edward_frigidhands wrote: »MorallyBipolar wrote: »Seeing how essentially everyone went back to GH as soon as it became available and skipped vengeance all together there is an undeniable answer to the OP now.
No. Vengeance is not viable.
All these players , who by their own statements never set foot in Vengeance, claiming it was dead after GH opened.
Artisian0001 wrote: »MincMincMinc wrote: »What sucks for us is that vengeance probably could have been loads better. Dare I say the "eso classic" people want.
In the ideal scenario they would have done the vengeance pve/pvp split skills and item code. Done the "alpha" test with the basic rules in the first test. Then they should have immediately worked on making vengeance closer to a middle ground game with all the core game elements people want. Like consumables, basic stat sets, enchants, etc.
What probably happened was that the corporate side of things demanded constant engineering answers and number reports to justify spending money on PvP. Thus we got stuck doing the tests as they developed vengeance little by little.
Very much this. They've demonstrated the technical format of being able to literally give us a replica 1.5 server in the form of a PvP campaign. If it had all the passives to make the classes feel more distinct and gave dynamic ult gen, Vengeance would be vastly superior lol.
People said the same thing about wanting no proc but that camp was dead immediately. People who ask for the "glory days" of ESO to come back again just want a scenario where players are bad at PvP when the game wasn't as old and knowledge wasn't as vast. The average player has improved to a point where they don't just light attack and sit in a stun for 5 seconds until they die (some still do but this isn't the average.) Realistically there were a lot of broken aspects of the game back in those days, the game is at a more balanced point than it was the vast majority of patches, regardless of what people want to complain about. The glory days of beating on fodder players are gone, this happens with every game as it ages.
Artisian0001 wrote: »MincMincMinc wrote: »What sucks for us is that vengeance probably could have been loads better. Dare I say the "eso classic" people want.
In the ideal scenario they would have done the vengeance pve/pvp split skills and item code. Done the "alpha" test with the basic rules in the first test. Then they should have immediately worked on making vengeance closer to a middle ground game with all the core game elements people want. Like consumables, basic stat sets, enchants, etc.
What probably happened was that the corporate side of things demanded constant engineering answers and number reports to justify spending money on PvP. Thus we got stuck doing the tests as they developed vengeance little by little.
Very much this. They've demonstrated the technical format of being able to literally give us a replica 1.5 server in the form of a PvP campaign. If it had all the passives to make the classes feel more distinct and gave dynamic ult gen, Vengeance would be vastly superior lol.
People said the same thing about wanting no proc but that camp was dead immediately. People who ask for the "glory days" of ESO to come back again just want a scenario where players are bad at PvP when the game wasn't as old and knowledge wasn't as vast. The average player has improved to a point where they don't just light attack and sit in a stun for 5 seconds until they die (some still do but this isn't the average.) Realistically there were a lot of broken aspects of the game back in those days, the game is at a more balanced point than it was the vast majority of patches, regardless of what people want to complain about. The glory days of beating on fodder players are gone, this happens with every game as it ages.
I'm a hardline 1.5 want-er but I never saw any future in the no-proc campaign. Similar to thinking Vengeance is a facsimile to the old days, it's not even close. There is some truth to the whole "people as a whole have improved" and so it wouldn't totally be the same, yes this is true. But it goes deeper than that. When I talk about 1.5 days, I'm talking about specific under-the-hood mechanics that were in place. Things like soft-caps which prevented hyper-min-max homogenization specializations. Dynamic ult gen which rewarded fighting outnumbered behavior in a risk vs reward manner. You hit multiple enemies, you build faster ult, while the outnumbering force in a strict relative term generates less ultimate to spam on you. And by extension yes, there were a limited number of sets which is where the no-proc supporters hearkened to. No-proc failed because it was trying to apply one single facet from the "old days" while maintaining every other change that deteriorated or bloated the game as a cohesive whole. And ofc, there's the restrictions issue in the current growing environment. So ultimately as much as I hate proc sets, I also don't see their removal as something feasible.
