VincentBlanquin wrote: »in theory, if you have strong character strong class it can works. but game isnt only for hardcores. wait until see bigger picture
mousekime111rwb17_ESO wrote: »VincentBlanquin wrote: »in theory, if you have strong character strong class it can works. but game isnt only for hardcores. wait until see bigger picture
Casuals can just join 20man zergsquads like they do in overworld cyro SAFETY IN NUMBERS BRAH.
If this were an ideal world where everyone had the same resources maybe that would make sense.
But it isn't, and we don't. Someone who's based in Australia or New Zealand is operating at a significant disadvantage compared to an American in the same state as the US server. Someone using broadband is at a disadvantage over someone using fibre. These differences will be highlighted come the patch, because of the efforts to reduce PvP burst.
Should PvPers be rewarded for killing other players? Yes, absolutely. But connecting one players loss to another players gain directly makes every act in PvP no long 'just a game'. It's personal. You are actively and deliberately preventing their progression for the sake of your own enjoyment.
You don't drop AP, yet people are attracted to PVPing in Cyro
mousekime111rwb17_ESO wrote: »Seriously though, with so many ways to SECURE the Tel-Var stones as is, there needs to be some element of risk reward and some incentive for people to seek out PvP and make it interesting.
If you don't drop your Tel-Var stones on death then people won't be attracted to PvPing within the imperial city.
If you don't drop your Tel-Var stones on death then people will continually grind Imperial City for hours on end with reckless abandon.
If you don't drop your Tel-Var stones on death then there will be no incentive to do the quests (the secure boxes of Tel-Var stones).
If you don't drop your Tel-Var stones on death then EVERYONE will be running around with a 4x multiplier on their pickups and it will TRIVIALIZE end game gearing.
That you do drop your Tel-Var stones on death means that you have to be cautious.
That you do drop your Tel-Var stones on death means that you'll maybe seek out less popular locations for safety sake.
That you do drop your Tel-Var stones on death means you'll think twice about diving in to fight that stinky Elf who thought that boss was theirs to fight.
That you do drop your Tel-Var stones on death means the satisfaction of making it back to safety with a big haul is so much greater.
That you do drop your Tel-Var stones on death means that when you turn around and kill that 'ganking troll' and pick up 20k Tel-Var stones because he got cocky and didn't bank them you'll know he won't be there quite as often from now on in.
This is a great mechanic that adds far more to your experience than it takes. Step away from your need for instant gratification and enjoy the roller-coaster of emotions that this will provide you with instead of whining until it's nerfed to another mindless unemotional grind.
To keep the game going, both sides need to have fun. If you lower the number to 50% (or something else, discuss), winners keep their rewards and thrill of the kill, but losers don't feel like their effort was completely wasted. Do you think it would be better than 100%?
If this were an ideal world where everyone had the same resources maybe that would make sense.
But it isn't, and we don't. Someone who's based in Australia or New Zealand is operating at a significant disadvantage compared to an American in the same state as the US server. Someone using broadband is at a disadvantage over someone using fibre. These differences will be highlighted come the patch, because of the efforts to reduce PvP burst.
Should PvPers be rewarded for killing other players? Yes, absolutely. But connecting one players loss to another players gain directly makes every act in PvP no long 'just a game'. It's personal. You are actively and deliberately preventing their progression for the sake of your own enjoyment.
mousekime111rwb17_ESO wrote: »VincentBlanquin wrote: »in theory, if you have strong character strong class it can works. but game isnt only for hardcores. wait until see bigger picture
Casuals can just join 20man zergsquads like they do in overworld cyro SAFETY IN NUMBERS BRAH.
I'm all for it and I'm not at all the best at PVP.
Something with some level of tactics and difficulty is needed. And this is definitely a good move. They also said things may change depending upon feedback from the PTS. So, if you don't like this, download the PTS and make yourself heard rather than having endless complaint threads here.
Should PvPers be rewarded for killing other players? Yes, absolutely. But connecting one players loss to another players gain directly makes every act in PvP no long 'just a game'. It's personal. You are actively and deliberately preventing their progression for the sake of your own enjoyment.
mousekime111rwb17_ESO wrote: »Seriously though, with so many ways to SECURE the Tel-Var stones as is, there needs to be some element of risk reward and some incentive for people to seek out PvP and make it interesting.
If you don't drop your Tel-Var stones on death then people won't be attracted to PvPing within the imperial city.
If you don't drop your Tel-Var stones on death then people will continually grind Imperial City for hours on end with reckless abandon.
