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.
People actually bought an Elder Scrolls game and don't want to do Elder Scrolls quests...unbelievable.
People actually bought an Elder Scrolls game and don't want to do Elder Scrolls quests...unbelievable.
The way I see it, Zenimax is trying to remain true to the roots of the Elder Scrolls franchise; where you've always advanced your character as you advanced through the story/quests/dungeons.
If there are gamers who -only- want to advance their character by killing other players, I can think of a thousand games that would encourage you to do that...and not one of them would be an Elder Scrolls game.
sminkiottone wrote: »Yesterday I playied like 5 hours in pvp and haven't made a single level (I'm lvl 11 right now), a little more xp would be apretiated .
sminkiottone wrote: »Yesterday I playied like 5 hours in pvp and haven't made a single level (I'm lvl 11 right now), a little more xp would be apretiated .
Thing is the ones we are trying to explain this to are not asking for a little xp or more quests, or shards, specialty mobs, they are asking to rewrite the game so it is 2 different games, even though there are crofters who are just as hardcore non-adventures as much as there are PvPers that are non-adventurers... and raiders, etc.
For the most part it isn't that the xp in PvP should be tweaked, it's that a specific type of player (the same type who is also a crafter and doesn't want to leave the city), wants to see the entire rest of the game changed and rebalanced so they can have it EXACTLY their way at the cost of the entire game balance.
Game-wide Economy, Zone population, Campaign queue times, Gold Farmers etc, all tied into making 1 zone without travel or repair costs level AT THE SAME PACE for level 10-50, by KILLS ALONE. - it DOES effect the rest of the game, not just PvP.
killedbyping wrote: »What is the meaning of this discussion ? Topic starter obviously doing something WRONG.
99% of players (probably all 100% of them) who reached lvl 50 or even some veteran ranks during early access grinded those levels on PVP.
The discussion isn't that Cyrodyl should not have more xp opportunities it's that it should not be 1 player kill = 1 mob kill. not Equal. You would do one battle and gain 3 levels... IDK how impossible that seems to be to show the imbalance.
@bantad87
you get that in 1 PvP battle you get credit for every player you "tag" let alone every kill your group tags... and they all bunch up in nice little places like keeps and resources ect, you don't even have to go hunting for them. So no, 1 mob kill should not = 1 player kill. In PvE it is the same it's just you have to move around from zone to zone to get higher and higher level mobs to xp.. in cyrrodil you don't have to go anywhere else, ever.
The viable vrs best is exactly the dispute. People either asking for an exploited quest to power level or to be able to level as fast as the same guy who goes to multiple zones, dungeons, anchors, quests etc... most have gotten over the exploit drama, but viable does not mean the same Kill xp ratio.
Even in PvE Quests are the top way to xp. Cyrrodil doesn't have many quests, partly because people like to exploit PvP to level fast, but people arnt offering good quest ideas that dont lend towards exploitation, speed leveling, or pulling people from the actual goal of controlling the map and working together.
You put more quests in, players don't help siege because they are questing to level. Many will say go quest in PvE and don't take a spot in cyrrodil from a PvPer.If so many hadn't exploited then defended the exploitation of the 20 kill quest a lot of us might have more faith in the simple intentions, but it's a fact that people will exploit any way to level faster in PvP if they can find a gap in it, because there is no risk there. Only thing you lose is your pride and time and that's cheaper than doing it in overland Zones.
It's not just about keeping PvE from being effected it effects PvP just as much to give an imbalance to the leveling system ie all levels 1 zone, in a no monetary risk zone. It has to be slower, how much slower should be the discussion IMO.