Lord_Archaic wrote: »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?
See, that statement of yours is equal proportionally applied to the PvE content of the city. Having forced PvP is a loss of gameplay for those who want to PvE But not PvP. It's just as bad a deal for casual players that want to explor the city or it's sewers, but are unable to due to violent players. Why is it fair to PvE-ers to have explicit PvE content and be unallowed to complete it?
VaranisArano wrote: »Lord_Archaic wrote: »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?
See, that statement of yours is equal proportionally applied to the PvE content of the city. Having forced PvP is a loss of gameplay for those who want to PvE But not PvP. It's just as bad a deal for casual players that want to explor the city or it's sewers, but are unable to due to violent players. Why is it fair to PvE-ers to have explicit PvE content and be unallowed to complete it?
You've misunderstood Imperial City completely if you think any part of it is PVE content, so this is a false dichotomy.
From the very beginning, plastered over every promotional material ZOS wrote, it's very clearly a mixed PvP/PvE zone. It still is, which is why it's very clearly included in Whitestrake's Mayhem.
Sources for your perusal:"The dangers of Imperial City and the Sewers below are best suited for small groups of adventurers, but highly skilled warriors have been known to strike out on their own. While exploring and fighting your way through the Imperial City, be prepared to face not only Molag Bal's forces, but also enemy players from the opposing alliances. Rewards that are unmatched in power await those who are brave enough to enter the Imperial City and claim them. Fight Molag Bal's personal guard, the elite Xivkyn, and other invaders from Coldharbour to win Tel Var Stones, the currency used to trade for mighty Veteran Rank 16 armor sets. But be on your guard—enemy Alliance members lurk around every corner throughout the Imperial Districts and Sewers. Should you fall to an enemy player, they can claim your hard-earned Tel Var Stones in their own quest for glory."
-Imperial City Launch Details, https://www.elderscrollsonline.com/en-us/news/post/25357“Since Tel Var Stones are so sought after and valuable, there is also a chance that you could lose yours. If a monster or enemy player within the Imperial City manages to kill your character, you will lose 50% of the Tel Var Stones you were carrying—and the enemy player will get all of them (split among anyone who helped to subdue you.) You will be able to see the amount of stones you lost in your death recap window. You can't lose Tel Var Stones outside the Imperial City (Districts and Sewers.)
“In order to prevent high loses, you can deposit your Tel Var Stones in your personal bank; any banker in Tamriel is more than happy to accept them. All the Tel Var Stones in your bank are safe and can't be lost if your player character dies in the Imperial City. Of course, after you deposited your stones and carry no more on you, your multiplier will reset, too.
“For those who want to avoid any risk, we've added quests, including repeatable ones, in the Imperial City that will reward you with a Tel Var Stone box. Unlike with Tel Var Stones you get by killing monsters and enemy-alliance player characters, you won't lose these boxes if your character is slain. You can take these boxes to your home base, open them in safety, and deposit all the Tel Var Stones inside straight into your bank. Doing so will prevent these stones from increasing your multiplier, but it keeps them safe. Or you just open them right where you got them … deciding if the risk is worth it is up to you!’
Source: Imperial City Tel Var Guide https://www.elderscrollsonline.com/en-gb/guides/imperialcitytelvar
This is a common misconception that PVErs somehow "own" skyshards and quests just because the rest of the game has PVE-only zones.
That's not true in the mixed PVE/PVP zones like Cyrodiil and Imperial City where the Devs intended for you to quest and skyshard hunt in the middle of fighting with enemy players...as you can see in their own words above. Or, you know, you could review Whitestrake's Mayhem, which explicitly talks about fighting enemy players while you do the quests that award you tickets? Source: https://www.elderscrollsonline.com/en-us/news/post/62567
That perception of PVE entitlement to the reward of a mixed PVP/PVE zone is incredibly tiresome. And as someone who initially hated PVP and did the Imperial City quest on my PVE Stam sorc, I have a lot of sympathy for PVEers who are scared. But being scared or failing doesn't entitle anyone to the rewards of Imperial City (any more than it would entitle players to the rewards of Vet Trials they can't or won't do.) You gotta get over the fear and get good enough to get 'er done, which IME isn't actually all that hard. That's one of the reasons why I write a guide for the Mayhem event that's geared towards players who've trying out PVP for the first time.
Lord_Archaic wrote: »VaranisArano wrote: »Lord_Archaic wrote: »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?
See, that statement of yours is equal proportionally applied to the PvE content of the city. Having forced PvP is a loss of gameplay for those who want to PvE But not PvP. It's just as bad a deal for casual players that want to explor the city or it's sewers, but are unable to due to violent players. Why is it fair to PvE-ers to have explicit PvE content and be unallowed to complete it?
