RaidingTraiding wrote: »Turtle_Bot wrote: »YandereGirlfriend wrote: »
Let the free market of players decide where they want to play. Let them vote with their feet. It is up to Vengeance itself to make itself attractive to players. Only Vengeance can save itself. Coercing players into gameplay that they do not enjoy by deleting the content that they do enjoy is both bad business as well as extraordinarily fraught karma.
Don't yuck someone else's yum. Respect your fellow players and let them enjoy what they enjoy.
Agree with this point here, but it goes both ways.
The die-hard anti-vengeance crowd are using all the same disinformation comments of "We see that some people prefer Vengeance, but because the (laughably bad for data gathering) population bars confirms our anti-vengeance bias, we definitely need to cancel Vengeance to force those players into Grey Host".
Like literally 2 comments above yours and the most recent comment that was responding to a take that was similar to your own (that being, let both campaigns run and let players decide where they want to play) did this.
Both sides need to take a massive chill pill, let both campaigns be their own thing and let players decide which one they want to play.
Like it or not (and this is more of a general statement, not directed at anyone in particular), PvP in ESO NEEDS some form of simplified PvP, alongside the end-game of PvP in ESO, to help new players get into this part of the game. Personally I would like to see some more work done on Vengeance to enable it to be a solid on-boarding campaign for Grey Host (something that the U50 and no-proc campaigns failed at doing).Teaching new players about important stat thresholds, mechanics, flow of combat, etc. in a simplified way that's easy to learn, so that players feel like they have some base knowledge/skills to join Grey Host and don't just feel gatekept out of Grey Host by the sheer learning cliff that it has.
ZOS has implemented sets in the past that could have helped with this learning curve (intentionally or not) with mythics such as Oakensoul and Torc of Ayleid king (oakensoul with the buffs, torc with baseline stats), but on release they either overperformed (oakensoul) and required massive nerfs or underperformed (Torc) and were completely forgotten about, so much so that they really didn't work well (oaken just became the defacto everyone runs this, so nothing changed, torc just didn't do enough to compete with how oppressively overpowered all the procs have become and how stat dense all the builds have gotten).
To me, ESO's PvP has the same issues as Yu-Gi-Oh and the fighting game genre. Amazing to play/has unmatched potential once you've invested the time to get good at it, but it simply takes too long to see even the most basic of results that keep that drive going, especially in the very time-poor reality that we currently live in.
Easy to learn, hard to master is the core essence of a good game/mode, but ESO PvP (like the others I mentioned above) suffers more from easy to learn, impossible to master and that just drives the majority of new players away (or just flat out prevents them from even trying in the first place).
PvE simply cannot function in this role because of a few factors:
- PvE is a repetitive task, once the mechanic is learned, there's no variation to practice it under differing scenarios.
- PvE uses completely different stats/utility to PvP.
- PvE has set roles that it's been split into, while PvP is a mix of every role all at once with minimal definition (so the build knowledge required for PvE does not fit for PvP making it a very different skill-set even at this level).
I'm sure there's more, but it's easy to see how PvE will always fail to help players prepare for PvP. They are just 2 completely different modes and the skill-sets required for 1 does not directly/easily translate to the other, especially at an end-game level.
Simplified pvp is exactly the campaign ravenwatch was, especially when no proc and no hammer was in effect, and that's what killed that campaign. Zos finally realized this and reverted it back, but it was too late at that point. Why do people always forget about this? Maybe there's just too many new players who missed that whole episode? There's also below 50 for new players. Dont need this many dead camps for new players / those who want a simplified experience.
Just getting thrown into regular pvp with no hand holding is the best way to learn imo, but what drives people away is the overtly overtuned sets and mechanics that has defined the meta for years. i would hate being a new player trying to learn in a zone dominated by no counter pull sets like rush of agony and unkillable groups that have 50k perma shields on every member with who knows how much healing per second. not to mention the performance issues. don't get me wrong, you should be rewarded for grouping up and playing with friends in an mmo, but this current power level is absurd. Greyhost would be way more fun and more engaging for newer players if they fixed those 2 things at the very least. (at least for rush of agony by fix i mean removing entirely from pvp)
You're correct, nothing happens when you report AFK players.
That aside, the issue can be solved within the current format of BGs by applying two easy fixes ...
1) Automatically teleport players onto the field from spawn point after 10 seconds
2) Automatically respawn dead players after 10 seconds.
This way, the game finishes quickly if its unbalanced and everyone can move on with thier gaming.
If you"re sitting in spawn just wasting time and all your team mates are dead then you're just a troll ... in this instance, expect to get some verbals thrown at you.