Number of PVE zones: 41
Number of PVP zones: 2
why there are too few PVP zones in ESO, may i ask?
Lord_Archaic wrote: »Now more than ever, since its release I always looked at the City and its Sewers and wondered: Why? It could be much better suited as an endgame PvE fixture. It's supposed to be the place we need to join together as tamriel to expell Molag Bal's hold on Tamriel, but it is no more than Little Cyrodiil.
You could have it kept competitive by making it still be alliance centric, ie only allowing groups of the same alliance as it is. You could have it be which alliance collects the most Tel Var in a single Campaign, with leaderboards of individual contribution at the top. For rank specific rewards to drive motivation to get that high on the board.
You increase the difficulty, up to trial levels of difficult mobs and zone bosses, increase the Telvar requirements for rewards, as there wouldn't be anymore losses by player kills. And make it alliance locked when you join that campaign series.
UnabashedlyHonest wrote: »Lord_Archaic wrote: »Now more than ever, since its release I always looked at the City and its Sewers and wondered: Why? It could be much better suited as an endgame PvE fixture. It's supposed to be the place we need to join together as tamriel to expell Molag Bal's hold on Tamriel, but it is no more than Little Cyrodiil.
You could have it kept competitive by making it still be alliance centric, ie only allowing groups of the same alliance as it is. You could have it be which alliance collects the most Tel Var in a single Campaign, with leaderboards of individual contribution at the top. For rank specific rewards to drive motivation to get that high on the board.
You increase the difficulty, up to trial levels of difficult mobs and zone bosses, increase the Telvar requirements for rewards, as there wouldn't be anymore losses by player kills. And make it alliance locked when you join that campaign series.
Why can't we have a PvP option for every PvE zone?
The way I see it is imperial city is small group PvPvE. Don’t get me wrong I hate imperial city but I think it’s fine as a pvp zone. I’m sure it could do with improvements to make it more enjoyed, like easier solo tel var farm and no-cp (WITH PROC) but it’s fine as a pvp zone to me.
Lord_Archaic wrote: »4 different pvp playstyles verses 2 pve playstyles.
Urzigurumash wrote: »Lord_Archaic wrote: »4 different pvp playstyles verses 2 pve playstyles.
Cyro, BGs, Dueling, IC
Dungeons, Trials, Solo Arenas, World Bosses, Quests
4 PvP modes, 5 PvE modes
What IC needs is a Leaderboard and a Mayoralty buff
IC and bg is Cyrodiil for smaller groups. And you forgot about stealing, dark brotherhood, crafting. So it's 2 PvP modes vs 6 pve - so unbalanced.Lord_Archaic wrote: »World bosses and quests fall under overland content, A trial is just a dungeon with 12 people instead of 4, a solo arena is a dungeon for 1. I'm open to have solo arenas be a third item, but it's still unbalanced 3-4. Compromise: Have a PvE lobby for The City/Sewers, but then you'll see no one in the PvP instances, and why would you? The only ones that actively want it kept around are PKers and griefers.
IC and bg is Cyrodiil for smaller groups. And you forgot about stealing, dark brotherhood, crafting. So it's 2 PvP modes vs 6 pve - so unbalanced.Lord_Archaic wrote: »World bosses and quests fall under overland content, A trial is just a dungeon with 12 people instead of 4, a solo arena is a dungeon for 1. I'm open to have solo arenas be a third item, but it's still unbalanced 3-4. Compromise: Have a PvE lobby for The City/Sewers, but then you'll see no one in the PvP instances, and why would you? The only ones that actively want it kept around are PKers and griefers.
Do not get into modes that do not interest you and do not ask them to change. They won't change. There have already been many "only pve" people like you and they have all sunk into oblivion with their ideas about pve cyro or IC.
So you trying to casually farm tel vars in IC and some evil nightblade kill you?Lord_Archaic wrote: »The only ones that actively want it kept around are PKers and griefers.
So you trying to casually farm tel vars in IC and some evil nightblade kill you?Lord_Archaic wrote: »The only ones that actively want it kept around are PKers and griefers.
[snip]
Lord_Archaic wrote: »The way I see it is imperial city is small group PvPvE. Don’t get me wrong I hate imperial city but I think it’s fine as a pvp zone. I’m sure it could do with improvements to make it more enjoyed, like easier solo tel var farm and no-cp (WITH PROC) but it’s fine as a pvp zone to me.
Having PvPvE zone that is "Fine" for PvP, makes it not Fine for PvE. You can't be both. Forcing players to engage in PvP will always lead up to a smaller player base in those areas. And will lead newer player exploring the areas to learn: Oh I shouldn't come here, there's no reward to being here. If you make a zone have the option of PvP, you'll see a large influx of players around when it's first launched and then the playerbase drops off the cliff real quick.