You've misunderstood Imperial City completely if you think any part of it is PVE content, so this is a false dichotomy.
From the very beginning, plastered over every promotional material ZOS wrote, it's very clearly a mixed PvP/PvE zone. It still is, which is why it's very clearly included in Whitestrake's Mayhem.
Sources for your perusal:"The dangers of Imperial City and the Sewers below are best suited for small groups of adventurers, but highly skilled warriors have been known to strike out on their own. While exploring and fighting your way through the Imperial City, be prepared to face not only Molag Bal's forces, but also enemy players from the opposing alliances. Rewards that are unmatched in power await those who are brave enough to enter the Imperial City and claim them. Fight Molag Bal's personal guard, the elite Xivkyn, and other invaders from Coldharbour to win Tel Var Stones, the currency used to trade for mighty Veteran Rank 16 armor sets. But be on your guard—enemy Alliance members lurk around every corner throughout the Imperial Districts and Sewers. Should you fall to an enemy player, they can claim your hard-earned Tel Var Stones in their own quest for glory."
-Imperial City Launch Details, https://www.elderscrollsonline.com/en-us/news/post/25357“Since Tel Var Stones are so sought after and valuable, there is also a chance that you could lose yours. If a monster or enemy player within the Imperial City manages to kill your character, you will lose 50% of the Tel Var Stones you were carrying—and the enemy player will get all of them (split among anyone who helped to subdue you.) You will be able to see the amount of stones you lost in your death recap window. You can't lose Tel Var Stones outside the Imperial City (Districts and Sewers.)
“In order to prevent high loses, you can deposit your Tel Var Stones in your personal bank; any banker in Tamriel is more than happy to accept them. All the Tel Var Stones in your bank are safe and can't be lost if your player character dies in the Imperial City. Of course, after you deposited your stones and carry no more on you, your multiplier will reset, too.
“For those who want to avoid any risk, we've added quests, including repeatable ones, in the Imperial City that will reward you with a Tel Var Stone box. Unlike with Tel Var Stones you get by killing monsters and enemy-alliance player characters, you won't lose these boxes if your character is slain. You can take these boxes to your home base, open them in safety, and deposit all the Tel Var Stones inside straight into your bank. Doing so will prevent these stones from increasing your multiplier, but it keeps them safe. Or you just open them right where you got them … deciding if the risk is worth it is up to you!’
Source: Imperial City Tel Var Guide https://www.elderscrollsonline.com/en-gb/guides/imperialcitytelvar
This is a common misconception that PVErs somehow "own" skyshards and quests just because the rest of the game has PVE-only zones.
That's not true in the mixed PVE/PVP zones like Cyrodiil and Imperial City where the Devs intended for you to quest and skyshard hunt in the middle of fighting with enemy players...as you can see in their own words above. Or, you know, you could review Whitestrake's Mayhem, which explicitly talks about fighting enemy players while you do the quests that award you tickets? Source: https://www.elderscrollsonline.com/en-us/news/post/62567
That perception of PVE entitlement to the reward of a mixed PVP/PVE zone is incredibly tiresome. And as someone who initially hated PVP and did the Imperial City quest on my PVE Stam sorc, I have a lot of sympathy for PVEers who are scared. But being scared or failing doesn't entitle anyone to the rewards of Imperial City (any more than it would entitle players to the rewards of Vet Trials they can't or won't do.) You gotta get over the fear and get good enough to get 'er done, which IME isn't actually all that hard. That's one of the reasons why I write a guide for the Mayhem event that's geared towards players who've trying out PVP for the first time.
To return to an ealier suggestion in which nothing is lost for your sense of PvP, make the city Proper the area in which players PvP, and the Sewers the Place where those that want to can PvE in peace. Nothing is lost here in your words. There's still an area in which PvP occurs, and there's a place where PvE occurs.
VaranisArano wrote: »Lord_Archaic wrote: »VaranisArano wrote: »Lord_Archaic wrote: »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?
See, that statement of yours is equal proportionally applied to the PvE content of the city. Having forced PvP is a loss of gameplay for those who want to PvE But not PvP. It's just as bad a deal for casual players that want to explor the city or it's sewers, but are unable to due to violent players. Why is it fair to PvE-ers to have explicit PvE content and be unallowed to complete it?
You've misunderstood Imperial City completely if you think any part of it is PVE content, so this is a false dichotomy.
