redspecter23 wrote: »It would massively incentivize nightblades as questers as they have the unique ability to avoid mobs very, very easily compared to other classes, though they could build for stealth and just walk past most things.
xylena_lazarow wrote: »You should only be able to win as much as you're risking to lose. Carry zero telvars, you get zero for your player kills. Want 5k from that glowing blue pillar guy? You gotta be carrying the same 10k they are.
Or just remove telvar loss on death altogether...
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
Don't think so, it would make telvar farmers jobs easier, without needing to ever engage in PVP. Which will take away from PvPvE and make it solely PVE for people who want to avoid PVP. Telvar farmers can already efficiently farm while avoiding PVP, this will just invite a primarily PVE audience. Like imagine bringing an entire guild into IC of people who aren't flagged for PVP who only care about the PVE aspect and not being able to even touch them at all. That seems like what you'd be inviting and I can't imagine people who play PVP would find that fun, what good would making the zone active again but not being able to interact with a vast majority of people in it? Other than for farming/incoming making reasons as if there needs to be more money in the in-game economy.
I think the system needs a change, but if people can straight up avoid one aspect of the system, I don't see why they wouldn't do so. Which would defeat the purpose of PvPvE and would also take away from Imperial city events as well cause entire guilds could just dodge PVP this way
nope, It is and has always been marketed as a pvp area with pve aspects.....they need to make changes to encourage pvp in IC and not do things to lessen it....you know the risks of entering a pvp zone......
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
@Kwoung was your question about how the pve in ic and pve in cyro are different serious? npc density, the quest line,
2 area specific currencies gathered from mobs, roaming bosses with monster sets, the fact that ic was marketed as a hybrid zone etc....the pve is far different between the 2 zones.....
@Kwoung was your question about how the pve in ic and pve in cyro are different serious? npc density, the quest line,
2 area specific currencies gathered from mobs, roaming bosses with monster sets, the fact that ic was marketed as a hybrid zone etc....the pve is far different between the 2 zones.....
Depends on your perspective I guess. I find Cyro to be considerably more PVE friendly than IC, having both PVP & PVEed in both. As for Monster Sets, those are a recent addition and ZOS's idea to get more PVEer's to go there... which didn't really work out, it is still a dead zone. I also find it hard to consider it a PvPvE zone, when the PVE half of the equation avoids it like the plague.
@Kwoung was your question about how the pve in ic and pve in cyro are different serious? npc density, the quest line,
2 area specific currencies gathered from mobs, roaming bosses with monster sets, the fact that ic was marketed as a hybrid zone etc....the pve is far different between the 2 zones.....
Depends on your perspective I guess. I find Cyro to be considerably more PVE friendly than IC, having both PVP & PVEed in both. As for Monster Sets, those are a recent addition and ZOS's idea to get more PVEer's to go there... which didn't really work out, it is still a dead zone. I also find it hard to consider it a PvPvE zone, when the PVE half of the equation avoids it like the plague.
redspecter23 wrote: »@Kwoung was your question about how the pve in ic and pve in cyro are different serious? npc density, the quest line,
2 area specific currencies gathered from mobs, roaming bosses with monster sets, the fact that ic was marketed as a hybrid zone etc....the pve is far different between the 2 zones.....
Depends on your perspective I guess. I find Cyro to be considerably more PVE friendly than IC, having both PVP & PVEed in both. As for Monster Sets, those are a recent addition and ZOS's idea to get more PVEer's to go there... which didn't really work out, it is still a dead zone. I also find it hard to consider it a PvPvE zone, when the PVE half of the equation avoids it like the plague.
I think you raise a valid point. Is it really PvPvE if PvE players don't really want to be there? Sure, they may want the rewards during the event, but often avoid the PvP aspects as much as possible during that time. Some will surely say that's fine but it really doesn't help the zone feel less dead overall.
I see it just a bit differently. To me, it's not about PvE vs PvP specifically but often I see it as farmers vs gankers. There are 2 ways to get Tel Var. Farm it yourself or farm the farmers. Nobody likes being ganked and killed in under 2 seconds, but it happens and that can turn your farm sour quickly. The entire concept of invis ganking is such a massive turnoff for players but is incentivized to such a huge degree in IC that I don't blame players for losing interest quickly once they get instakilled a few times. You can argue that those players should learn to play or git gud, but the truth is that many will just choose the more appealing option of skipping the content altogether, which is what you see now. It does nothing to help the zone feel populated.