darthbelanb14_ESO wrote: »One thing they could have done was make it so you didn't get credit for kills while lying dead on the battlefield.
Hunterkiss wrote: »It encourages people to do quests, dungeons, and the PvE part of the game. You still get to do this daily which seems like a good balance. & what floydmurphy.kg_ESO said
fullstonmrwb17_ESO wrote: »Stop crying, you could PvP in DAOC below 50 but it was very deadly. Most people waiting till 50 to begin 'big boy RvR'.
Anyone who will quit due to this change wasn't going to stay long anyway...
We see this in all the pvp games. Farmers will figure out a way to work the system and ruin things for the rest of us.
Increase he reward for taking a keep suddenly no one defends. Give some xp to some one who died in the fight so they will be willing to risk charging, just stay dead.
We see this in all the pvp games. Farmers will figure out a way to work the system and ruin things for the rest of us.
Increase he reward for taking a keep suddenly no one defends. Give some xp to some one who died in the fight so they will be willing to risk charging, just stay dead.
This is exactly the point of keeping PvP with the least amount of "unnecessary" external rewards that don't pertain to PvP. ... no need to make lots of gold in PvP, it has it's own coin system, so keeps gold farmers out, no need for major XP as PvP should be about the campaign and end game content (RvR aspect at least), I'm not really even a fan of small quests in PvP... anything that distracts PUGs and guilds alike from having the single goal of getting those keeps, crowing an emp for the campaign buffs, getting the scrolls... and of course smiting our unworthy enemies is defiantly important, but not as much as the others.
IMO if it does not lend to PvP enhancement, keep it out. Make the PvP lines level faster in campaigns vs PvE, make xp bonus every soo many ranks earned in the alliance... they should all be focused on PvP rewards. Keep PvP about the big goal, and keeps it more fun. Every change that adds rewards not for PvP gives non-PvPers reason to exploit it and ruin our PvP as a group.
Revised the quest to kill 20 players in Cyrodiil to make it a daily quest, rather than repeatable.
It's a nice April fool for a patch note the April 1…
Why changing this quest ? It's a nice reward for killing people, not just fighting again wood or npc.
Rainingblood wrote: »I'd be fine with taking the xp out of it completely and ramping up the AP reward.
Xp is easy to come by, and people are kidding themselves if they think the devs want people leveling solely through PvP in their game. Because that's not the design.
Ragnar_Lodbrok wrote: »Because people were exploiting the hell out of the xp gain to get 50 very quickly.
ragamerb16_ESO wrote: »Sigh... Ppl missing the point. The numerics are irrelevant and the sad thing is that the "fix" is not addressing the core reassons of the problem, which are multiple:
- Community. On Beta you sold to PvP Testers the idea that the "Real PvP" started at 50... Some things and some setups for testing aren't really meant to be "tossed" outside private, small group of testers. The 50 PvP test, sadly, planted the "Rush to 50 by any means" seed on a good bunch of PvPers. Not easy solutions because the damage is already done... Devs need to realize the different kind of PvPers that are lured to ESO, and decide if they really want to have competitive PvP or just a "grind to gank" clone that will repeat the same path of mistakes most PvP MMOs have done, were "PvP progression" is sold to the players.
- Raid-wide credit. Always a bad mechanic and, nothing fixed still. Most PvP rewarding systems die by simple details. Concentrate less on the numerics of XP per hour and more on what you want the player to do for getting them. Encouraging AFK farming because of this, still unsolved problem, will ensure this massive exploit we have seen in early access will repeat itself again.
- Campaign Activity Thresholds. The initial list of "Emperors" is a real shame, imo. I hope that Devs have already taken notes on why the majority of Emperors came from deserted campaigns and the role the exploit now closed, took in all this because the other reasson on why this happened is still pending. The current state of campaigns, I'm afraid, can be already be to late to recover... Forcing ppl that want to play in an strategically challenging scenario to suffer the queues of Campaigns full of players... A mechanism that takes into account global activity to control the ammount of time needed to achieve domination needs to be in place, or you will keep on encouraging what did happen in this 1st set of Campaigns... Small groups of coordinated PvPers to rush into deserted campaigns to achieve Emperorship fast.
We see this in all the pvp games. Farmers will figure out a way to work the system and ruin things for the rest of us.
Increase he reward for taking a keep suddenly no one defends. Give some xp to some one who died in the fight so they will be willing to risk charging, just stay dead.
This is exactly the point of keeping PvP with the least amount of "unnecessary" external rewards that don't pertain to PvP. ... no need to make lots of gold in PvP, it has it's own coin system, so keeps gold farmers out, no need for major XP as PvP should be about the campaign and end game content (RvR aspect at least), I'm not really even a fan of small quests in PvP... anything that distracts PUGs and guilds alike from having the single goal of getting those keeps, crowing an emp for the campaign buffs, getting the scrolls... and of course smiting our unworthy enemies is defiantly important, but not as much as the others.
IMO if it does not lend to PvP enhancement, keep it out. Make the PvP lines level faster in campaigns vs PvE, make xp bonus every soo many ranks earned in the alliance... they should all be focused on PvP rewards. Keep PvP about the big goal, and keeps it more fun. Every change that adds rewards not for PvP gives non-PvPers reason to exploit it and ruin our PvP as a group.
The reality, is without decent rewards, you will see less people attacking those keeps and scrolls. In the end, the little distraction you will see from quests (which many people have suggested ways to fix, myself included.), does not compare to the amount of people that will leave PvP entirely, in order to earn gold and XP.
My friend and I did PvE quests all night last night, for example, when we would have otherwise been assisting our faction taking keeps. So if getting more people to focus on keeps/scrolls, I assure you, this change is not helping.