From the very beginning, plastered over every promotional material ZOS wrote, it's very clearly a mixed PvP/PvE zone. It still is, which is why it's very clearly included in Whitestrake's Mayhem.
Sources for your perusal:"The dangers of Imperial City and the Sewers below are best suited for small groups of adventurers, but highly skilled warriors have been known to strike out on their own. While exploring and fighting your way through the Imperial City, be prepared to face not only Molag Bal's forces, but also enemy players from the opposing alliances. Rewards that are unmatched in power await those who are brave enough to enter the Imperial City and claim them. Fight Molag Bal's personal guard, the elite Xivkyn, and other invaders from Coldharbour to win Tel Var Stones, the currency used to trade for mighty Veteran Rank 16 armor sets. But be on your guard—enemy Alliance members lurk around every corner throughout the Imperial Districts and Sewers. Should you fall to an enemy player, they can claim your hard-earned Tel Var Stones in their own quest for glory."
-Imperial City Launch Details, https://www.elderscrollsonline.com/en-us/news/post/25357“Since Tel Var Stones are so sought after and valuable, there is also a chance that you could lose yours. If a monster or enemy player within the Imperial City manages to kill your character, you will lose 50% of the Tel Var Stones you were carrying—and the enemy player will get all of them (split among anyone who helped to subdue you.) You will be able to see the amount of stones you lost in your death recap window. You can't lose Tel Var Stones outside the Imperial City (Districts and Sewers.)
“In order to prevent high loses, you can deposit your Tel Var Stones in your personal bank; any banker in Tamriel is more than happy to accept them. All the Tel Var Stones in your bank are safe and can't be lost if your player character dies in the Imperial City. Of course, after you deposited your stones and carry no more on you, your multiplier will reset, too.
“For those who want to avoid any risk, we've added quests, including repeatable ones, in the Imperial City that will reward you with a Tel Var Stone box. Unlike with Tel Var Stones you get by killing monsters and enemy-alliance player characters, you won't lose these boxes if your character is slain. You can take these boxes to your home base, open them in safety, and deposit all the Tel Var Stones inside straight into your bank. Doing so will prevent these stones from increasing your multiplier, but it keeps them safe. Or you just open them right where you got them … deciding if the risk is worth it is up to you!’
Source: Imperial City Tel Var Guide https://www.elderscrollsonline.com/en-gb/guides/imperialcitytelvar
This is a common misconception that PVErs somehow "own" skyshards and quests just because the rest of the game has PVE-only zones.
That's not true in the mixed PVE/PVP zones like Cyrodiil and Imperial City where the Devs intended for you to quest and skyshard hunt in the middle of fighting with enemy players...as you can see in their own words above. Or, you know, you could review Whitestrake's Mayhem, which explicitly talks about fighting enemy players while you do the quests that award you tickets? Source: https://www.elderscrollsonline.com/en-us/news/post/62567
That perception of PVE entitlement to the reward of a mixed PVP/PVE zone is incredibly tiresome. And as someone who initially hated PVP and did the Imperial City quest on my PVE Stam sorc, I have a lot of sympathy for PVEers who are scared. But being scared or failing doesn't entitle anyone to the rewards of Imperial City (any more than it would entitle players to the rewards of Vet Trials they can't or won't do.) You gotta get over the fear and get good enough to get 'er done, which IME isn't actually all that hard. That's one of the reasons why I write a guide for the Mayhem event that's geared towards players who've trying out PVP for the first time.
To return to an ealier suggestion in which nothing is lost for your sense of PvP, make the city Proper the area in which players PvP, and the Sewers the Place where those that want to can PvE in peace. Nothing is lost here in your words. There's still an area in which PvP occurs, and there's a place where PvE occurs.
Just because you seem to struggle with the concept of designing a mixed PVE/PVP zone doesn't mean it doesn't exist.
It means that players will fight NPCs at the same time as they fight enemy players. That's pretty clear from the sources I listed, but I'll repeat ZOS' words for you: "While exploring and fighting your way through the Imperial City, be prepared to face not only Molag Bal's forces, but also enemy players from the opposing alliances."
You may not care for mixed PvE/PvP. But that's exactly what ZOS intended. ZOS in no way intended for there to be a PVE-only, safe part of the Imperial City for Tel Var farming, just like there's no way to avoid the heaps and heaps of NPC mobs, minibosses, and powerful wandering world bosses while you PVP. It's a mixed PvE/PvP zone.
And you are incorrect about something being lost.
Status Quo: Players who like Imperial City have mixed PvE/PvP in the City and the Sewers as the Devs designed and intended.