From my own pov; if I'm going to play in a special rule-set campaign, then they need to just quit beating around bush and just give a full replica old-school server to test with. Not the gimmicky vengeance where everything is just strip-bear with new sky ambience and enb lighting. All passives, all sets in the modern age, all classes, Champion points enabled. But have soft-caps, dynamic ult gen, out of combat ultimate generation, regenerate stamina while blocking, ground oils, group-cap back to 24, etc etc, I can't remember all the other stuff that have been "removed." Point I'm getting at is, I want a "test" where we clash all the current mess like hybridization and pit it in the -same- environment with all the other legacy stuff active simultaneously. Kinda like a sloppy joe, see if it can cook something interesting. It's a test, let's have some real fun with it.
BardokRedSnow wrote: »Says who, says the players all in Grey Host and not Vengeance the dead campaign. Which has been dead since after the first test once incentives were gone.BardokRedSnow wrote: »You mean the ones that had them make Vengeance in the first place?BardokRedSnow wrote: »the statistics the devs will be reading
GH will never grow in population. Vengeance will.
Big fish in a small pond fear the ocean.
Maybe if you keep saying it despite reality, it'll become true.
Vengeance has only shrunk since it's conception.
says who?
You do this every thread. Add something to the conversation as an adult or ignore my posts.
BardokRedSnow wrote: »Says who, says the players all in Grey Host and not Vengeance the dead campaign. Which has been dead since after the first test once incentives were gone.BardokRedSnow wrote: »You mean the ones that had them make Vengeance in the first place?BardokRedSnow wrote: »the statistics the devs will be reading
GH will never grow in population. Vengeance will.
Big fish in a small pond fear the ocean.
Maybe if you keep saying it despite reality, it'll become true.
Vengeance has only shrunk since it's conception.
says who?
You do this every thread. Add something to the conversation as an adult or ignore my posts.
Brother seriously. When you give a real answer you will stop being challanged. You do not know what number each bar represents in each campaign. You do not go into Vengence, so yes bring the receipts and the questions stop.
Brother seriously. When you give a real answer you will stop being challanged. You do not know what number each bar represents in each campaign. You do not go into Vengence, so yes bring the receipts and the questions stop.
Hi all, thanks for the continued discussion here. We want to share a point of consideration as we are seeing some comments around population when talking about the in-game graphs. The in-game population bar is representative of the current participants in a campaign, relative to the max cap of that campaign. So for example, if Gray Host is at 360/360, but Vengeance is 450/900, the graph will show Gray Host as 100% capacity while Vengeance is at 50%, even though Vengeance has more players. We wanted to provide that as you continue your conversations about population overall.
BardokRedSnow wrote: »Says who, says the players all in Grey Host and not Vengeance the dead campaign. Which has been dead since after the first test once incentives were gone.BardokRedSnow wrote: »You mean the ones that had them make Vengeance in the first place?BardokRedSnow wrote: »the statistics the devs will be reading
GH will never grow in population. Vengeance will.
Big fish in a small pond fear the ocean.
Maybe if you keep saying it despite reality, it'll become true.
Vengeance has only shrunk since it's conception.
says who?
You do this every thread. Add something to the conversation as an adult or ignore my posts.
Brother seriously. When you give a real answer you will stop being challanged. You do not know what number each bar represents in each campaign. You do not go into Vengence, so yes bring the receipts and the questions stop.
Brother seriously. When you give a real answer you will stop being challanged. You do not know what number each bar represents in each campaign. You do not go into Vengence, so yes bring the receipts and the questions stop.
Why do people keep saying we don't have the numbers? We do, if you believe what was shared recently by kevin.Hi all, thanks for the continued discussion here. We want to share a point of consideration as we are seeing some comments around population when talking about the in-game graphs. The in-game population bar is representative of the current participants in a campaign, relative to the max cap of that campaign. So for example, if Gray Host is at 360/360, but Vengeance is 450/900, the graph will show Gray Host as 100% capacity while Vengeance is at 50%, even though Vengeance has more players. We wanted to provide that as you continue your conversations about population overall.
This comment suggest that one bar in GH is equal to 40 players, with a pop locked faction being 120 players and a pop locked GH being 360 players. If we're to assume vengeance is truly capped at 900 and the bars are proportional to that number, then 1 bar = 100 players, a pop locked faction is 300 players, and a pop locked campaign is 900 players.
