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Why are we still doing Vengence?

TaCoSlurpY
TaCoSlurpY
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Even after the layoffs please for the love of god look at your game and notice nobody is playing vengence!!!!!!
  • LarsS
    LarsS
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    Well on PC/EU there were more people on Vengeance then ona locked Gray Host.
    GM for The Daggerfall Authority EU PC
  • TaCoSlurpY
    TaCoSlurpY
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    On PS5 it’s dead. Everytime vengeance is on there ain’t no bars in PVP. Dead boring looking for fight and a ton of PvDoor.
  • biovitalb16_ESO
    biovitalb16_ESO
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    Why? Because the other 200 employees want to be fired as well.
  • DenverRalphy
    DenverRalphy
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    TaCoSlurpY wrote: »
    On PS5 it’s dead. Everytime vengeance is on there ain’t no bars in PVP. Dead boring looking for fight and a ton of PvDoor.

    PSNA about 2 minutes ago (6:40pm Eastern).

    ba6yp9g7lsjn.jpg
  • Jaavaa
    Jaavaa
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    Xbox Na dead too.
  • Luneca
    Luneca
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    Good question, especially since the answer to the question is already known before the "test".

    There must be a massive disconnect between the teams at ZOS that design sets and scenarios and the actual programmers tasked with implementing them. Or there is no technical lead looking at the performance cost of these sets and abilities at a scale out of isolation.

    Either way, the result is what you see: the game won't run well even in a "limited fashion" once you unstrip the game mode from it's basic form. But that much was obvious to anyone that's ever actually designed an algorithm or system that needed to be efficient, or knows the cost of doing work esp. with floating point at a scale.

    I don't understand what they were expecting the result to be. It's lagging, and it's lagging as expected? That would be an impressive feat to observe if it wasn't already observable and concludable from the start.

    Had ZOS actually put testing into determining if a new system of grouping and categorizing players into general sets of enemies and allies globally tracked and then referenced as a master for all set, skills, and abilities to work off and implemented something like that this cycle, that would have been a different thing to consider as far as testing and conclusions go.

    But there's no way that is what is being tested. From the start, you can clearly tell that the methods being used to process set interactions aren't any different than the ones in GH/Live. So what's the point? To conclude that which was already concluded before and known?

    Instead what's going on now just gives the feeling that they are doing the test to "show" that they care, but nothing will really result besides a stripped down experience in the end.

    I'd be surprised if ZOS, after the cuts, decided to actually use the manpower they have to bother making a new system and updating the backend to that extent because they certainly weren't interested at any other point in this game's history when this problem needed addressing from the start even in the beta.

    I'm not buying PR when the results show otherwise.
  • Seraphayel
    Seraphayel
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    TaCoSlurpY wrote: »
    On PS5 it’s dead. Everytime vengeance is on there ain’t no bars in PVP. Dead boring looking for fight and a ton of PvDoor.

    PSNA about 2 minutes ago (6:40pm Eastern).

    ba6yp9g7lsjn.jpg

    Same on EU. Nobody bothers with Vengeance. Waste of resources, I don’t know why ZOS is so stubborn to go through with it anyway.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Eldovar
    Eldovar
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    Those 'nobody there' seem to be mainly console issues.

    On PCEU I couldn't run for 2 minutes without stumbling upon a group of reds and blues.

    I had massive fights two evenings in a row and could barely follow zone chat because it went so fast.
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