skill level?
What is an acceptable time-to-kill that isn't too punishing for respawning, and lets you feel satisfied? Right now, in Vengeance it's maybe 2-5 minutes. I spent about 2-3 minutes dueling some random nightblade on my templar, in an open field without hiding behind walls or rocks. I checked with CMX addon. Once I hopped on my nightblade, I killed him in 1 minute, proving that there is a power imbalance between nightblade and templar. Is 2-5 minutes considered too long of a TTK? Should it be shorter or longer? So far, the TTK feels fine to me. It's better than the U40 meta with all the Undeath vampires tanking full-powered executes. Vengeance TTK feels a little longer than our current U48 meta of subclassed bow procs.
Anyway, the whole point of this thread is to complain about the scummy behavior of locking pay-to-win items behind expansions, and then ZoS doing a 180, "ah wait, maybe we should make PvP more equal after all!" Personally I'm fine with that. I'm glad that ZoS is making the necessary changes to make PvP gameplay more fun. I like doing equalized pvp, and I don't mind if all my PvP sets become useless if the actual PvP experience becomes more enjoyable, more people try PvP, and more people participate in it.
If I was a new customer who never bought ESO, and you show me peak footage from Vengeance, I would buy ESO in a heartbeat. If you show me peak footage from 2024-25 Gray Host Cyrodiil, I wouldn't bat an eye.
A lot of people (me included) bought eso first because of the prommised pvp.
And a lot of people (me included) leave instantly if vengeance becomes fix as only one option.
You dont understand cyro and thats fine, but no reason to talk it bad for others.
So if vengeance is mandated it negates the need for me to PvE while at the same time driving me out of PvP. Vengeance will remove any reason for me to play ESO.
Yes once Vengeance is the only Cyro campaign left, regardless of any other PvP content they release without it I am definitely done as well
Honestly if it weren't for all the time I have played and all the friends I have made I would probably have quit after reading the letter they put out.
Add me to the list. If ZOS takes away normal live Cyrodiil there will be no reason for me to log on to ESO. Anyone else remember the "they're working on it" video featuring a main dev and his wife? This current situation sure puts that video in perspective now doesn't it.
That video is one example of the player community getting treated like trash. There are also content creators who have been publicly humiliated for thousands of people to see. It's never been about us.
This is the video people are discussing, for those who haven't seen it yet.https://www.youtube.com/watch?v=LrLS3ROGw_A
As Cato said, it really puts this whole vengeance issue in perspective, doesn't it.
Personally I won't be playing any version of vengeance ever again, ever, not for any reason. I'll just have to move on if ZOS makes vengeance the only option.
CatoUnchained wrote: »edward_frigidhands wrote: »MorallyBipolar wrote: »ToddIngram wrote: »Spoken like a PvE main who never sets foot in Cyrodiil.
I am a PvE main and I have stepped foot in Cyrodiil, so nice ad hominem that accomplishes nothing. So far, no one has actually answered or countered my points from a gameplay design perspective.
First of all, what is the point of Cyrodiil? This is so broad and vague that there is no correct answer. The generic answer is that it's for emergent PvP gameplay. This means that it needs to cater to both casual and hardcore players. Because of resource constraints, the devs must choose a main focus. They've answered this already: massive populations of medieval siege warfare. That's the main gameplay experience that ZoS wants for Cyrodiil. In order to entice people to join, it must cater to the lowest common denominator. I have heard players say: "I used to be a hardcore PvPer. Oh, I absolutely suck at fighting 1v1, but I used to raid with a ball group." You never needed a high level of fighting/mechanical skill to enjoy Cyrodiil PvP, and you won't in Vengeance either.
This is important, because everyone has a different definition of "skill," and if you don't specify which skill you're talking about, the message gets confused. As far as I'm concerned, Cyrodiil doesn't reward individual fighting skill. Actually, picking random 1v1 fights is a waste of time. You can do it for fun, of course, but the most AP gain comes from doing quests, capturing and defending keeps, and farming resources or pug players with a ball group. Currently, Cyrodiil rewards group coordination, shelling out $$$$ and grinding for DLC Monomyth mythics.
I think mythic items ruin the spirit of competition. How important is it to preserve the spirit of competition versus rewarding grinders who want to feel more powerful? Well, only ZoS can make a final decision on how to reward grinders and which stats to equalize.
What is the threshold for dying based on how many mistakes you make? Some people refer to this as the "time to kill." Given that Cyrodiil has one of the biggest open world PvP maps in the market, the punishment for dying is, on average, a tedious 30-40 second romp to another objective. Death is not that punishing in ESO compared to games like Conan Exiles, but you don't want people stuck riding on their horses for too long either. To put it simply: What is an acceptable "time to kill" between 2 players of the same skill level?
