JoseDelgadoCub17_ESO wrote: »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.
Swtor GW2 and WoW have arenas and their playerbase is fine...
Yeah it's pretty silly that y'all counter argument is " I don't want other PvP options because I want people to be forced to do the single option."
Yeah, since "structured" pvp has worked out so well for every other mmo...
kevlarto_ESO wrote: »Structured pvp in every game I have played is boring and nothing but a bunch of pre made teams, worse than what we have in ESO, but that's just my opinion, I like AVA to bad it is having such issues, with the megaserver, or the engine where ever their weak link may be.
pecheckler wrote: »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...
In Cyrodiil you can die in a matter of 5 seconds in actual combat, then spend between 3 to 8 minutes returning to the battle. Much of other time is spent traveling too, for reasons other than returning to where you died, such as regrouping, etc. Then there is the standing on top of or below a giant wall mindlessly lobbing siege and arrows.
That isn't fun PvP. It is part of fun PvP, but feels tedious.
At a time of chaos and turmoil, children from all across tamriel have been taken by an evil Argonian Thieves guild. They were raised in captivity, forced to learn their captors evil ways and endured the harsh environment of Black Marsh. The intentions of the evil guild is still unknown till this day.
Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.
Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.
They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.
JoseDelgadoCub17_ESO wrote: »
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.
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.
No just no to any "structured" pvp.
The min/max pre-mades with their list of UI mod requirements and team-speak or its equivalent are salivating at the mouth for such a set-up, hoping for all the PUG/newbie kills to add to their leader-board scores, which will be required to be posted to everyones' screen at log-in, so they can polish their epeens more...
JoseDelgadoCub17_ESO 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.
structured PvP doesn't make death meaningless.
making X amount deaths hurt your team score or literally limiting the amount of your team respawns.
if anything Mobas and FPS games have shown us what games look like when death truly matters.
the feeling of being the last man standing or your team being one death away from a loss feels a lot better then killing someone just so they spawn again so you can farm more AP.
JoseDelgadoCub17_ESO wrote: »
Can you present any hard data to back up this assumption?
most WoW streamers stream arenas.trimsic_ESO wrote: »JoseDelgadoCub17_ESO wrote: »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.
Swtor GW2 and WoW have arenas and their playerbase is fine...
Yeah it's pretty silly that y'all counter argument is " I don't want other PvP options because I want people to be forced to do the single option."
WOW is not popular for its arenas, and no, the player base of GW2 and SWTOR is not fine. Both have been a huge desillusion.
Attorneyatlawl wrote: »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.
Repost of a bunch of other threads. I'll just do the same here then I guess:
"Battleground type pvp sucks in my humble opinion. If I wanted no real surprises or variation in an instanced zone that goes poof after 10 minutes and is a small landmass. I could go play an fps. I play RvR pvp because it has no magical set definitive ending time or condition, and is persistent while offering all types of pvp from roaming small group, solo or duo, zerging, sieges, small skilled strike forces, ambushing, a huge terrain with travel routes, and some pve even to do if you want to still be able to have pvp happen instead of being 100% safe in pve zones.
Progression in bg's? You're describing how Cyrodiil works right now. Most start out by zerging around in huge groups where they aren't individually as important to the fight while new players. Then often they branch out as they learn to play, not dying to siege fire constantly (many seem to get stuck on that one hehe), and figuring out how the flow of combat tends to go. They then try making their own groups, usually smaller as they become more skilled and some from there go on to do strike force groups as they become great players, and solo/duo monsters the like of which causes cries for nerfs amongst the unskilled or people not understanding game mechanics. Some don't, and just zerg, gradually becoming a little better but not going off much or in smaller groups on their own. That's fine, too, if they're enjoying themselves. And for the big bad wolves? Well, more prey
."
It absolutely would be a huge negative and critical mistake for the ESO team to shift to focusing only on meaningless minigames. Cyrodiil's working well, and will be even better when the Imperial City hits. What's needed is for that to happen, and people to learn how to play there without having a big on screen marker saying "go scout this milegate to cut off enemy reinforcements" for them to do so.
Attorneyatlawl wrote: »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.
