BardokRedSnow wrote: »SaffronCitrusflower wrote: »SaffronCitrusflower wrote: »SaffronCitrusflower wrote: »Yesterday prime time Saturday night it was 2 bars for every faction on PC NA.
If Grey Host was active all three factions would have been popped locked.
Fewer and fewer people are coming back after every instance of vengeance.
You don't know this. Even Jessica blurred out the actual player numbers on the graphs she posted.
You mean the graphs that stated the player cap and you could see the side by side comparisons? /facepalm
Yep. Those are the graphs that have the player numbers blurred out. Take a look again, it's right there on the left axis. All the numbers are blurred out. They slapped a number on the graph but we have no idea if that number is actually reflective of the player numbers on the graphs or not, as that axis on the graphs is blurred out.
/facepalm is right.
We have corroborating evidence. Addons estimated Live population cap at around 300, it turns out it was 360, and they estimated Vengeance to be around 900, the same as ZOS stated.
Here's a very simple number extraction based on stated caps and simple area extrapolation:
The lines along the Y-axis are evenly spaced. You can see that the red line is just shy of half way between 250 and 500. Now, 500 - 250 = 250. 250/2 = 125. 250 + 125 = 375. So if the player cap is 360 it would fall where it is showing there.
Likewise, the green line is just over half-way between 750 and 1,000. 1000 - 750 = 250. 250/2 = 125. 750 + 125 = 875. So if the player cap is 900 it would fall just where it is showing.
Now, you can either believe ZOS's stated cap numbers or not, but regardless of actual numbers Vengeance has a population cap 2.67 times higher than Live - as shown by the graph.
Hey look! The player number axis on the left of the graphs are blurred out....just like everyone is pointing out.
Hey look, simple high school maths make that irrelevant.
Simple question, if its so irrelevant, why blur anything out in the first place?
They likely blurred the y-axis on the performance numbers as they are commercially sensitive, and simply went a bit overboard.
As I said, the graph shows that the Venegance population is 2.67x higher than the Live population. So you can either believe the player cap on Live is 360, which is the ballpark that players have been estimating for years, or not - and if not then by all means tell me what you think the current Live cap is.
BardokRedSnow wrote: »BardokRedSnow wrote: »SaffronCitrusflower wrote: »SaffronCitrusflower wrote: »SaffronCitrusflower wrote: »Yesterday prime time Saturday night it was 2 bars for every faction on PC NA.
If Grey Host was active all three factions would have been popped locked.
Fewer and fewer people are coming back after every instance of vengeance.
You don't know this. Even Jessica blurred out the actual player numbers on the graphs she posted.
You mean the graphs that stated the player cap and you could see the side by side comparisons? /facepalm
Yep. Those are the graphs that have the player numbers blurred out. Take a look again, it's right there on the left axis. All the numbers are blurred out. They slapped a number on the graph but we have no idea if that number is actually reflective of the player numbers on the graphs or not, as that axis on the graphs is blurred out.
/facepalm is right.
We have corroborating evidence. Addons estimated Live population cap at around 300, it turns out it was 360, and they estimated Vengeance to be around 900, the same as ZOS stated.
Here's a very simple number extraction based on stated caps and simple area extrapolation:
The lines along the Y-axis are evenly spaced. You can see that the red line is just shy of half way between 250 and 500. Now, 500 - 250 = 250. 250/2 = 125. 250 + 125 = 375. So if the player cap is 360 it would fall where it is showing there.
Likewise, the green line is just over half-way between 750 and 1,000. 1000 - 750 = 250. 250/2 = 125. 750 + 125 = 875. So if the player cap is 900 it would fall just where it is showing.
Now, you can either believe ZOS's stated cap numbers or not, but regardless of actual numbers Vengeance has a population cap 2.67 times higher than Live - as shown by the graph.
Hey look! The player number axis on the left of the graphs are blurred out....just like everyone is pointing out.
Hey look, simple high school maths make that irrelevant.
Simple question, if its so irrelevant, why blur anything out in the first place?
They likely blurred the y-axis on the performance numbers as they are commercially sensitive, and simply went a bit overboard.
As I said, the graph shows that the Venegance population is 2.67x higher than the Live population. So you can either believe the player cap on Live is 360, which is the ballpark that players have been estimating for years, or not - and if not then by all means tell me what you think the current Live cap is.
Sorry, I don't believe anyone that says don't believe your eyes.
