ESO doesn't need "structured" pvp even if it would be a welcomed addition. It needs more meaningful objectives spread out around the map. More towns and resources to hold away from the keeps that effect the overall conflict. Something that would give smaller groups something to fight over besides a choke point and pathway from one keep to the next. ATM Cyrodiil, while fun, is nothing more than a glorified tower defense game. It really needs to have more depth than that. It's just so wrong ESO went that direction with the overall AvA concept.
QFT
I just can't get excited about retaking Alessia for the 10000th time when I know that it will flip again in a few hours.
Jessica Folsom wrote:It's a very grey area.
I would like to know the name of the MMO which you refer to as "good pvp", just so that we know where you are coming from.
Myself, I played anything from DAOC to WOW and I just don't see an MMO right now, where small scale pvp actually works out well. Most of these small scale pvp´s are a grind, nothing less. Players are thrown into a queue system and I mean all of them. Nobody knows anyone, nobody cares for anyone, nobody is based on his skill or dedication in a specific team as there are no brackets. No! Its all random and these randoms then fight premades and lose every game.
Then we have the WOW or GW2 example, where randoms are not even allowed to pvp in said game (competitive format). Also this is pretty bad, as it destroys pvp for Casuals and non elitist gamers who don't have the will or time to join these premades.
So ya, could you give an example of where small scale pvp actually works? Thank you.
pecheckler wrote: »I'd quit bitching and stomach Cyrodiil if after dying I could immediately respawn and be back in the fight in less than 30 seconds. If that requirement isn't met, then it's not fun. In WoW, Rift, Planetside, Guild Wars, neverwinter, the old republic, wildstar, and many other games which compete with ESO, I can do this.
As someone who wants this non-stop action, I can't even begin to describe how pissed I was when I read forward camps were being removed. That was the wrong direction entirely.
I would like to know the name of the MMO which you refer to as "good pvp", just so that we know where you are coming from.
Myself, I played anything from DAOC to WOW and I just don't see an MMO right now, where small scale pvp actually works out well. Most of these small scale pvp´s are a grind, nothing less. Players are thrown into a queue system and I mean all of them. Nobody knows anyone, nobody cares for anyone, nobody is based on his skill or dedication in a specific team as there are no brackets. No! Its all random and these randoms then fight premades and lose every game.
Then we have the WOW or GW2 example, where randoms are not even allowed to pvp in said game (competitive format). Also this is pretty bad, as it destroys pvp for Casuals and non elitist gamers who don't have the will or time to join these premades.
So ya, could you give an example of where small scale pvp actually works? Thank you.
pecheckler wrote: »I'd quit bitching and stomach Cyrodiil if after dying I could immediately respawn and be back in the fight in less than 30 seconds. If that requirement isn't met, then it's not fun. In WoW, Rift, Planetside, Guild Wars, neverwinter, the old republic, wildstar, and many other games which compete with ESO, I can do this.
As someone who wants this non-stop action, I can't even begin to describe how pissed I was when I read forward camps were being removed. That was the wrong direction entirely.
I would like to know the name of the MMO which you refer to as "good pvp", just so that we know where you are coming from.
Myself, I played anything from DAOC to WOW and I just don't see an MMO right now, where small scale pvp actually works out well. Most of these small scale pvp´s are a grind, nothing less. Players are thrown into a queue system and I mean all of them. Nobody knows anyone, nobody cares for anyone, nobody is based on his skill or dedication in a specific team as there are no brackets. No! Its all random and these randoms then fight premades and lose every game.
Then we have the WOW or GW2 example, where randoms are not even allowed to pvp in said game (competitive format). Also this is pretty bad, as it destroys pvp for Casuals and non elitist gamers who don't have the will or time to join these premades.
So ya, could you give an example of where small scale pvp actually works? Thank you.
Pirhana7_ESO wrote: »pecheckler wrote: »I'd quit bitching and stomach Cyrodiil if after dying I could immediately respawn and be back in the fight in less than 30 seconds. If that requirement isn't met, then it's not fun. In WoW, Rift, Planetside, Guild Wars, neverwinter, the old republic, wildstar, and many other games which compete with ESO, I can do this.