Repost of a bunch of other threads. I'll just do the same here then I guess:
"Battleground type pvp sucks in my humble opinion. If I wanted no real surprises or variation in an instanced zone that goes poof after 10 minutes and is a small landmass. I could go play an fps. I play RvR pvp because it has no magical set definitive ending time or condition, and is persistent while offering all types of pvp from roaming small group, solo or duo, zerging, sieges, small skilled strike forces, ambushing, a huge terrain with travel routes, and some pve even to do if you want to still be able to have pvp happen instead of being 100% safe in pve zones.
Progression in bg's? You're describing how Cyrodiil works right now. Most start out by zerging around in huge groups where they aren't individually as important to the fight while new players. Then often they branch out as they learn to play, not dying to siege fire constantly (many seem to get stuck on that one hehe), and figuring out how the flow of combat tends to go. They then try making their own groups, usually smaller as they become more skilled and some from there go on to do strike force groups as they become great players, and solo/duo monsters the like of which causes cries for nerfs amongst the unskilled or people not understanding game mechanics. Some don't, and just zerg, gradually becoming a little better but not going off much or in smaller groups on their own. That's fine, too, if they're enjoying themselves. And for the big bad wolves? Well, more prey
."
It absolutely would be a huge negative and critical mistake for the ESO team to shift to focusing only on meaningless minigames. Cyrodiil's working well, and will be even better when the Imperial City hits. What's needed is for that to happen, and people to learn how to play there without having a big on screen marker saying "go scout this milegate to cut off enemy reinforcements" for them to do so.
This reply is spot on imho.
Just to add ,
The single server , single large area mechanics for AVA create scenarios that would never manifest themselves in a structured setting.
It might be wise to consider that those of us who have been there and done that are attracted to this type of game play because we don't want to participate in structured pvp.
So why come to this game and then ask to change one of the main attractions for many players into something we can already find in a ton of other games out there ?
If structured pvp is so great why aren't the people suggesting it playing those games instead of being here?
Why not put some thought into how we can improve the current system rather than change it into something else.
Attorneyatlawl wrote: »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.
Repost of a bunch of other threads. I'll just do the same here then I guess:
"Battleground type pvp sucks in my humble opinion. If I wanted no real surprises or variation in an instanced zone that goes poof after 10 minutes and is a small landmass. I could go play an fps. I play RvR pvp because it has no magical set definitive ending time or condition, and is persistent while offering all types of pvp from roaming small group, solo or duo, zerging, sieges, small skilled strike forces, ambushing, a huge terrain with travel routes, and some pve even to do if you want to still be able to have pvp happen instead of being 100% safe in pve zones.
Progression in bg's? You're describing how Cyrodiil works right now. Most start out by zerging around in huge groups where they aren't individually as important to the fight while new players. Then often they branch out as they learn to play, not dying to siege fire constantly (many seem to get stuck on that one hehe), and figuring out how the flow of combat tends to go. They then try making their own groups, usually smaller as they become more skilled and some from there go on to do strike force groups as they become great players, and solo/duo monsters the like of which causes cries for nerfs amongst the unskilled or people not understanding game mechanics. Some don't, and just zerg, gradually becoming a little better but not going off much or in smaller groups on their own. That's fine, too, if they're enjoying themselves. And for the big bad wolves? Well, more prey
."
It absolutely would be a huge negative and critical mistake for the ESO team to shift to focusing only on meaningless minigames. Cyrodiil's working well, and will be even better when the Imperial City hits. What's needed is for that to happen, and people to learn how to play there without having a big on screen marker saying "go scout this milegate to cut off enemy reinforcements" for them to do so.
This reply is spot on imho.
Just to add ,
The single server , single large area mechanics for AVA create scenarios that would never manifest themselves in a structured setting.
It might be wise to consider that those of us who have been there and done that are attracted to this type of game play because we don't want to participate in structured pvp.
So why come to this game and then ask to change one of the main attractions for many players into something we can already find in a ton of other games out there ?
If structured pvp is so great why aren't the people suggesting it playing those games instead of being here?
Why not put some thought into how we can improve the current system rather than change it into something else.
Attorneyatlawl wrote: »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.