If you don't drop your Tel-Var stones on death then there will be no incentive to do the quests (the secure boxes of Tel-Var stones).
If you don't drop your Tel-Var stones on death then EVERYONE will be running around with a 4x multiplier on their pickups and it will TRIVIALIZE end game gearing.
That you do drop your Tel-Var stones on death means that you have to be cautious.
That you do drop your Tel-Var stones on death means that you'll maybe seek out less popular locations for safety sake.
That you do drop your Tel-Var stones on death means you'll think twice about diving in to fight that stinky Elf who thought that boss was theirs to fight.
That you do drop your Tel-Var stones on death means the satisfaction of making it back to safety with a big haul is so much greater.
That you do drop your Tel-Var stones on death means that when you turn around and kill that 'ganking troll' and pick up 20k Tel-Var stones because he got cocky and didn't bank them you'll know he won't be there quite as often from now on in.
This is a great mechanic that adds far more to your experience than it takes. Step away from your need for instant gratification and enjoy the roller-coaster of emotions that this will provide you with instead of whining until it's nerfed to another mindless unemotional grind.
VincentBlanquin wrote: »mousekime111rwb17_ESO wrote: »VincentBlanquin wrote: »in theory, if you have strong character strong class it can works. but game isnt only for hardcores. wait until see bigger picture
Casuals can just join 20man zergsquads like they do in overworld cyro SAFETY IN NUMBERS BRAH.
i think you know very well that most casuals rather quit than join zergsquad
Sithisvoid wrote: »All it does is accentuate the gap between players. With all the backlash about vet ranks and CP all this will do is give even more Bad PR and go a long way to ending the franchise. No matter what pvp players say TES will ALWAYS be a pve game and pve needs to be first.
Sithisvoid wrote: »All it does is accentuate the gap between players. With all the backlash about vet ranks and CP all this will do is give even more Bad PR and go a long way to ending the franchise. No matter what pvp players say TES will ALWAYS be a pve game and pve needs to be first.
This is something I can earn just as fast as the better players. Probably by grouping with some of them. CPs are a time gate. Thats the difference.
Sithisvoid wrote: »Sithisvoid wrote: »All it does is accentuate the gap between players. With all the backlash about vet ranks and CP all this will do is give even more Bad PR and go a long way to ending the franchise. No matter what pvp players say TES will ALWAYS be a pve game and pve needs to be first.
This is something I can earn just as fast as the better players. Probably by grouping with some of them. CPs are a time gate. Thats the difference.
No what i mean is the guys with the high number of CP? Yeah they took all your stuff. They are going to sit on top and wreck anyone who tries to do anything. I mean it's whatever. I'm grinding CP all day so it's gonna be me, I just feel bad for the rest of the players.
Pangnirtung wrote: »Both PVPers and PVEers need spaces in the game where they can independently get the same rewards, armor, experience, etc.
For all that I care, the Imperial City could be strictly PVP and 100% loss on death of EVERYTHING not just the stones.
Just the same, give me places in the game where I can enjoy the game with the same cool armor and weapons that the Imperial CIty offers without being forced to PVP to get it.
mousekime111rwb17_ESO wrote: »Seriously though, with so many ways to SECURE the Tel-Var stones as is, there needs to be some element of risk reward and some incentive for people to seek out PvP and make it interesting.
If you don't drop your Tel-Var stones on death then people won't be attracted to PvPing within the imperial city.
If you don't drop your Tel-Var stones on death then people will continually grind Imperial City for hours on end with reckless abandon.
If you don't drop your Tel-Var stones on death then there will be no incentive to do the quests (the secure boxes of Tel-Var stones).
If you don't drop your Tel-Var stones on death then EVERYONE will be running around with a 4x multiplier on their pickups and it will TRIVIALIZE end game gearing.
That you do drop your Tel-Var stones on death means that you have to be cautious.
That you do drop your Tel-Var stones on death means that you'll maybe seek out less popular locations for safety sake.
That you do drop your Tel-Var stones on death means you'll think twice about diving in to fight that stinky Elf who thought that boss was theirs to fight.
That you do drop your Tel-Var stones on death means the satisfaction of making it back to safety with a big haul is so much greater.
That you do drop your Tel-Var stones on death means that when you turn around and kill that 'ganking troll' and pick up 20k Tel-Var stones because he got cocky and didn't bank them you'll know he won't be there quite as often from now on in.
This is a great mechanic that adds far more to your experience than it takes. Step away from your need for instant gratification and enjoy the roller-coaster of emotions that this will provide you with instead of whining until it's nerfed to another mindless unemotional grind.