As someone who wants this non-stop action, I can't even begin to describe how pissed I was when I read forward camps were being removed. That was the wrong direction entirely.
The problem with this is you want death to be meaningless. IF you are defending a keep and i kill you and you cant get rezzed and have to relasease but can come back in 30seconds....then killing you was pointless and that was also the problem with F camps. The fact that now I can kill you and if you release you are out of the battle and is what actually makes the system work and has purpose. This system forces you to play smart and make smart decisions, this system also makes map placement important as gives tactics to map position and travel time. This system also makes player rezzes very important. battle are actually decided by player skills and not just who can zerg back faster.
Too bad you never played DAOC, if you had you wouldn't be complaining. when you had to release, it was usually a 20 minute run back out to the other side of the map. 10 minutes if you were with a speed class.
Emma_Eunjung wrote: »Pirhana7_ESO wrote: »pecheckler wrote: »I'd quit bitching and stomach Cyrodiil if after dying I could immediately respawn and be back in the fight in less than 30 seconds. If that requirement isn't met, then it's not fun. In WoW, Rift, Planetside, Guild Wars, neverwinter, the old republic, wildstar, and many other games which compete with ESO, I can do this.
As someone who wants this non-stop action, I can't even begin to describe how pissed I was when I read forward camps were being removed. That was the wrong direction entirely.
The problem with this is you want death to be meaningless. IF you are defending a keep and i kill you and you cant get rezzed and have to relasease but can come back in 30seconds....then killing you was pointless and that was also the problem with F camps. The fact that now I can kill you and if you release you are out of the battle and is what actually makes the system work and has purpose. This system forces you to play smart and make smart decisions, this system also makes map placement important as gives tactics to map position and travel time. This system also makes player rezzes very important. battle are actually decided by player skills and not just who can zerg back faster.
Too bad you never played DAOC, if you had you wouldn't be complaining. when you had to release, it was usually a 20 minute run back out to the other side of the map. 10 minutes if you were with a speed class.
"This system forces you to play smart and make smart decisions..."
The problem is that the smartest thing to do is find the nearest Wayshrine and port out of Cyrodiil. I have no desire to waste hours of my day in a horse simulator, which is exactly what Cyrodiil has become, especially after they removed forward camps. So many problems with ESO PvP could be fixed if you could simply resurrect yourself on the spot like you can everywhere else in Tamriel. The current system is massively biased against players who are not in organized groups, and everything ZoS does seems to make it worse.
JoseDelgadoCub17_ESO wrote: »Structured PvP sells a lot better on the market and will appeal to the console gamers a lot more who generally only played structured PvP.
the fact is RvR is a overhyped nostalgic feature that is never implemented correctly to the way " we" want it because the fact is what we felt was simply something new and you can't revive something of nostalgia.
inb4 (but ZOS promised it)
I'm not asking for it to be removed but after the imperial city is added serious PvP needs to be the focus because atm all Cyrodill is literally just AP grind fest of boredom...
usually when a game offers PvP having a single form of PvP is bad and proof of that is Destiny.
Destiny only has death match.
Destiny is bad.
having one option of PvP is bad, just like having one option for PvE is bad.
Pirhana7_ESO wrote: »pecheckler wrote: »I'd quit bitching and stomach Cyrodiil if after dying I could immediately respawn and be back in the fight in less than 30 seconds. If that requirement isn't met, then it's not fun. In WoW, Rift, Planetside, Guild Wars, neverwinter, the old republic, wildstar, and many other games which compete with ESO, I can do this.
As someone who wants this non-stop action, I can't even begin to describe how pissed I was when I read forward camps were being removed. That was the wrong direction entirely.