Your suggestion: Players who like Imperial City as it is now get to PVP in the city Proper, but not at all in the Sewers, which become a PVE-only farming zone.
That's a loss for anyone who likes the status quo, bud. And as I've previously discussed, the status quo works just fine for ZOS and also for the loads of people who go to IC during events whether they like it or not.
It's a gain for anyone who wants a PVE-only safe way to grind their Tel Var, I'll grant that, but since ZOS never intended to give you that in the first place, I think its a poorly thought out, selfish idea designed to take away the current intended gameplay we've had for years and replace it with something you want more.
P.S. If you want to nitpick and say that any zone where PVP occurs becomes a PvP zone and therefore PvEers need their space too, please reread that bolded quote and understand that ZOS intended for there to be PvP happening everywhere in the Imperial City.
If by your definition any PvP means it's a PvP zone, then clearly ZOS intended for Imperial City to be a PvP zone.
Lord_Archaic wrote: »VaranisArano wrote: »Lord_Archaic wrote: »VaranisArano wrote: »Lord_Archaic wrote: »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?
See, that statement of yours is equal proportionally applied to the PvE content of the city. Having forced PvP is a loss of gameplay for those who want to PvE But not PvP. It's just as bad a deal for casual players that want to explor the city or it's sewers, but are unable to due to violent players. Why is it fair to PvE-ers to have explicit PvE content and be unallowed to complete it?
You've misunderstood Imperial City completely if you think any part of it is PVE content, so this is a false dichotomy.
From the very beginning, plastered over every promotional material ZOS wrote, it's very clearly a mixed PvP/PvE zone. It still is, which is why it's very clearly included in Whitestrake's Mayhem.
Sources for your perusal:"The dangers of Imperial City and the Sewers below are best suited for small groups of adventurers, but highly skilled warriors have been known to strike out on their own. While exploring and fighting your way through the Imperial City, be prepared to face not only Molag Bal's forces, but also enemy players from the opposing alliances. Rewards that are unmatched in power await those who are brave enough to enter the Imperial City and claim them. Fight Molag Bal's personal guard, the elite Xivkyn, and other invaders from Coldharbour to win Tel Var Stones, the currency used to trade for mighty Veteran Rank 16 armor sets. But be on your guard—enemy Alliance members lurk around every corner throughout the Imperial Districts and Sewers. Should you fall to an enemy player, they can claim your hard-earned Tel Var Stones in their own quest for glory."
-Imperial City Launch Details, https://www.elderscrollsonline.com/en-us/news/post/25357“Since Tel Var Stones are so sought after and valuable, there is also a chance that you could lose yours. If a monster or enemy player within the Imperial City manages to kill your character, you will lose 50% of the Tel Var Stones you were carrying—and the enemy player will get all of them (split among anyone who helped to subdue you.) You will be able to see the amount of stones you lost in your death recap window. You can't lose Tel Var Stones outside the Imperial City (Districts and Sewers.)
“In order to prevent high loses, you can deposit your Tel Var Stones in your personal bank; any banker in Tamriel is more than happy to accept them. All the Tel Var Stones in your bank are safe and can't be lost if your player character dies in the Imperial City. Of course, after you deposited your stones and carry no more on you, your multiplier will reset, too.
“For those who want to avoid any risk, we've added quests, including repeatable ones, in the Imperial City that will reward you with a Tel Var Stone box. Unlike with Tel Var Stones you get by killing monsters and enemy-alliance player characters, you won't lose these boxes if your character is slain. You can take these boxes to your home base, open them in safety, and deposit all the Tel Var Stones inside straight into your bank. Doing so will prevent these stones from increasing your multiplier, but it keeps them safe. Or you just open them right where you got them … deciding if the risk is worth it is up to you!’
Source: Imperial City Tel Var Guide https://www.elderscrollsonline.com/en-gb/guides/imperialcitytelvar
This is a common misconception that PVErs somehow "own" skyshards and quests just because the rest of the game has PVE-only zones.
That's not true in the mixed PVE/PVP zones like Cyrodiil and Imperial City where the Devs intended for you to quest and skyshard hunt in the middle of fighting with enemy players...as you can see in their own words above. Or, you know, you could review Whitestrake's Mayhem, which explicitly talks about fighting enemy players while you do the quests that award you tickets? Source: https://www.elderscrollsonline.com/en-us/news/post/62567
That perception of PVE entitlement to the reward of a mixed PVP/PVE zone is incredibly tiresome. And as someone who initially hated PVP and did the Imperial City quest on my PVE Stam sorc, I have a lot of sympathy for PVEers who are scared. But being scared or failing doesn't entitle anyone to the rewards of Imperial City (any more than it would entitle players to the rewards of Vet Trials they can't or won't do.) You gotta get over the fear and get good enough to get 'er done, which IME isn't actually all that hard. That's one of the reasons why I write a guide for the Mayhem event that's geared towards players who've trying out PVP for the first time.
