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https://forums.elderscrollsonline.com/en/discussion/668861

EXP rewards for PVP need increasing

Sanguisaevum
So I decided to test something yesterday and today...

6 hours of non stop PVE = 10 levels on a character.
6 hours of non stop PVP = 1 level on a character.

This disparity need addressing...some people don't want to PVE... and instead want to level purely through PVP... however with the current EXP and Gold rewards for PVP... it will take 10 times as long for a PVP'er to get the same character progression as a PVE'er...

PVP NEEDS to be a viable way to level and gain gold with a similar speed to PVE...
Edited by Sanguisaevum on 2 April 2014 01:04
  • gdawg311b14_ESO
    This is so untrue, you must be doing something wrong, i have been leveling at a pretty decnt rate, there are so many repeatable quets that u level quite fast
  • noahstephens1997b14_ESO
    i would like to see a tad increase in killing other players this will encourage more to pvp and will encourage more fighting instead of zerging keeps trust me when i say that when you actually fight others its allot more fun then mass zerging.
  • RexOakie
    RexOakie
    i would like to see a tad increase in killing other players this will encourage more to pvp and will encourage more fighting instead of zerging keeps trust me when i say that when you actually fight others its allot more fun then mass zerging.
    Attacking and defending keeps is really fun, but I agree it doesn't quite beat small skirmishes are 1v1 "duels" in the wild.
    Ebonheart Pact - Imperial - Dragonknight - Lucius Vaeliria
  • ErdoS
    ErdoS
    PvP isn't really meant for leveling anyway... right?
  • ancientegypt_ESO
    ancientegypt_ESO
    ✭✭✭
    @stevenkloy-elderscrollsb16_ESO

    I think you make a very solid point, but the problem with this.
    If Zenimax set PvP XP leveling the same as PvE, then you will see an influx players going away from PvE to PvP


    I think Zenimax want us to PvE, and learn the story. It seems to be
    the reason why PvP XP is down. At least, I believe they are attempting to
    have as many PvE as possible.
  • smilingmaybe
    smilingmaybe
    ✭✭✭
    If you are pvping to level, and it took you 6 hours, you are doing something very, very wrong.

    Grab kill 20 players. Join zerg. As soon as you get 20 kills from zerg. Kill yourself (rush the enemy zerg, jump in rivers, etc). Take free port back to quest turn in. Turn in and pick up again. Rinse and repeat. You'll level fairly fast, as well as farm a silly amount of pvp currency. The other repeatable quests are largely a waste of time, outside of a happy coincidence matched with the zerg.

    Is doing this necessarily the best thing you can do for your faction's war effort? Usually not, but it comes down to your priorities.

    Don't get me wrong. I do wish you could level fairly well without having to approach pvp from this min/max perspective, but that would probably be very difficult to balance out, so at least this current method allows people to either pvp to level, or pvp to have fun while not outleveling the pve content outside of Cyrodiil.
  • Igolbug
    Igolbug
    ✭✭✭
    I just enjoy pvp, the levelling is a nice side bonus so doesn't matter how fast it is.
    Igolbug
    V10 R20 Nightblade Ebonheart Pact
    WABBAJACK since day1!
  • Thrillaa
    Thrillaa
    Went in as the heart,took on a enemy team that was asualting an enemy keep, then took the keep lol fought both teams and came out victorious it was epic ! PVP XP needs a lil bump , just to make it a more juicy idk about faster than pve though,
    Edited by Thrillaa on 2 April 2014 15:40
  • Sanguisaevum
    ahonma_ESO wrote: »
    If you are pvping to level, and it took you 6 hours, you are doing something very, very wrong.

    Grab kill 20 players. Join zerg. As soon as you get 20 kills from zerg. Kill yourself (rush the enemy zerg, jump in rivers, etc). Take free port back to quest turn in. Turn in and pick up again. Rinse and repeat. You'll level fairly fast, as well as farm a silly amount of pvp currency. The other repeatable quests are largely a waste of time, outside of a happy coincidence matched with the zerg.

    Is doing this necessarily the best thing you can do for your faction's war effort? Usually not, but it comes down to your priorities.

    Don't get me wrong. I do wish you could level fairly well without having to approach pvp from this min/max perspective, but that would probably be very difficult to balance out, so at least this current method allows people to either pvp to level, or pvp to have fun while not outleveling the pve content outside of Cyrodiil.