The problem with this is you want death to be meaningless. IF you are defending a keep and i kill you and you cant get rezzed and have to relasease but can come back in 30seconds....then killing you was pointless and that was also the problem with F camps. The fact that now I can kill you and if you release you are out of the battle and is what actually makes the system work and has purpose. This system forces you to play smart and make smart decisions, this system also makes map placement important as gives tactics to map position and travel time. This system also makes player rezzes very important. battle are actually decided by player skills and not just who can zerg back faster.
Too bad you never played DAOC, if you had you wouldn't be complaining. when you had to release, it was usually a 20 minute run back out to the other side of the map. 10 minutes if you were with a speed class.
Huckdabuck wrote: »ESO doesn't need "structured" pvp even if it would be a welcomed addition. It needs more meaningful objectives spread out around the map. More towns and resources to hold away from the keeps that effect the overall conflict. Something that would give smaller groups something to fight over besides a choke point and pathway from one keep to the next. ATM Cyrodiil, while fun, is nothing more than a glorified tower defense game. It really needs to have more depth than that. It's just so wrong ESO went that direction with the overall AvA concept.
QFT
I just can't get excited about retaking Alessia for the 10000th time when I know that it will flip again in a few hours.
Do you get excited about killing/being killed by a couple of toons for the 10000th time when you know that you will kill them/be killed again within a few minutes/hours?
Pirhana7_ESO wrote: »pecheckler wrote: »I'd quit bitching and stomach Cyrodiil if after dying I could immediately respawn and be back in the fight in less than 30 seconds. If that requirement isn't met, then it's not fun. In WoW, Rift, Planetside, Guild Wars, neverwinter, the old republic, wildstar, and many other games which compete with ESO, I can do this.
As someone who wants this non-stop action, I can't even begin to describe how pissed I was when I read forward camps were being removed. That was the wrong direction entirely.
The problem with this is you want death to be meaningless. IF you are defending a keep and i kill you and you cant get rezzed and have to relasease but can come back in 30seconds....then killing you was pointless and that was also the problem with F camps. The fact that now I can kill you and if you release you are out of the battle and is what actually makes the system work and has purpose. This system forces you to play smart and make smart decisions, this system also makes map placement important as gives tactics to map position and travel time. This system also makes player rezzes very important. battle are actually decided by player skills and not just who can zerg back faster.
Too bad you never played DAOC, if you had you wouldn't be complaining. when you had to release, it was usually a 20 minute run back out to the other side of the map. 10 minutes if you were with a speed class.
xsorusb14_ESO wrote: »
Also did someone really complain the travel time in Cyrodiil takes to long? Maybe if you're level 10....It takes like 2 to 3 minutes at most between each keep...Which is fair...
Plenty of people like this game and it's current system for what it is including myself.
Coming from and comparing other games , asking to add features from those games takes away from what this game is in the first place.
While your at it why not ask them to add separate servers and sparkle ponies as well . We could turn pvp into a gear based zerg fest with pre mades and live streams.
Asking for improvements to the current system is one thing , but turning this into another Rift or WOW by adding useless features is not going to fly.
Elijah_Crow wrote: »I want the focus to stay on AVA. I don't want to see half the players leave AVA for some other faster way to level skills etc. I would however really like to see a dueling feature. Practicing and trying out new builds in AVA is annoying. New players could learn so much faster if they could duel.
pecheckler wrote: »I'd quit bitching and stomach Cyrodiil if after dying I could immediately respawn and be back in the fight in less than 30 seconds. If that requirement isn't met, then it's not fun. In WoW, Rift, Planetside, Guild Wars, neverwinter, the old republic, wildstar, and many other games which compete with ESO, I can do this.
As someone who wants this non-stop action, I can't even begin to describe how pissed I was when I read forward camps were being removed. That was the wrong direction entirely.
trimsic_ESO wrote: »Structured PVP in arenas is boring as hell in the long term. Many MMO offer this type of PVP, and they don't manage to keep their player base.
Large scale combats can be fun, provided that they are not resolved by siege weapons or by the lag.
ESO was designed for these large scale combats - ZOS has built their own graphics engine for that - and is one of the few MMO on the market that proposes such combats. It would be a pity not to finish the job and provide the players with something unique and fun.