Repost of a bunch of other threads. I'll just do the same here then I guess:
"Battleground type pvp sucks in my humble opinion. If I wanted no real surprises or variation in an instanced zone that goes poof after 10 minutes and is a small landmass. I could go play an fps. I play RvR pvp because it has no magical set definitive ending time or condition, and is persistent while offering all types of pvp from roaming small group, solo or duo, zerging, sieges, small skilled strike forces, ambushing, a huge terrain with travel routes, and some pve even to do if you want to still be able to have pvp happen instead of being 100% safe in pve zones.
Progression in bg's? You're describing how Cyrodiil works right now. Most start out by zerging around in huge groups where they aren't individually as important to the fight while new players. Then often they branch out as they learn to play, not dying to siege fire constantly (many seem to get stuck on that one hehe), and figuring out how the flow of combat tends to go. They then try making their own groups, usually smaller as they become more skilled and some from there go on to do strike force groups as they become great players, and solo/duo monsters the like of which causes cries for nerfs amongst the unskilled or people not understanding game mechanics. Some don't, and just zerg, gradually becoming a little better but not going off much or in smaller groups on their own. That's fine, too, if they're enjoying themselves. And for the big bad wolves? Well, more prey
."
It absolutely would be a huge negative and critical mistake for the ESO team to shift to focusing only on meaningless minigames. Cyrodiil's working well, and will be even better when the Imperial City hits. What's needed is for that to happen, and people to learn how to play there without having a big on screen marker saying "go scout this milegate to cut off enemy reinforcements" for them to do so.
This reply is spot on imho.
Just to add ,
The single server , single large area mechanics for AVA create scenarios that would never manifest themselves in a structured setting.
It might be wise to consider that those of us who have been there and done that are attracted to this type of game play because we don't want to participate in structured pvp.
So why come to this game and then ask to change one of the main attractions for many players into something we can already find in a ton of other games out there ?
If structured pvp is so great why aren't the people suggesting it playing those games instead of being here?
Why not put some thought into how we can improve the current system rather than change it into something else.
JoseDelgadoCub17_ESO wrote: »JoseDelgadoCub17_ESO wrote: »
Can you present any hard data to back up this assumption?
I already did on the OP the revenue of multiple games and you'll notice none of them have RvR.most WoW streamers stream arenas.trimsic_ESO wrote: »JoseDelgadoCub17_ESO wrote: »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.
Swtor GW2 and WoW have arenas and their playerbase is fine...
Yeah it's pretty silly that y'all counter argument is " I don't want other PvP options because I want people to be forced to do the single option."
WOW is not popular for its arenas, and no, the player base of GW2 and SWTOR is not fine. Both have been a huge desillusion.
also on the chart I gave you notice Swtor is listed in the top 5 but not GW2 ,warhammer online, or DAOC in revenue earned 2013.
Swtor is making revenue which means it's doing well... it even launched an expansion.
wrlifeboil wrote: »JoseDelgadoCub17_ESO wrote: »JoseDelgadoCub17_ESO wrote: »
Can you present any hard data to back up this assumption?
I already did on the OP the revenue of multiple games and you'll notice none of them have RvR.most WoW streamers stream arenas.trimsic_ESO wrote: »JoseDelgadoCub17_ESO wrote: »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.
Swtor GW2 and WoW have arenas and their playerbase is fine...
Yeah it's pretty silly that y'all counter argument is " I don't want other PvP options because I want people to be forced to do the single option."
WOW is not popular for its arenas, and no, the player base of GW2 and SWTOR is not fine. Both have been a huge desillusion.
also on the chart I gave you notice Swtor is listed in the top 5 but not GW2 ,warhammer online, or DAOC in revenue earned 2013.
Swtor is making revenue which means it's doing well... it even launched an expansion.
They are streaming for a specific audience. A very small segment of the population does arenas in WoW competitively. Granted that even a small slice of WoW's pop can be big numbers. But ask around or randomly look up some of your friends' or families' or acquaintance's armory for their arenas ratings. Most won't even have 1800+ ratings.
they arent that rare brah . there alot a player around 2.2k
For example I am one
http://us.battle.net/wow/en/character/tichondrius/Molsondry/simple