    See, this is the exact problem...

    Zerging is NOT PVP... zerging is running around in a mindless ball of players spamming abilities 'till one side looses.

    I spent 6 hours, solo, on my night blade... actually PVPing... you know... looking for fights with 1 or 2 players in the wilderness, testing my skill vs other players... I got plenty of kills. and one level out of it.

    If I have to zerg in order to level in PVP, then thanks, but ESO isn't for me.

  • xhrit
    xhrit
    ✭✭✭
    ahonma_ESO wrote: »
    If you are pvping to level, and it took you 6 hours, you are doing something very, very wrong.

    Grab kill 20 players. Join zerg. As soon as you get 20 kills from zerg. Kill yourself (rush the enemy zerg, jump in rivers, etc). Take free port back to quest turn in. Turn in and pick up again. Rinse and repeat. You'll level fairly fast, as well as farm a silly amount of pvp currency. The other repeatable quests are largely a waste of time, outside of a happy coincidence matched with the zerg.

    Is doing this necessarily the best thing you can do for your faction's war effort? Usually not, but it comes down to your priorities.

    Good thing this exploit will be fixed next patch. It was bad and you should feel bad for using it.

  • Thrillaa
    Thrillaa
    Not an exploit its a game mechanic , its the differance from a daily and a Repeatable quest,
    A daily your cheated out of rewards for you pvp, you get one xp top off a reward and thats it ( all the while castle scout and farm quests are repeatable ( might I add the xp for each of these should all be equivalent maybe scout a lil less but more than now )
    A repeatable , you grab the quest, you complete the quest you turn in , your rewarded for you efforts in the alliance .Feel like you need another to satisfy your pvp desire , grab it its repeatable .

    You see where im getting at . Its a better experiance as a repeatable , the community even supports making it 35-to 50 players per quest,
  • LadyChaos
    LadyChaos
    ✭✭✭✭
    ahonma_ESO wrote: »
    If you are pvping to level, and it took you 6 hours, you are doing something very, very wrong.

    Grab kill 20 players. Join zerg. As soon as you get 20 kills from zerg. Kill yourself (rush the enemy zerg, jump in rivers, etc). Take free port back to quest turn in. Turn in and pick up again. Rinse and repeat. You'll level fairly fast, as well as farm a silly amount of pvp currency. The other repeatable quests are largely a waste of time, outside of a happy coincidence matched with the zerg.

    Is doing this necessarily the best thing you can do for your faction's war effort? Usually not, but it comes down to your priorities.

    Don't get me wrong. I do wish you could level fairly well without having to approach pvp from this min/max perspective, but that would probably be very difficult to balance out, so at least this current method allows people to either pvp to level, or pvp to have fun while not outleveling the pve content outside of Cyrodiil.

    See, this is the exact problem...

    Zerging is NOT PVP... zerging is running around in a mindless ball of players spamming abilities 'till one side looses.

    I spent 6 hours, solo, on my night blade... actually PVPing... you know... looking for fights with 1 or 2 players in the wilderness, testing my skill vs other players... I got plenty of kills. and one level out of it.

    If I have to zerg in order to level in PVP, then thanks, but ESO isn't for me.

    There is a lot of fun in the organized big fights... When it takes 2-6 hours to siege a key Castle because those infernal DC keep sneaking in behind you as you break the doors down on EP, and you are now not only fighting front and back but flanks and multiple levels... countering gank groups on the road because it is a loooong run back to the battlefield.

    When you can only spare exactly what you absolutely need to defend the keep on the other side of the map, to advance in your multi hour epic siege on that prize keeping your faction from the enemy scroll or the emporership... it's like you are in the trailer legit for a little bit.

    Since the map is so huge their is far greater danger to the gank groups than in other games like GW2 since you kind of have to be close to a standard path of return to stop enemies from quickly returning to the battlefield, and risk getting more than you bargained for because it is a main road... I like that gank groups do not have easy win ability if their enemy is organized enough to counter them. It is a challenge/risk to the gankers as much as the ganked to be the player to run out of HP last.