If you're trying to be transparent and present information to the community to build trust, you don't give them something that is hiding information. If its "commercially sensitive" say so or do something other than say "trust us bro", when the trust is already gone and has been for years.
Pepegrillos wrote: »People don't realize Vengeance is there in part to get new/casual players into PvP. It's a ramp to the other modes (although some people will most likely stay there). If Vengeance isn't viable, the other modes probably won't be viable either in the long run, because there is no new blood coming in.
BardokRedSnow wrote: »The point is nobody knows the population numbers truly @Gabriel_H because the chart hides the figures on the left. I’m not dodging your question, your question is simply besides the point. Which is you’re basing your argument off of something that none of us here can be clear on and can only assume and take the word of from Zos themselves.
BardokRedSnow wrote: »My signature should adequately explain to you why for me that’s just not something I’m willing to do.
BardokRedSnow wrote: »You want to take their statements on good faith, good for you but no one else here has to.
BardokRedSnow wrote: »Pepegrillos wrote: »People don't realize Vengeance is there in part to get new/casual players into PvP. It's a ramp to the other modes (although some people will most likely stay there). If Vengeance isn't viable, the other modes probably won't be viable either in the long run, because there is no new blood coming in.
I disagree, that’s like saying if you don’t like cheese pizza you won’t like supreme. Vengeance is a shallow experience that offers less than Greyhost, there’s less sense of mastery to a game like say, helldivers where you can quickly jump in and play as though you weren’t gone for months vs something you need to practice at and stay up to date on like this, which is why while I enjoy helldivers, I play eso PvP a lot more.
This will vary for some certainly but there’s a reason Greyhost has retained a sizeable population for so long compared to other campaigns.
We play an mmo to level up, get loot, unlock and level skills, to grow.
Where is the growth in vengeance? New players may gravitate to content that is accessible to them from their level, yes clearly, but eso needs a true endgame to retain them. If not for Greyhost and the equivalent past campaign names in its stead, IE proc max level locked faction PvP I would have quit this game ages ago.
Pepegrillos wrote: »BardokRedSnow wrote: »Pepegrillos wrote: »People don't realize Vengeance is there in part to get new/casual players into PvP. It's a ramp to the other modes (although some people will most likely stay there). If Vengeance isn't viable, the other modes probably won't be viable either in the long run, because there is no new blood coming in.
I disagree, that’s like saying if you don’t like cheese pizza you won’t like supreme. Vengeance is a shallow experience that offers less than Greyhost, there’s less sense of mastery to a game like say, helldivers where you can quickly jump in and play as though you weren’t gone for months vs something you need to practice at and stay up to date on like this, which is why while I enjoy helldivers, I play eso PvP a lot more.
This will vary for some certainly but there’s a reason Greyhost has retained a sizeable population for so long compared to other campaigns.
We play an mmo to level up, get loot, unlock and level skills, to grow.
Where is the growth in vengeance? New players may gravitate to content that is accessible to them from their level, yes clearly, but eso needs a true endgame to retain them. If not for Greyhost and the equivalent past campaign names in its stead, IE proc max level locked faction PvP I would have quit this game ages ago.
Vengeance is a simplified mode that's easier to grasp, has no grind attached, and presents smaller power differences between the old and the new crowd. It also revolves around big crowds, which always has been a cover for newer/casual players. It seems rather obvious that such setup is a better entry ground than whatever current Cyro offers. I get why veterans don't like it, but that's a separate issue from its relevance as an introduction to PvP and the server-side/lag matter.
If you think people are lining up in 2025 to invest hundreds of hours getting 1vx'd, bomber, and ball-grouped by veterans in ESO, all while learning a series of convoluted and unrewarding systems, I don't know what to tell you.
BardokRedSnow wrote: »SaffronCitrusflower wrote: »SaffronCitrusflower wrote: »SaffronCitrusflower wrote: »Yesterday prime time Saturday night it was 2 bars for every faction on PC NA.
If Grey Host was active all three factions would have been popped locked.
Fewer and fewer people are coming back after every instance of vengeance.
You don't know this. Even Jessica blurred out the actual player numbers on the graphs she posted.
You mean the graphs that stated the player cap and you could see the side by side comparisons? /facepalm
Yep. Those are the graphs that have the player numbers blurred out. Take a look again, it's right there on the left axis. All the numbers are blurred out. They slapped a number on the graph but we have no idea if that number is actually reflective of the player numbers on the graphs or not, as that axis on the graphs is blurred out.