Take Rare and Sea of Thieves, it'd be a great casual game, have lots of users, but they went the route of allowing forced PvP. And as such you see a large chunk of players up and leave. You can't even suggest or even ask about PvE lobbies in their forums without the thread being locked and having the mods blame the players that hate PvP or wanting a PvE lobby for not liking the game as is.
So again, PvE and PvP does not mix, it will always devolve into PvP. It can't be both.
........There hasnt been major new pvp content for almost 20 updates I think.
Number of PVE zones: 41
Number of PVP zones: 2
why there are too few PVP zones in ESO, may i ask?
VaranisArano wrote: »Why is IC still a PVP zone?
A. Because ZOS generally isn't in the business of taking away gameplay from players, and yes, giving players an easy PVE-only version of the zone would take away gameplay. Tell me that PVP players wouldn't go to the easier version to get skyshards, etc.......
Lord_Archaic wrote: »VaranisArano wrote: »Why is IC still a PVP zone?
A. Because ZOS generally isn't in the business of taking away gameplay from players, and yes, giving players an easy PVE-only version of the zone would take away gameplay. Tell me that PVP players wouldn't go to the easier version to get skyshards, etc.......
If they did make a PvE only instance of the City/Sewer there would not be any gameplay lost as there is PvP elsewhere in the game. And I said in an earlier post that of course everyone would abandon the PvP instance for a PvE instance of the city.
When you have a choice of being forced into PvP when there is another option, whenever possible the majority will choose not PvP, because when you just want to play the game.
And to the PvE content itself in the sewers, I have no idea what the center area in the sewers even looks like, I can only guess from what the loading screen looks like. I have never been able to make it that far without running into groups of PKers If you want to compromise, make the sewers PvE and the City Proper PvP. The PvE-ers get to do sewers, and the PvPers get to participate in little Cyro.
Here's an idea for PvPing in the City/ Sewers:
To initiate PvP in the City, an alliance needs to own the flags of all 6 districts. Now the players that attack the flags allow for retaliatory defenders. There may have to be cooldown times or a limit for PvE-ers back into the city, or make it like Cyro Proper where each flag needs to be flipped, but when that happens, thats where the cooldown timer starts.
Now for the Sewers: First off, the central area is a neutral zone(non-PvP). But each triad of the sewer is where the danger is. The alliance that owns a specific wing are able to start the PvP encounter; meaning if you're EP, you'll be safe in your section of the sewer from attacks from other alliances, but when you venture into DC/AD territory, you can be attacked from the people in that zone. To promote risk/reward for this, you get stunted telvar in your safe zones and the central neutral zone, but you gain an increased amount of telvar in PvP danger zones. Same with the City Proper, stunted when PvP isn't active but increased when it is.
For telvar loss, in PvP, it is increases to total lost on death, but the killing player/s gain 25%. Death to PvE monsters is 75% loss.
VaranisArano wrote: »Lord_Archaic wrote: »VaranisArano wrote: »Why is IC still a PVP zone?
A. Because ZOS generally isn't in the business of taking away gameplay from players, and yes, giving players an easy PVE-only version of the zone would take away gameplay. Tell me that PVP players wouldn't go to the easier version to get skyshards, etc.......
If they did make a PvE only instance of the City/Sewer there would not be any gameplay lost as there is PvP elsewhere in the game. And I said in an earlier post that of course everyone would abandon the PvP instance for a PvE instance of the city.
When you have a choice of being forced into PvP when there is another option, whenever possible the majority will choose not PvP, because when you just want to play the game.
And to the PvE content itself in the sewers, I have no idea what the center area in the sewers even looks like, I can only guess from what the loading screen looks like. I have never been able to make it that far without running into groups of PKers If you want to compromise, make the sewers PvE and the City Proper PvP. The PvE-ers get to do sewers, and the PvPers get to participate in little Cyro.
Here's an idea for PvPing in the City/ Sewers:
To initiate PvP in the City, an alliance needs to own the flags of all 6 districts. Now the players that attack the flags allow for retaliatory defenders. There may have to be cooldown times or a limit for PvE-ers back into the city, or make it like Cyro Proper where each flag needs to be flipped, but when that happens, thats where the cooldown timer starts.
Now for the Sewers: First off, the central area is a neutral zone(non-PvP). But each triad of the sewer is where the danger is. The alliance that owns a specific wing are able to start the PvP encounter; meaning if you're EP, you'll be safe in your section of the sewer from attacks from other alliances, but when you venture into DC/AD territory, you can be attacked from the people in that zone. To promote risk/reward for this, you get stunted telvar in your safe zones and the central neutral zone, but you gain an increased amount of telvar in PvP danger zones. Same with the City Proper, stunted when PvP isn't active but increased when it is.
For telvar loss, in PvP, it is increases to total lost on death, but the killing player/s gain 25%. Death to PvE monsters is 75% loss.
Have you considered that everyone abandoning the PvP IC for the PVE version is in fact a loss of gameplay for the people
Yeah...I'm gonna say that's a bad deal. How on earth do you think that's a fair suggestion for PVPers?