    I also like that XP is not as fast as PvE, otherwise once the game is full launch there will be nothing but 3-4 hour queues for PvP, and half the players being just there to mooch xp not primarily PvP oriented players to aid the campaign not just power level, IMO of course. Campaigns should favor killing other players and accomplishing large scale objectives as much as possible to keep it very competitive.
    VR2 Ataxia - [NA] Veteran Dominion Sorcerer [Auriel's Bow]
    PvP, PvE, Crafting, and General Shenanigans
    >:) Sorcery and Mayhem online since 1999 >:)
    Current PvP Class/Supernatural Census
  • frwinters_ESO
    frwinters_ESO
    ✭✭✭✭
    ahonma_ESO wrote: »
    If you are pvping to level, and it took you 6 hours, you are doing something very, very wrong.

    Grab kill 20 players. Join zerg. As soon as you get 20 kills from zerg. Kill yourself (rush the enemy zerg, jump in rivers, etc). Take free port back to quest turn in. Turn in and pick up again. Rinse and repeat. You'll level fairly fast, as well as farm a silly amount of pvp currency. The other repeatable quests are largely a waste of time, outside of a happy coincidence matched with the zerg.

    Is doing this necessarily the best thing you can do for your faction's war effort? Usually not, but it comes down to your priorities.

    Don't get me wrong. I do wish you could level fairly well without having to approach pvp from this min/max perspective, but that would probably be very difficult to balance out, so at least this current method allows people to either pvp to level, or pvp to have fun while not outleveling the pve content outside of Cyrodiil.

    This will change because they are putting in a delay for retaking that quest. Its in the new patch notes.

  • illipthgore
    its now a daily so that's lame it was never about the pitiful amount of xp it gave it was about the rep points, so why didn't they remove the rep points of the reward after having claimed your first one each day and keep the xp and up the gold, gold in cyrodiil is pitiful considering how expensive everything is.

    Just lame
  • Thrillaa
    Thrillaa
    If it was about the points why didnt they just modify the give out value , this is one quest that is absurd to be a daily in this game it needs to be repeatable!
  • Sureshawt
    Sureshawt
    ✭✭✭✭
    Not being be able to progress my character in PvP at a pace similar to PvE is a deal breaker for me.

    I see it as huge philosophical change to what I was sold on in terms advancing my character and playing how I want to play.

    The days of having a great sword shoved up my arse for my chosen playstyle are long over and thus will have to seek a refund.
  • Sanguisaevum
    Sureshawt wrote: »
    Not being be able to progress my character in PvP at a pace similar to PvE is a deal breaker for me.

    I see it as huge philosophical change to what I was sold on in terms advancing my character and playing how I want to play.

    EXACTLY this.

  • selivares0eb17_ESO
    Sureshawt wrote: »
    Not being be able to progress my character in PvP at a pace similar to PvE is a deal breaker for me.

    I see it as huge philosophical change to what I was sold on in terms advancing my character and playing how I want to play.

    EXACTLY this.

    Agreed.
  • Muffinman
    Muffinman
    ✭✭✭
    Sureshawt wrote: »
    Not being be able to progress my character in PvP at a pace similar to PvE is a deal breaker for me.

    I see it as huge philosophical change to what I was sold on in terms advancing my character and playing how I want to play.

    The days of having a great sword shoved up my arse for my chosen playstyle are long over and thus will have to seek a refund.

    Yep, I agree. I really don't see the reason behind this..

  • xHorridx
    xHorridx
    Honestly its the way it should be. This game is NOT about doing pvp or pve only. If you think that you are sadly mistaken. I do believe it is setup perfectly, maybe some tweaking here and there. The 20 kill quest needed to go, as far as being repeatable we all know that.

    To me the ones screaming about it have this feeling that if they get to 50 fast they will have this HUGE advantage over everyone else, but sorry, that is untrue since this is a Group PVP centric game, not 1 v 1 flashdance, marvel superhero fighting their arch-nemesis...crap...
    Edited by xHorridx on 3 April 2014 19:01
  • illipthgore
    xHorridx wrote: »
    Honestly its the way it should be. This game is NOT about doing pvp or pve only. If you think that you are sadly mistaken. I do believe it is setup perfectly, maybe some tweaking here and there. The 20 kill quest needed to go, as far as being repeatable we all know that.

    To me the ones screaming about it have this feeling that if they get to 50 fast they will have this HUGE advantage over everyone else, but sorry, that is untrue since this is a Group PVP centric game, not 1 v 1 flashdance, marvel superhero fighting their arch-nemesis...crap...