What is an acceptable time-to-kill that isn't too punishing for respawning, and lets you feel satisfied? Right now, in Vengeance it's maybe 2-5 minutes. I spent about 2-3 minutes dueling some random nightblade on my templar, in an open field without hiding behind walls or rocks. I checked with CMX addon. Once I hopped on my nightblade, I killed him in 1 minute, proving that there is a power imbalance between nightblade and templar. Is 2-5 minutes considered too long of a TTK? Should it be shorter or longer? So far, the TTK feels fine to me. It's better than the U40 meta with all the Undeath vampires tanking full-powered executes. Vengeance TTK feels a little longer than our current U48 meta of subclassed bow procs.
Anyway, the whole point of this thread is to complain about the scummy behavior of locking pay-to-win items behind expansions, and then ZoS doing a 180, "ah wait, maybe we should make PvP more equal after all!" Personally I'm fine with that. I'm glad that ZoS is making the necessary changes to make PvP gameplay more fun. I like doing equalized pvp, and I don't mind if all my PvP sets become useless if the actual PvP experience becomes more enjoyable, more people try PvP, and more people participate in it.
If I was a new customer who never bought ESO, and you show me peak footage from Vengeance, I would buy ESO in a heartbeat. If you show me peak footage from 2024-25 Gray Host Cyrodiil, I wouldn't bat an eye.
A lot of people (me included) bought eso first because of the prommised pvp.
And a lot of people (me included) leave instantly if vengeance becomes fix as only one option.
You dont understand cyro and thats fine, but no reason to talk it bad for others.
So if vengeance is mandated it negates the need for me to PvE while at the same time driving me out of PvP. Vengeance will remove any reason for me to play ESO.
Yes once Vengeance is the only Cyro campaign left, regardless of any other PvP content they release without it I am definitely done as well
Honestly if it weren't for all the time I have played and all the friends I have made I would probably have quit after reading the letter they put out.
Add me to the list. If ZOS takes away normal live Cyrodiil there will be no reason for me to log on to ESO. Anyone else remember the "they're working on it" video featuring a main dev and his wife? This current situation sure puts that video in perspective now doesn't it.
That video is one example of the player community getting treated like trash. There are also content creators who have been publicly humiliated for thousands of people to see. It's never been about us.
This is the video people are discussing, for those who haven't seen it yet.
[snip]
As Cato said, it really puts this whole vengeance issue in perspective, doesn't it.
Personally I won't be playing any version of vengeance ever again, ever, not for any reason. I'll just have to move on if ZOS makes vengeance the only option.
I wonder how many times this same clip is going to be used to try to discredit Rich or the team, because his wife who is not employed by ZOS, was tired of the harassment her husband kept receiving on stream.
While I agree, and have always agreed, that PvP needs attention, there are people in our community that take things too far… borderline criminal.
The fact is just zos is pushing a path wich is not liked or wanted by the majority of the population.
I dont remember anyone asking for make live cyrodiil capable of 900 people again.
First because nobody knew what the actual population cap is
second on some plattforms not even the current cap is getting NEARLY reached (speaking for the consoles) .. PS EU and X Box EU have not been full bars for months.
People asked for fixing pvp (people have different opinions on how to do that) and Zos just be like - oh well then we take just everything from you to reduce the calculations and increase the cap (what never be reached anyway and then even more likely never be reached).
People do not want Vengeance as ONLY ONE OPTION and if you have multiple options both wont be ever populated.
It is time to finally listen zos, youre making people leave your game!
I wonder how many times this same clip is going to be used to try to discredit Rich or the team, because his wife who is not employed by ZOS, was tired of the harassment her husband kept receiving on stream.
I wonder how many times this same clip is going to be used to try to discredit Rich or the team, because his wife who is not employed by ZOS, was tired of the harassment her husband kept receiving on stream.
If she is not ZOS employee, she should not appear on stream. Especially if she is not professional enough to handle this situation the other way than make faces at the camera. Period.
This stream was watched by many people, and you have responsibility while talking publicly, no? When on the Earth it became normal to clown on camera?
spartaxoxo wrote: »It wasn't a ZOS stream. It was her own personal stream about disability in gaming. PvPers joined because she was using her husband's channel but it was clearly her stream that day and she was trying to talk about handicap options. That's the context typically missing from this take. Her husband is a ZOS employee and at the time he was doing unofficial streams where he played the game, sometimes did some pet charity thing, and occasionally answered questions about the game in a more candid way.
Anyway, she obviously shouldn't have snapped but she is not a ZOS employee nor was she doing anything official. Her opinion doesn't reflect the views of ZOS.