Attacking and defending keeps is really fun, but I agree it doesn't quite beat small skirmishes are 1v1 "duels" in the wild.noahstephens1997b14_ESO wrote: »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.
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.
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.
stevenkloy-elderscrollsb16_ESO wrote: »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.
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.
stevenkloy-elderscrollsb16_ESO 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.
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...
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".
stevenkloy-elderscrollsb16_ESO 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.
stevenkloy-elderscrollsb16_ESO 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.
stevenkloy-elderscrollsb16_ESO 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:etc...
- Dungeon/Expert Dungeon
- Public Quest Dungeons
- Crafting
- Overland PvE (adventuring)
- Overland PvP/RvR
- Group/Raid only zones
- Economy (Market)
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.
stevenkloy-elderscrollsb16_ESO wrote: »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?