/facepalm is right.
We have corroborating evidence. Addons estimated Live population cap at around 300, it turns out it was 360, and they estimated Vengeance to be around 900, the same as ZOS stated.
Here's a very simple number extraction based on stated caps and simple area extrapolation:
The lines along the Y-axis are evenly spaced. You can see that the red line is just shy of half way between 250 and 500. Now, 500 - 250 = 250. 250/2 = 125. 250 + 125 = 375. So if the player cap is 360 it would fall where it is showing there.
Likewise, the green line is just over half-way between 750 and 1,000. 1000 - 750 = 250. 250/2 = 125. 750 + 125 = 875. So if the player cap is 900 it would fall just where it is showing.
Now, you can either believe ZOS's stated cap numbers or not, but regardless of actual numbers Vengeance has a population cap 2.67 times higher than Live - as shown by the graph.
Hey look! The player number axis on the left of the graphs are blurred out....just like everyone is pointing out.
Hey look, simple high school maths make that irrelevant.
Simple question, if its so irrelevant, why blur anything out in the first place?
They likely blurred the y-axis on the performance numbers as they are commercially sensitive, and simply went a bit overboard.
As I said, the graph shows that the Venegance population is 2.67x higher than the Live population. So you can either believe the player cap on Live is 360, which is the ballpark that players have been estimating for years, or not - and if not then by all means tell me what you think the current Live cap is.
Now, you can either believe ZOS's stated cap numbers or not, but regardless of actual numbers Vengeance has a population cap 2.67 times higher than Live - as shown by the graph.

First of all, i cant believe people are still arguing with that person who thinks they are always right and act as if they have some insider knowledge we dont have, while want to become a dev.
Second : Vengeange is not viable, thats exactly what happened as soon gh was back on pc eu and in the next days more people will leave vengeance because its less populated
On PS EU vengeance never had a single bar, people are either boycotting it or just despiting to play it.
Either way. Its a fail.
WuffyCerulei wrote: »I do think it’s very viable. Not a full replacement to Grey Host though, but as an alternative campaign. I do also think it needs more refining and things added like the fire ballistas (counter siege outside oils is a pain). Veng is very newbie-friendly because it encourages skill and learning game mechanics. That, and sweats can’t use their cheese builds to obliterate someone trying to learn PVP.
Avran_Sylt wrote: »One of the issues with Vengeance is if the enemy has 2 bars and you only 1, you're most likely screwed. You'll just get zerged down. So, it's not just about having 2 bars (or whatever) — everyone must have kinda equal amount of players.
Current Vengeance is all about zerg vs zerg and whoever has bigger zerg, wins. Nothing else matters.
Right, unironically Grey Host might hold an advantage with its lower pop cap, in that the scales can't tip too far in one direction via playercount.
Crossplay (whenever that happens) may help with Vengeance if it helps it hit triple poplock during primetime hours. but if the pop balance is skewed during those times it'll harm retention.
I dont think that's true for a console perspective. As someone who rarely played Gray host, low population numbers never prevented any of the side campaigns dying.
That's what killed both Ravenwatch and Blackreach. Gray host just has the luxury of never going below 9 bars, but if it did, population imbalance would hurt it bad
Population imbalance has always been a thing that severely hurts Cyrodiil. because who wants to play when a zerg of 60+ people run a map with only yourself as an opponent? No one, that's why the side campaigns die
First of all, i cant believe people are still arguing with that person who thinks they are always right and act as if they have some insider knowledge we dont have, while want to become a dev.
Second : Vengeange is not viable, thats exactly what happened as soon gh was back on pc eu and in the next days more people will leave vengeance because its less populated
On PS EU vengeance never had a single bar, people are either boycotting it or just despiting to play it.
Either way. Its a fail.
It's already been established 1 bar in Vengeance = 3 bars in Greyhost
In your screenshot, Vengeance has more players.
Except this is not established fact.
.
Now you're just moving the goal posts.
this is my general take: given the missteps zos has made and been making with the game's direction for a while now, my guess is that vengeance will become the one and only campaign. as much as no one wants it (me included) and as much as a mistake it would be to get rid of grey host, the evidence we have seen thus far is zos making one mistake after another, the writhing wall event being the biggest debacle of the game's decade-long existence. believing that zos will finally make the right decision about the direction of the game is wishful thinking. i wish they would even as i write this. but if we base our predictions on past evidence, that evidence shows one mistake after another. i don't see that changing