    Who are you to tell me how I should play the game that brings a lot of players here because of the Play How We Want boast ?

    The repeatable bounty quest was a known issue weeks ago, it would have taken them 2 mins to disable that quest before early acess if they didn't have a decent alternative right away but they left it in there anyway and now this,

    That bounty was never about the piddly amount of XP you got it was about the AP gains WHICH SHOULD have been removed before it launched.
  • LadyChaos
    LadyChaos
    ✭✭✭✭
    It is play how you want.. not redesign the game for 1 particular group who says they refuse to touch the other 95% of the game. PvP is huge here, but making it so you can match people who are using the entire game to level is not right. it's not one or the other. If I am willing to play the entire 100% of the game to level and compete with you... no you should not be able to stay in a single zone with no monetary cost of death and level just as fast a me.. for example.

    PvP is competitive, get competitive. Get off the idea it is PvP or PvE. You might want to play that way... go ahead it is your choice. But the game is bigger than just 1 zone, and asking to imbalance the entire game so 1 particular sort of player doesn't have to leave their 1 zone is not helping the rest of us desire to carry your plight.

    If PvP levels as fast as PvE.. without the monetary cost of PvE to repair, nor the need to travel zones, etc etc PVP zone gets flooded, long queues to get in, dungeons never get filled, the other 95% of the games zones take massive hit to population. Play however you want, but that's not the same as "if I don't get what I want, please make everyone else suffer".
    VR2 Ataxia - [NA] Veteran Dominion Sorcerer [Auriel's Bow]
    PvP, PvE, Crafting, and General Shenanigans
    >:) Sorcery and Mayhem online since 1999 >:)
    Current PvP Class/Supernatural Census
  • scorpo46b16_ESO
    I would also like to see xp reward increased in PvP I barely managed to force myself to level to 10(I really do not like the PvE).
    I do not want to take 10x the amount of time as others to level just because I prefer PvP over PvE

    Perhaps if they are worried about people farming each other in corners of the map develop better ways to police that maybe even ask players for help. I suggest making out in the middle of nowhere PvP more sensitive to triggering map battle notices so it can't be done so discreetly. Also they could simply add diminishing returns to killing the same players repeatedly.
  • Sanguisaevum
    LadyChaos wrote: »
    PvP is huge here, but making it so you can match people who are using the entire game to level is not right. it's not one or the other. If I am willing to play the entire 100% of the game to level and compete with you... no you should not be able to stay in a single zone with no monetary cost of death and level just as fast a me..

    If PvP levels as fast as PvE.. without the monetary cost of PvE to repair, nor the need to travel zones, etc etc PVP zone gets flooded, long queues to get in, dungeons never get filled, the other 95% of the games zones take massive hit to population. Play however you want, but that's not the same as "if I don't get what I want, please make everyone else suffer".

    How does increasing exp rewards in pvp make pve players suffer?

    What you are saying is that i should have to play all aspects of the game in order to level at an acceptable rate even though i was told i could play the game to 50 in pvp before i bought the game.

    Ok... Lets assume that is true for a second... Let me ask you a question.

    What about the pve players who will NEVER enter the RVR zone???

    Should they be forced to level at 1/10th the rate as well?

    Because... What you are actually saying... Is that if i don't pve as well as pvp, then i should be penalised in terms of how long it takes for me to level.

    If that is the case... Then people who dont pvp... Should ALSO level as slowly as i do...

    But wait... Thats not the case is it? Because someone who only does pve... Will level just fine... While the person who just does pvp will level 10 times slower...

    The simple fact is... Levelling in pvp NEEDS to be just as viable as levelling in pve... Otherwise we cannot "play our way" as advertised.
  • bantad87
    bantad87
    ✭✭✭
    PvP exp needs to be addressed immediately. No one is saying PvP and pve need to level at the same rate, but PvP should level at 2/3rd or 1/2 of the rate of pve. There are players who are already L50. Anyone who purely pvped is probably max L25 by now. Thats with the repeatable. Not acceptable.

    If I want to level through PvP, it should be a viable alternative. I paid for my imperial addition, same as anyone else. I want to play my way.
    Edited by bantad87 on 6 April 2014 04:52
  • LadyChaos
    LadyChaos
    ✭✭✭✭
    LadyChaos wrote: »
    PvP is huge here, but making it so you can match people who are using the entire game to level is not right. it's not one or the other. If I am willing to play the entire 100% of the game to level and compete with you... no you should not be able to stay in a single zone with no monetary cost of death and level just as fast a me..