To return to an ealier suggestion in which nothing is lost for your sense of PvP, make the city Proper the area in which players PvP, and the Sewers the Place where those that want to can PvE in peace. Nothing is lost here in your words. There's still an area in which PvP occurs, and there's a place where PvE occurs.
Just because you seem to struggle with the concept of designing a mixed PVE/PVP zone doesn't mean it doesn't exist.
It means that players will fight NPCs at the same time as they fight enemy players. That's pretty clear from the sources I listed, but I'll repeat ZOS' words for you: "While exploring and fighting your way through the Imperial City, be prepared to face not only Molag Bal's forces, but also enemy players from the opposing alliances."
You may not care for mixed PvE/PvP. But that's exactly what ZOS intended. ZOS in no way intended for there to be a PVE-only, safe part of the Imperial City for Tel Var farming, just like there's no way to avoid the heaps and heaps of NPC mobs, minibosses, and powerful wandering world bosses while you PVP. It's a mixed PvE/PvP zone.
And you are incorrect about something being lost.
Status Quo: Players who like Imperial City have mixed PvE/PvP in the City and the Sewers as the Devs designed and intended.
Your suggestion: Players who like Imperial City as it is now get to PVP in the city Proper, but not at all in the Sewers, which become a PVE-only farming zone.
That's a loss for anyone who likes the status quo, bud. And as I've previously discussed, the status quo works just fine for ZOS and also for the loads of people who go to IC during events whether they like it or not.
It's a gain for anyone who wants a PVE-only safe way to grind their Tel Var, I'll grant that, but since ZOS never intended to give you that in the first place, I think its a poorly thought out, selfish idea designed to take away the current intended gameplay we've had for years and replace it with something you want more.
P.S. If you want to nitpick and say that any zone where PVP occurs becomes a PvP zone and therefore PvEers need their space too, please reread that bolded quote and understand that ZOS intended for there to be PvP happening everywhere in the Imperial City.
If by your definition any PvP means it's a PvP zone, then clearly ZOS intended for Imperial City to be a PvP zone.
In your own words you have said it is a false dichotomy to say ANY part of the city is PvE. You yourself have that people shouldn't PvE there or face the wrath of those there strictly to PvP.
If I've misunderstood something about the creation of the City and it's Sewers, it's that what the Devs originally had in mind only comes about once a year During Midyear. The PvE content in the City or it's Sewers is largely unplayable again due to people who make it their sole purpose to hunt down and kill PvE-ers. Whatever intention may have been had, went out the window with the bath water when it's initial release set in.
The status quo for the city is if you try to PvE, you will be hunted and killed until you leave. And then the next group that tries to PvE will be hunted and killed. I have never seen a large group PvEing in the city outside of MyM, it just doesn't happen, because when it does, griefers in other alliances comes in equal force and murders everyone. The rule in the City is if you PvE, you Die.
Lord_Archaic wrote: »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?
See, that statement of yours is equal proportionally applied to the PvE content of the city. Having forced PvP is a loss of gameplay for those who want to PvE But not PvP. It's just as bad a deal for casual players that want to explor the city or it's sewers, but are unable to due to violent players. Why is it fair to PvE-ers to have explicit PvE content and be unallowed to complete it?
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.
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.
As someone who has been to the center of the sewers a few times I will tell you this: you CANNOT do the fight there as a solo player. It's hard as a group, you're best off even having a tank and a healer. The drops from the center sewer boss are also limited to 12 people. I have not had anyone attack during the fight but I would not want to lose out on my drops because some other alliance person came in and decided to leech. Also, because it's not solo-friendly, there's no problem getting there because you're a group in the first place. Actually, this carries over to topside too where I find groups of PvErs to be scarier than a random PvPer because a group of PvErs can and often will PvP because they have strength in numbers. They also are unavoidable as they are after the same things while PvPers can be avoided by moving a few districts over and watching out. There is no direct divide between PvErs and PvPers. And tel var and associated rewards are based in imperial city being a PvPvE zone, leaning towards PvP. The tel var + alliance rank armor motif set was even described as for dedicated pvpers. Imperial City should not be turned into an only PvE zone at all. The PvP risk comes with the location and the rewards... and this is coming from someone who only goes there with the intent to PvE.
Man IC sewers back on release was amazing. I remember giant battles in arena district where everyone was just having a blast. Miss those days.