We also know that on the PC UI, one bar can represent anywhere from 1-40 players (GH) or 1-100 players (veng).
Based on these numbers, we can confidently say that even with the population cap discrepancies between the two campaigns, GH consistently had more players than vengeance every single night, not even including the fact that GH had a queue most nights that I checked.
Please let me know if I am missing something here, because there seems to be a TON of people harping on the population cap difference like it is relevant considering the numbers we've been provided.
Let's not forget that one of their main stated goals for vengeance was to allow for a "900 player cap" in order to have more massive battles, at the cost of stripping away everything that makes ESO combat fun and unique. If there aren't anywhere near that number of people willing to play it after they've done this, what even is the point of pursuing it further?
Artisian0001 wrote: »If the people who were tasked with making vengeance were instead tasked with reducing performance issues in Greyhost by improving and cleaning up existing code, reducing redundancies, fixing the decade old issue of memory leak without having to take the entire server down, reducing unnecessary particles and calculations, along with an enormous list of other things I can name, the community would be happier, and more people would be able to play PvP while at the same time having less performance issues. Like I said before, this just falls on deaf ears because the minority is loud and complains, and will never cease complaining because they just want to be able to avoid everything they dislike (players more skilled than them, players in groups larger than theirs, mechanics they don't like.)
Over time, pre hardware upgrade, we recognized that the combination of new systems, ability complexity scope creep, uncapping of area effects, etc, was drastically pushing the limit of what we and players considered 'a reasonable expectation of increased latency at higher populations', and we either needed to adjust populations further, or investigate the issue at its core. In attempt to avoid hindering player experience too much, we opted for the latter. Two efforts immediately began to account for this - a general pass on gameplay systems focused on optimization in mass PvP environments, and the hardware upgrade. While the former would inevitably become a long-term effort, evolving into today's Vengeance campaign, the hardware upgrade provided an immediate measurable result that was easily noticeable and overwhelmingly positive.
...
This was somewhat expected with limited changes to gameplay, and after some investigation the result simply led us back to the secondary efforts noted above, and is in part why we've made such a drastic shift towards something like Vengeance more recently. Even before exploring Vengeance, we made many changes that aimed to reduce some of the load that comes with hundreds of players engaging in combat - some of these changes were very visible and announced (early changes to core mechanics like sprint and block, area effect improvements, etc.), while others were made silently in the background with no expected changes to gameplay experience. These changes resulted in noticeable improvements in specific scenarios, but had no impact on others, and it can be difficult to identify problem areas and make improvements while not drastically changing player experience across the game as a whole.
...
While the results of Vengeance are overwhelmingly positive from a performance standpoint, we've already identified degradation at the same levels as Greyhost, albeit at much lower frequencies.
What metrics are you using? Your gut feelings?BardokRedSnow wrote: »Not a single day alongside greyhost was vengeance more active.
What metrics are you using? Your gut feelings?BardokRedSnow wrote: »Not a single day alongside greyhost was vengeance more active.
It was about the same to me, the 1 circle zerg fight and 1 pvdoor fight. I didn't actually play that much because I'm sick of these "tests" just give us the real thing already. Cyro loses a lot of appeal without a persistent environment, which these "tests" do NOT provide.
For how many hours per day? I'd estimate 18 hours where it's 1/1/1 Vengeance vs 1/1/1 Gray Host, both pretty dead but GH is an officially identified corpse at 1 bar.YandereGirlfriend wrote: »Vengeance 1-1-1 = (0 to 100) + (0 to 100) + (0 to 100) = population range of 0 to 300.
Grey Host Lock-Lock-Lock = 120 + 120 + 120 = 360 with more waiting in the queue.
For how many hours per day? I'd estimate 18 hours where it's 1/1/1 Vengeance vs 1/1/1 Gray Host, both pretty dead but GH is an officially identified corpse at 1 bar.YandereGirlfriend wrote: »Vengeance 1-1-1 = (0 to 100) + (0 to 100) + (0 to 100) = population range of 0 to 300.