    If PvP levels as fast as PvE.. without the monetary cost of PvE to repair, nor the need to travel zones, etc etc PVP zone gets flooded, long queues to get in, dungeons never get filled, the other 95% of the games zones take massive hit to population. Play however you want, but that's not the same as "if I don't get what I want, please make everyone else suffer".

    How does increasing exp rewards in pvp make pve players suffer?

    What you are saying is that i should have to play all aspects of the game in order to level at an acceptable rate even though i was told i could play the game to 50 in pvp before i bought the game.

    Ok... Lets assume that is true for a second... Let me ask you a question.

    What about the pve players who will NEVER enter the RVR zone???

    Should they be forced to level at 1/10th the rate as well?

    Because... What you are actually saying... Is that if i don't pve as well as pvp, then i should be penalised in terms of how long it takes for me to level.

    If that is the case... Then people who dont pvp... Should ALSO level as slowly as i do...

    But wait... Thats not the case is it? Because someone who only does pve... Will level just fine... While the person who just does pvp will level 10 times slower...

    The simple fact is... Levelling in pvp NEEDS to be just as viable as levelling in pve... Otherwise we cannot "play our way" as advertised.

    Because you didn't actually read what you quoted... I'm happy to dumb it down:
    1. Cyrrodil is 1/50 or less of the PvE overland/Dungeon/Quest dungeon zones
    2. PvP player who uses 100% of the game vrs 1/50th of the game SHOULD have advantage.
    3. PvP is a competition, you must be competitive with the rest of PvPers out there willing to use IT ALL to get an advantage on YOU, not be handed xp for doing less than them..
    4. Making 1/50 of the game on par with all other 50+ zones WITHOUT even having a monetary death penalty or travel costs.... hurts the entire rest of the 49+ zones populations and clogs the 1 zone's population/queue time.

    This is regards to the dispute that Cyrrodill should yield as much xp at lvl 10-50 as the entire rest of the game , in one zone, no cost to travel, no LFG drama, no monetary cost to repair equipment, or even buy new equipment.

    If you don't want to np, don't judge you, but the majority of players who are willing to do more than just 1 zone should have an advantage to the players who say they only want this one zone.

    VR2 Ataxia - [NA] Veteran Dominion Sorcerer [Auriel's Bow]
    PvP, PvE, Crafting, and General Shenanigans
    >:) Sorcery and Mayhem online since 1999 >:)
    Current PvP Class/Supernatural Census
  • Sanguisaevum
    Your entire premise is wrong.

    Cyrodil is not an extension of the PVE zones.

    PVE and PVP are two VERY different game experiences. Two different game modes in one game.

    All the way through the build up for this game it was sold to us as a game we could "play our way"

    For many pvp'ers, "play your way" means just playing pvp.

    Add repair costs, add travel costs, fine. But i should be able to level in pvp at a comparable rate to pve.

    The issue here is not relative power levels. I beat veteran level players with my level 20 character all the time. PVP in this game is about skill, not levels.

    The issue is my character's progression. And the length of time it will take me.
  • LadyChaos
    LadyChaos
    ✭✭✭✭
    Your entire premise is wrong.

    Cyrodil is not an extension of the PVE zones.

    PVE and PVP are two VERY different game experiences. Two different game modes in one game.

    All the way through the build up for this game it was sold to us as a game we could "play our way"

    For many pvp'ers, "play your way" means just playing pvp.

    Add repair costs, add travel costs, fine. But i should be able to level in pvp at a comparable rate to pve.

    The issue here is not relative power levels. I beat veteran level players with my level 20 character all the time. PVP in this game is about skill, not levels.

    The issue is my character's progression. And the length of time it will take me.

    If you want them completely separate, lobby for PvP levels and PvE levels.. but they share one xp pool so they are not inseparable as is. xp gain cannot be equal without balancing the entire 95% rest of the game. It is not 2 different games. I would still have counter points to those concepts personally, but they are inseparable as is in mechanics, economy, and ballance.

    It is 1 game with multiple game content types:
    1. Dungeon/Expert Dungeon
    2. Public Quest Dungeons
    3. Crafting
    4. Overland PvE (adventuring)
    5. Overland PvP/RvR
    6. Group/Raid only zones
    7. Economy (Market)
    etc...

