I blame the impulse-spamming, cannon-balling zergs.Zershar_Vemod wrote: »Used to get much more xp in PvP during beta, then the crying started and it was nerfed to the ground. I honestly doubt we'll ever get that amount of xp gain back..
Yolokin_Swagonborn wrote: »PvP XP gain needs to be looked at in the long run but here are a few simple things they can do for now,
The major problem with the current quests it that they either easy to finish (killing 20 players in thornblade can take 5 minutes during a big siege) or they are inconvenient (i.e. you have the wrong quest for the wrong keep).
It is a major time sink to keep porting back to the spawn zone every 10-15 to turn these in or try to have one person in your group share them. PvP'ers dont need time sinks or incentives to stay in the game. We like to kill things, that is time sink enough.
The objectives of PvP quests should be increased to keep more players in the field. Here are a few suggestions.
- Create a kill 100 players quest, with scaled up experience and AP (i.e. quest gives 5x more XP and AP than the kill 20). You would select this quest instead of the kill 20 as they would conflict.
- Create a "Capture 6 resources" quest, again, scaled up 6x XP and AP gain over the capture Aleswell mine quest.
- Create a "Capture 3 keeps" quest, scaled as well.
These could all be placed on a new "challenge board" next to the other bounty and pvp quest boards. Picking one of these quests prevents you from taking the normal kill 20 or capture X resource until you turn it it.
Correct me if I am wrong but the current the bounty quests are only available once per day. So 1 Day of PvP = kill 20 Players + 20 x 4 classes = 100 kills that you get credit for per day.
Even if the challenges were only dailies, adding this challenge board would double the potential XP gain per day from killing players alone not to mention the resource challenges.
PvE'ers can keep doing different quests for more XP. There is no (current) limitation on the amount of quests you can do in a day. PvP content is more repetitive in nature but also completely different. There should be no limit to the amount of XP you should get from that if you are doing what you want to do.
I blame the impulse-spamming, cannon-balling zergs.Zershar_Vemod wrote: »Used to get much more xp in PvP during beta, then the crying started and it was nerfed to the ground. I honestly doubt we'll ever get that amount of xp gain back..
I blame the impulse-spamming, cannon-balling zergs.Zershar_Vemod wrote: »Used to get much more xp in PvP during beta, then the crying started and it was nerfed to the ground. I honestly doubt we'll ever get that amount of xp gain back..
Wrong. It was the whiners crying about that they would out level their PVE zone if they go for a couple of hours of PvP.
Yolokin_Swagonborn wrote: »I blame the impulse-spamming, cannon-balling zergs.Zershar_Vemod wrote: »Used to get much more xp in PvP during beta, then the crying started and it was nerfed to the ground. I honestly doubt we'll ever get that amount of xp gain back..
Wrong. It was the whiners crying about that they would out level their PVE zone if they go for a couple of hours of PvP.
If something is broken or nerfed in PvP, you can usually safely assume it had the potential to mildly inconvenience some PvE carebear and it got changed on their behalf.
Their influence over a portion of the game they don't even play is astounding.
Yolokin_Swagonborn wrote: »I blame the impulse-spamming, cannon-balling zergs.Zershar_Vemod wrote: »Used to get much more xp in PvP during beta, then the crying started and it was nerfed to the ground. I honestly doubt we'll ever get that amount of xp gain back..
Wrong. It was the whiners crying about that they would out level their PVE zone if they go for a couple of hours of PvP.
If something is broken or nerfed in PvP, you can usually safely assume it had the potential to mildly inconvenience some PvE carebear and it got changed on their behalf.
Their influence over a portion of the game they don't even play is astounding.
Yolokin_Swagonborn wrote: »I blame the impulse-spamming, cannon-balling zergs.Zershar_Vemod wrote: »Used to get much more xp in PvP during beta, then the crying started and it was nerfed to the ground. I honestly doubt we'll ever get that amount of xp gain back..
Wrong. It was the whiners crying about that they would out level their PVE zone if they go for a couple of hours of PvP.
If something is broken or nerfed in PvP, you can usually safely assume it had the potential to mildly inconvenience some PvE carebear and it got changed on their behalf.
Their influence over a portion of the game they don't even play is astounding.
Given that PvP is the reason many pvers get screwed by skill changes I find the statement ironic.
That aside,, PvP, dungeons, trials and DSA need bigger xp rewards. No one wants to mob grind for their CP.