Man IC sewers back on release was amazing. I remember giant battles in arena district where everyone was just having a blast. Miss those days.
Yea it's sad, they took away a PvP mode that anyone could immediately jump into and enjoy, and tried to make it into a competitive moba or something. The general mechanical hostility towards solos and pugs makes no sense in what's ultimately a casual game where that's how the majority of players come in, not as tryhard premades.Necrotech_Master wrote: »i remember that stuff too, all of this was killed because of the surface respawn restrictions due to needing to own a flag to respawn there
xylena_lazarow wrote: »Man IC sewers back on release was amazing. I remember giant battles in arena district where everyone was just having a blast. Miss those days.Yea it's sad, they took away a PvP mode that anyone could immediately jump into and enjoy, and tried to make it into a competitive moba or something. The general mechanical hostility towards solos and pugs makes no sense in what's ultimately a casual game where that's how the majority of players come in, not as tryhard premades.Necrotech_Master wrote: »i remember that stuff too, all of this was killed because of the surface respawn restrictions due to needing to own a flag to respawn there
Lord_Archaic wrote: »Number of PVE zones: 41
Number of PVP zones: 2
why there are too few PVP zones in ESO, may i ask?
If you think one PvE zone is any different than any other PvE zone, then you're attacking the argument incorrectly.
Currently, there are 4 different PvP experiences: Cyrodiil with mass groups of players and seiging, Imperial City/Sewers with small groups of guerrilla tactics, BGs with 3 teams fighting over objectives, and one on one duels that can take place virtually anywhere. For PvE you have two.
You have your overworld, which is your questing and zone activities like daedric incursions and world bosses. Nothing new in any new zone we see. In necrom theres gonna be some type of daedric incursions, a few world bosses and delves. And then you have the Underworld activites which are your dungeons, trials, and solo arenas. Which for all intents and purposes are classified as one because they're derivative of dungeons. Trials are just dungeons with tougher enemies, and solo arenas are just dungeons to test a player's mettle.
When a change comes to the PvE sandbox, is because it affected pvp players the most. PvP is given preferential treatment because that is where you're gonna have your more hardcore players. Whenever there's hard backlash that the devs listen to, it comes from the PvP side of players.
In the last 20 updates PvE got 10 new Zones, 20 dungeons and 5 trials while PvP got 0 new Cyrodiil or IC like zones, few new battlegrounds very long ago and 0 new duells. Maybe the PvE zones, dungeons and trials are all done after the same zone/dungeon/trial concept, maybe you see them as copys of each other, but PvP modes didnt even get one copy of an existing concept and now you even want to take away IC from them, so PvP actually would loose content. Despite new PvE zones, dungeons and Trials beeing done after old concept and not beeing the first and only PvE zones, dungeons and Trials in game, they are still the main content of every of the last 20 updates and developers spent almost all their ressoursses for new content on them so saying there wasnt new PvE content in 20 updates is wrong.Lord_Archaic wrote: »........There hasnt been major new pvp content for almost 20 updates I think.
You saying there hasn't been a change to PvP in like 20 updates is no different than saying there hasn't been a change to PvE in 20 updates either.
Each chapter zone has had the same elements every single iteration, has been this way since summerset dropped. So answer me this: Why should I play Necrom when I know exactly what's going to happen and everthing it's going have? Why should anyone play it over any previous zone? Because this is what its going to have:
Judging on the size of the landmass, it'll be another 6 world bosses, 6 delves, more than likely in keeping with previous chapters, it will have 6 or 7 incursion spots. These are your vents, geysers, dragons, etc. And associated dailies to go with them. You're gonna want to be saving all your reward crates for until after the second or third patch after it drops for the furnishing plans and motifs that will be added into them.
There's gonna be 6 or 7 Necrom Main Quests; and from what they've shown us we're going to be more than likely investigating some reports with a telvanni mage or that one's gone missing and it will lead to either Herma Mora being released or him controlling the telvanni mage to do his bidding to gain some type of forbidden telvanni secret, and thus we the adventurer have to stop the telvanni secret from getting out to prevent the telvanni from being ruined.... Yada yada yada.
Nothing's changed in PvE either, that's the whole point, boo hoo, so we have "more" zones. Well guess what, they are the same. They haven't changed the chapter zone formula since summerset.
ZoS have said they wanted to move away from cataclysmic narratives and more geopolitical, what more geopolitical than Herma Mora getting his slimy tentacles on juicy telvanni secrets? I'm guessing that's what the underlying tones to the dungeons were, him ripping holes through time to find a good spot to start the search, and scriveners to find the info in which time to start looking.