    None of these should be exclusionary of the others in their own "game". Each player can focus on what they want to play the most but they lend into each other. To not craft is a choice, to not adventure is a choice, to not PvP is a choice.

    It's like saying crafters should get levels for doing only crafting or Dungeon Delvers never wanting to level dungeons and XP at the same rate as those who use the whole thing.

    Other games make completely separate PvP gear that only works for PvP and levels that have no bearing on PvE at all... those might have a good argument to stay in 1 zone entire experience, but this game is not set up that way. TBH I don't want a complete separate PvP gear or pvp "Mini game".

    I'm not saying I don't have my own feedback on personal changes I'd like to see DOWN THE ROAD for PvP xp/mechanics/content etc... but not making it so a comparative pvper can have just as much advantage as the player who has done, experienced, and excelled at more of the entire games content.

    A crafter who says they refuse to adventure should not be able to get discounted materials because the ones who do adventure have access to higher tier zones... its not JUST a crafting OR Adventuring game. It's not JUST PvP OR PvE.

    Many consider PvP here to be the end game content... what game of lasting substance would be legit if you could be end game quality at lvl10 and be able to effectively contribute and level to it within an hour of download and be balanced to the players who have days-months of experience with the content?

    And I'm glad we can see the issue of monetary/travel/repair cost issues that already restrain this idea as is... this is asking for a game rewrite not a tweak for a particular singular type of player, who has just as much choice as the crafter, solo player, dungeon diver, to experience as much content as they chose to be competitive in their chosen play style.

    Cannot make everyone happy, but this is specifically trying to make a portion of the game as weighted as the other 95% of the game so that a single type of player can have their cake and eat it too, IMO.

    But I do sincerely hope that some of the players who feel this way would give things more of a chance and time, because more often than not we feel much differently about this sort of think a week or two later, once we give things a shot the way they are. Rewrites break things, massive changes, imbalance the system, and the servers need more time to normalize in levels and population before there should be any major PvP changes.

    You have just as much choice as the rest of us to be competitive, you are choosing not to. That is playing it the way you CHOSE to play. In any case best wishes on enjoying the game, sincerely.
    VR2 Ataxia - [NA] Veteran Dominion Sorcerer [Auriel's Bow]
    PvP, PvE, Crafting, and General Shenanigans
    >:) Sorcery and Mayhem online since 1999 >:)
    Current PvP Class/Supernatural Census
  • bantad87
    bantad87
    ✭✭✭
    LadyChaos wrote: »
    Your entire premise is wrong.

    Cyrodil is not an extension of the PVE zones.

    PVE and PVP are two VERY different game experiences. Two different game modes in one game.

    All the way through the build up for this game it was sold to us as a game we could "play our way"

    For many pvp'ers, "play your way" means just playing pvp.

    Add repair costs, add travel costs, fine. But i should be able to level in pvp at a comparable rate to pve.

    The issue here is not relative power levels. I beat veteran level players with my level 20 character all the time. PVP in this game is about skill, not levels.

    The issue is my character's progression. And the length of time it will take me.

    If you want them completely separate, lobby for PvP levels and PvE levels.. but they share one xp pool so they are not inseparable as is. xp gain cannot be equal without balancing the entire 95% rest of the game. It is not 2 different games. I would still have counter points to those concepts personally, but they are inseparable as is in mechanics, economy, and ballance.

    It is 1 game with multiple game content types:
    1. Dungeon/Expert Dungeon
    2. Public Quest Dungeons
    3. Crafting
    4. Overland PvE (adventuring)
    5. Overland PvP/RvR
    6. Group/Raid only zones
    7. Economy (Market)
    etc...

    None of these should be exclusionary of the others in their own "game". Each player can focus on what they want to play the most but they lend into each other. To not craft is a choice, to not adventure is a choice, to not PvP is a choice.

    It's like saying crafters should get levels for doing only crafting or Dungeon Delvers never wanting to level dungeons and XP at the same rate as those who use the whole thing.

    Other games make completely separate PvP gear that only works for PvP and levels that have no bearing on PvE at all... those might have a good argument to stay in 1 zone entire experience, but this game is not set up that way. TBH I don't want a complete separate PvP gear or pvp "Mini game".