Francescolg wrote: »Don't forget that raising pvp-exp (/cp) gain will favorize the organized raid groups that simply are farming 24/h. So, while the (better) organized PvE groups stay stucked to "limitations by content", the organized PvP-group can farm as crazy.
(This gets all nullified by the argument that out of the maintime, there's as good as no pvp but THIS is another argument of a dieing game)
Whatever they do, an aequiibrium of points gained will never be possible!
Lets look at the easiest form of CP-gain, the single player doing PvP or PvE-single player-Quests.
In this case the less skilled player will obviously choose PvE for CP-farming, while classes as a NB will have a better position in PvP (ganking). Just for the 1-man scenario.
I fear that many players, who are not such successfull in PvP will simply leave it, and we already haven't many casuals left in PvP
Francescolg wrote: »Don't forget that raising pvp-exp (/cp) gain will favorize the organized raid groups that simply are farming 24/h. So, while the (better) organized PvE groups stay stucked to "limitations by content", the organized PvP-group can farm as crazy.
(This gets all nullified by the argument that out of the maintime, there's as good as no pvp but THIS is another argument of a dieing game)
Whatever they do, an aequiibrium of points gained will never be possible!
Lets look at the easiest form of CP-gain, the single player doing PvP or PvE-single player-Quests.
In this case the less skilled player will obviously choose PvE for CP-farming, while classes as a NB will have a better position in PvP (ganking). Just for the 1-man scenario.
I fear that many players, who are not such successfull in PvP will simply leave it, and we already haven't many casuals left in PvP
Well, there is already diminishing returns on AP for farming .. ehm .. bad players. If someone dies a lot, make them worth less XP too.
cozmon3c_ESO wrote: »XP gain in PVP is going to pale to PVE
Always has, and this needs to change. we need to be equally rewarded for doing things players like to do. right now its, lets find and awesome grind spot, woohoo fun!!!! lol.
What do pvp players like doing in pvp, well i think its safe to say we like to kill people, and yet we are barely rewarded for that, hell ive been playing a year and when 1.6 comes out ill only have 65 champion points to spend, lol. that shows the crazy disparity there, i guarantee all pve players have there 70 champion points at the start.
Fix
-Give more xp per player kill
-Give more xp for quests in cyrodiil based on pvping.
-give us more daily quests for pvping along side the kill quests board, spread out between the gates. like for example (kill 20 players higher ranked then you). (kill 20 players lower ranked then you). (kill 20 players higher champion level then you) (kill 20 people lower champion rank then you). (kill 200 players). (Take 50 resources). (Take 25 keeps). (Be present for 4 scroll turn ins) (kill 100 dragon knights and templars). (kill 100 sorcerers and night blades) (Kill 100 sorcerers and dragon knights) (kill 100 night blades and templars). (kill five bosses in delves). (do 10 quests in towns (like cheydenhal)) etc.
see its easy to add more quests into cyrodiil, i can come up with these all day. yet we have a bunch of bounty boards and only one involves actually pvping, lol.
david.haypreub18_ESO wrote: »I have no idea why ZOS has been so stingy with PvP xp, and I think that the problem is going to get MUCH worse in 1.6.
PvPers will be forced to do a lot of PvE if they hope to get competitive... that is not good for the game.
Francescolg wrote: »Don't forget that raising pvp-exp (/cp) gain will favorize the organized raid groups that simply are farming 24/h. So, while the (better) organized PvE groups stay stucked to "limitations by content", the organized PvP-group can farm as crazy.
(This gets all nullified by the argument that out of the maintime, there's as good as no pvp but THIS is another argument of a dieing game)
Whatever they do, an aequiibrium of points gained will never be possible!
Lets look at the easiest form of CP-gain, the single player doing PvP or PvE-single player-Quests.
In this case the less skilled player will obviously choose PvE for CP-farming, while classes as a NB will have a better position in PvP (ganking). Just for the 1-man scenario.
I fear that many players, who are not such successfull in PvP will simply leave it, and we already haven't many casuals left in PvP
david.haypreub18_ESO wrote: »I have no idea why ZOS has been so stingy with PvP xp, and I think that the problem is going to get MUCH worse in 1.6.
PvPers will be forced to do a lot of PvE if they hope to get competitive... that is not good for the game.
I believe the concern they have stated is "win-trading" in cyrodiil. I think they are worried that if the XP bonuses were too high people would sell spots in "win-trade-groups" and stuff (which would be bad). I personally would like more XP gains in cyro though, and I think you could do it where win-trading wasn't very easy or possible but who knows. I blame the black alliance.