"There's always an alien battle cruiser, or a corellian death ray, or an intergalactic plague that's about to wipe out life on this miserable little planet. The only way these people get on with their happy little lives is if they do not know about it."
To drive this point home, do you know what the "Illusion of Choice" is? It's a very powerful tool in a game developer's arsenal, they've been deploying it since what.....2016? The base game zones, those are all the same, just different textures. You're not doing anything differently in those zones that you wouldn't be doing in anyother, unless you're in the rift on x1na, in which case: May God have mercy on your soul.
The only exception is on the off years in between new projects for ESO like murkmire, wrothgar, Hew's Bane, Gold Coast. These places where designed to be small in nature with little to no extra content. Now you may argue: "Oh but what about the DB/TG dailies?" Alright I'll concede that, one point to you, but it's just one type of quest element created to satiate the player base in between chapter cycles. One they didn't bother changing too much, ie instead of not killing anyone, you gotta kill everyone.
Now, before you bring up the elephants in the room: Craglorn. Yes, at it's launch, Craglorn was for all intents and purposes supposed to be group endgame content. However, with recent years of constantly evolving DPS explosions, Craglorn has become 97% Solo-able, with the remaining 3% the Trials located within. Not any of the delves, WBs public dungeons, skyreach or spellscar instances require groups to complete. They'd be nice to have, but they're no longer required. So a solo-able zone like everyother zone, so it goes onto the stack of zones that share it's playability with the others.
And Tales of Tribute: Introduced with High Isle, it was flashy, grabbed eyes, and turned heads. And then it largely died, at least on x1na. Everyone I've spoken to about it, that have acces to it, says that it's cool, but they don't really play it. Those that want the rewards from tribute, like tapestries or misc mats are able to buy them. So they don't bother with playing it. So sure, another point to you,
So if your eyes glazed over at this dissertation I decided to write, here's the TL;DR synopsis again:
The large PvE zones aren't diferent than any other zone. They've been recycling the same zone elements since 2016 and are carbon copies of each other. Dungeons, trials, and solo arenas are the same, they just require different number of players to complete them.
P.s. To those that say the City/Sewers could do with a pvp leaderboard....
Trust me you do not want that. And here's why: the uber hardcore Cyro PvPers will descend on the city to kick you out of it. They will take what ever it is that lies at the top of that leaderboard and the six capture points that surround it and you will never touch it.
spawn restrictions are stupid if every alliance has their own spawn anyways and you can get to each other spawn of your alliance by using ladder from your district to base than ladder from base to other district, you dont enter territory other alliances can enter and only have 2 annoying loading screens.xylena_lazarow wrote: »Remove spawn restrictions, bring back the endless Memorial brawl.
Cap telvar winnings based on how much you wager yourself.
I'm fine with that, going up against someone with no interest or effort for PvP doesn't feel like PvP.adriant1978 wrote: »I do wish there was either a PvE instance or a way of flagging oneself as not participating in PvP purely for the purposes of doing the quests and seeing the story.
adriant1978 wrote: »PvP'ers have little enough content already without taking the IC away from them.
That said, I do wish there was either a PvE instance or a way of flagging oneself as not participating in PvP purely for the purposes of doing the quests and seeing the story. This would of course need to be appropriately restricted with no AP, no Tel Var, no PvP set drops, no nothing that is supposed to be earned through PvP.
I've played the IC storyline exactly once, around when it was launched and everyone was doing it so there was strength in numbers, and unlike the completely missable "quests" in Cyrodiil proper I found it engaging and with interesting lore implications. I'd never dare try to go there and see the story again now though.
VaranisArano wrote: »adriant1978 wrote: »PvP'ers have little enough content already without taking the IC away from them.
That said, I do wish there was either a PvE instance or a way of flagging oneself as not participating in PvP purely for the purposes of doing the quests and seeing the story. This would of course need to be appropriately restricted with no AP, no Tel Var, no PvP set drops, no nothing that is supposed to be earned through PvP.
I've played the IC storyline exactly once, around when it was launched and everyone was doing it so there was strength in numbers, and unlike the completely missable "quests" in Cyrodiil proper I found it engaging and with interesting lore implications. I'd never dare try to go there and see the story again now though.
That's the one version of a PVE Imperial City I support. Story Mode only, no rewards (no fish, no skyshards, no nothing, just quests).
I really enjoyed the quests (which I ran on a PVE-character, though I know how to PVP). And I think it's a shame that lots of players won't see it because they don't want to risk PVP.