    I'm not saying I don't have my own feedback on personal changes I'd like to see DOWN THE ROAD for PvP xp/mechanics/content etc... but not making it so a comparative pvper can have just as much advantage as the player who has done, experienced, and excelled at more of the entire games content.

    A crafter who says they refuse to adventure should not be able to get discounted materials because the ones who do adventure have access to higher tier zones... its not JUST a crafting OR Adventuring game. It's not JUST PvP OR PvE.

    Many consider PvP here to be the end game content... what game of lasting substance would be legit if you could be end game quality at lvl10 and be able to effectively contribute and level to it within an hour of download and be balanced to the players who have days-months of experience with the content?

    And I'm glad we can see the issue of monetary/travel/repair cost issues that already restrain this idea as is... this is asking for a game rewrite not a tweak for a particular singular type of player, who has just as much choice as the crafter, solo player, dungeon diver, to experience as much content as they chose to be competitive in their chosen play style.

    Cannot make everyone happy, but this is specifically trying to make a portion of the game as weighted as the other 95% of the game so that a single type of player can have their cake and eat it too, IMO.

    But I do sincerely hope that some of the players who feel this way would give things more of a chance and time, because more often than not we feel much differently about this sort of think a week or two later, once we give things a shot the way they are. Rewrites break things, massive changes, imbalance the system, and the servers need more time to normalize in levels and population before there should be any major PvP changes.

    You have just as much choice as the rest of us to be competitive, you are choosing not to. That is playing it the way you CHOSE to play. In any case best wishes on enjoying the game, sincerely.

    Nope, now I have to disagree as well. Many games have stepped beyond this petty model of forcing players to participate in activities they do not enjoy in order to remain competitive.

    In many games raiding, questing, group instances, and crafting are all valid ways of reaching level cap and gearing characters, to the point where you can exclude other aspects of the game; why should PvP be any different?

    It is a flawed game, and indeed a flawed business model, that forces player's to play portions of the game unrelated to what they enjoy, in order to remain competitive in the aspect they do enjoy. Aion is the perfect example of this. Why should any player be made subject to run the same repetitive instance dozens, or hundreds, of times for a weapon, or spend hours gathering to make consumables, in order to remain competitive in the aspect of the game they enjoy, namely PvP; especially when the opposite is not true. Almost no games force players to PvP in order to remain competitive pve'ers.

    This sort of flawed thinking translates to game failure, loss of customers, and bitter players. I work full time and go to school full time, as well as compete in professional jiu jitsu tournaments, which means I also train 4 hours a day. I only have time to play an hour or two a day, and I want to PvP competitively, not do boring quests or craft/gather mats.

    What also further irks me about your suppositions, is that all of the activities you listed, minus crafting, actually are viable alternatives to questing for XP in this game. You can, once you hit level 12, literally run instances until cap level with no extensive, tangible loss to your net xp gain. While if you attempt the same with PvP, you will literally gain 0 levels a day in 2 hours of play time.

    The idea that a player should be pigeonholed into playing parts of a game they are uninterested in is a relic of old school MMO gaming, and is unacceptable in the current market. Period. I paid the same for my imperial edition of ESO as anyone else, and I deserve the same level of fun as anyone else, doing the activities I enjoy; and the activity I enjoy, PvP, happens to be a large scale, popular activity, that should enjoy the same levelling benefits as any other aspect of the game. Period.
  • LadyChaos
    LadyChaos
    ✭✭✭✭
    Your entire premise is wrong.
    /snip

    In many games raiding, questing, group instances, and crafting are all valid ways of reaching level cap and gearing characters, to the point where you can exclude other aspects of the game; why should PvP be any different?

    This is inaccurate

    you cannot advance the PvP lines without PvPing... You can however advance the "PvE" lines in cyrodil.

    You cannot use crafting to advance "adventure" lines only open up new crafting line OPTIONS. PvP, Crafting etc are all aspects of the greater game mechanics that are NOT STAND ALONE concepts, but synergistic and symbiotic to the entire experience of ES.
    Edited by LadyChaos on 6 April 2014 23:31
    VR2 Ataxia - [NA] Veteran Dominion Sorcerer [Auriel's Bow]
    PvP, PvE, Crafting, and General Shenanigans
    >:) Sorcery and Mayhem online since 1999 >:)
    Current PvP Class/Supernatural Census
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