Grey Host Lock-Lock-Lock = 120 + 120 + 120 = 360 with more waiting in the queue.
They don't matter enough to keep the server active 24/7. Yes, this means it is dead.YandereGirlfriend wrote: »prime time North American hours are highly obviously what matter for PC-NA
BardokRedSnow wrote: »I think whatever amount of players are "boycotting" will be counter balanced by the amount of players who dont even know greyhost is back because they dont frequent forums or see zone chat gossip, which is a lot of players.
They don't matter enough to keep the server active 24/7. Yes, this means it is dead.YandereGirlfriend wrote: »prime time North American hours are highly obviously what matter for PC-NA
MorallyBipolar wrote: »spartaxoxo wrote: »This isn't it's final form so it's hard to say. No new stuff is being added but they're going to be looking at its damage/healing balance.
If they can't fix Grey Host they can't develop a new system that will work properly either.
How is this self evident truth not obvious to everyone?
They don't matter enough to keep the server active 24/7. Yes, this means it is dead.YandereGirlfriend wrote: »prime time North American hours are highly obviously what matter for PC-NA
spartaxoxo wrote: »BardokRedSnow wrote: »I think whatever amount of players are "boycotting" will be counter balanced by the amount of players who dont even know greyhost is back because they dont frequent forums or see zone chat gossip, which is a lot of players.
Some of the people who like Gray Host are in the very same PvP groups that are also boycotting, afaik. They know full well that Grey Host is active because their PvP guilds them. I'm not saying everyone is but I've seen enough of zone chat to know it's a thing.
Gray Host's population cap is pretty small.
They don't matter enough to keep the server active 24/7. Yes, this means it is dead.YandereGirlfriend wrote: »prime time North American hours are highly obviously what matter for PC-NA
MorallyBipolar wrote: »They don't matter enough to keep the server active 24/7. Yes, this means it is dead.YandereGirlfriend wrote: »prime time North American hours are highly obviously what matter for PC-NA
Dead for you maybe. The side by side "test" showed that essentially nobody will play vengeance even if it's the only option. This isn't an opinion. This is what we saw for a week of side by side vengeance and GH.
We get it. You don't like Cyrodiil PvP anymore. That's you. The rest of us still want ZOS to do their jobs and fix normal live Cyrodiil. Fixing normal live Cyrodiil will bring more people back to ESO while mandated vengeance will drive the what's left of the PvP community from the game.
Artisian0001 wrote: »They don't matter enough to keep the server active 24/7. Yes, this means it is dead.YandereGirlfriend wrote: »prime time North American hours are highly obviously what matter for PC-NA
When people are off work and able to play the game GH is populated and vengeance is not. Why does GH need to be pop locked all day? It still out populates vengeance. If GH is dead by your metric because it isn't pop locked all day long, what is vengeance then which is smaller than it?
MorallyBipolar wrote: »spartaxoxo wrote: »BardokRedSnow wrote: »I think whatever amount of players are "boycotting" will be counter balanced by the amount of players who dont even know greyhost is back because they dont frequent forums or see zone chat gossip, which is a lot of players.
Some of the people who like Gray Host are in the very same PvP groups that are also boycotting, afaik. They know full well that Grey Host is active because their PvP guilds them. I'm not saying everyone is but I've seen enough of zone chat to know it's a thing.
Gray Host's population cap is pretty small.
The players who refuse to play vengeance now will continue to refuse to play vengeance in the future. So your argument is that ZOS should mandate vengeance?
Vengeance has been a fail by every measure. It will continue to fail for one very simple, very obvious reason: If ZOS can't make Grey Host run smoothly they can't make vengeance run smoothly either.
people work jobs other than American 9-5Artisian0001 wrote: »Why does GH need to be pop locked all day?
What metrics are you using? Your gut feelings?BardokRedSnow wrote: »Not a single day alongside greyhost was vengeance more active.
It was about the same to me, the 1 circle zerg fight and 1 pvdoor fight. I didn't actually play that much because I'm sick of these "tests" just give us the real thing already. Cyro loses a lot of appeal without a persistent environment, which these "tests" do NOT provide.