Lord_Archaic wrote: »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]
I couldn't care less about telvar, whether is telvar or AP isn't the issue. The issue is mixing PvE and PvP, always has been. And let's be frank, the rewards for the telvar....not that great. Oooh a daedra skin, or a scamp.....I got 10 of those.....
[edited to remove quote]
VaranisArano wrote: »adriant1978 wrote: »PvP'ers have little enough content already without taking the IC away from them.
That said, I do wish there was either a PvE instance or a way of flagging oneself as not participating in PvP purely for the purposes of doing the quests and seeing the story. This would of course need to be appropriately restricted with no AP, no Tel Var, no PvP set drops, no nothing that is supposed to be earned through PvP.
I've played the IC storyline exactly once, around when it was launched and everyone was doing it so there was strength in numbers, and unlike the completely missable "quests" in Cyrodiil proper I found it engaging and with interesting lore implications. I'd never dare try to go there and see the story again now though.
That's the one version of a PVE Imperial City I support. Story Mode only, no rewards (no fish, no skyshards, no nothing, just quests).
I really enjoyed the quests (which I ran on a PVE-character, though I know how to PVP). And I think it's a shame that lots of players won't see it because they don't want to risk PVP.
Necrotech_Master wrote: »VaranisArano wrote: »adriant1978 wrote: »PvP'ers have little enough content already without taking the IC away from them.
That said, I do wish there was either a PvE instance or a way of flagging oneself as not participating in PvP purely for the purposes of doing the quests and seeing the story. This would of course need to be appropriately restricted with no AP, no Tel Var, no PvP set drops, no nothing that is supposed to be earned through PvP.
I've played the IC storyline exactly once, around when it was launched and everyone was doing it so there was strength in numbers, and unlike the completely missable "quests" in Cyrodiil proper I found it engaging and with interesting lore implications. I'd never dare try to go there and see the story again now though.
That's the one version of a PVE Imperial City I support. Story Mode only, no rewards (no fish, no skyshards, no nothing, just quests).
I really enjoyed the quests (which I ran on a PVE-character, though I know how to PVP). And I think it's a shame that lots of players won't see it because they don't want to risk PVP.
how would you get around the fact the quests themselves offer tel var coffers as rewards? you get about 2-3k tel var just doing the story quests (1k for the last quest, about 500 per other quest)
not to mention a "story" mode zone with no rewards would be even more dead than the regular zone, so dead in fact that it might not even be worth the server resources to spin up the instance
VaranisArano wrote: »Necrotech_Master wrote: »VaranisArano wrote: »adriant1978 wrote: »PvP'ers have little enough content already without taking the IC away from them.
That said, I do wish there was either a PvE instance or a way of flagging oneself as not participating in PvP purely for the purposes of doing the quests and seeing the story. This would of course need to be appropriately restricted with no AP, no Tel Var, no PvP set drops, no nothing that is supposed to be earned through PvP.
I've played the IC storyline exactly once, around when it was launched and everyone was doing it so there was strength in numbers, and unlike the completely missable "quests" in Cyrodiil proper I found it engaging and with interesting lore implications. I'd never dare try to go there and see the story again now though.
That's the one version of a PVE Imperial City I support. Story Mode only, no rewards (no fish, no skyshards, no nothing, just quests).
I really enjoyed the quests (which I ran on a PVE-character, though I know how to PVP). And I think it's a shame that lots of players won't see it because they don't want to risk PVP.
how would you get around the fact the quests themselves offer tel var coffers as rewards? you get about 2-3k tel var just doing the story quests (1k for the last quest, about 500 per other quest)
not to mention a "story" mode zone with no rewards would be even more dead than the regular zone, so dead in fact that it might not even be worth the server resources to spin up the instance
You act like its impossible to remove the quest rewards when ZOS would already be removing the PVP flags and all the other rewards from the rest of the content in a completely rewardless story mode.
If you can't buy that, why would you think its impossible that ZOS couldn't simply replace the Tel Var with an equivalent gold amount for a PVE quest?
And if a completely rewardless story mode isn't going to attract enough players who just want to do the quests for the story alone, then it really just goes to show that the majority of the people asking for this are only really looking for the rewards of the zone with none of the intended, designed risk of PVP. They don't care about the story. They want the Tel Var, the keys, the fish, the skyshards, the helms, and of course, the event tickets with zero risk.
I'm willing to compromise for players who really want to experience the story without having to risk PvPvE because the Elder Scrolls is a traditionally PVE, story focused franchise.
I'm not willing to compromise with players who just want to get the rewards of a PvPvE MMO zone without playing how the Devs intended.