It is not unknown how we (the PVP player base) have been dealt the "bad hand" in the history of ESO thus far. From broken FPS , to the lighting patch, from the blatant exploits (to this day unresolved and unpunished) to just plain lag. As a PvP player i have confidence in saying the following. And is literally the bare minimum we as your player base can ask, considering lack of performance and content for a years worth of time (we gave you 100% of the payment you required from us to play your game, and in return gave us 40% if not less of what we required from your product) and no one who PVPs is really appeased by a couple of crowns you threw at us, for a years worth of content you did not supply (and said you would) or performance therein.
-We do NOT want to spend another day in PVE, or prolonged in anyway. Either make PVP sets equally powerful to the undaunted sets, or make those undaunted sets somehow attainable in PVP. Its been a while now since the concept of dailies was implemented to ESO and i have yet to get the gear gear that i (We) want. Another point i want to make on this bullet is XP, and grinding new toons. Before you nerfed Craglorn, it still took a good amount of time to get your character from v3-v14. Now with Craglorn being almost useless, it now takes 4xs (if not more) longer to actually get your toon to v14. Do not nerf grinding for the people who just hate PVE to beging with, have really crappy XP available for them in Cyrodiil, and have buggy boring quests that hardly give any XP or reward. Fix this ASAP make XP actually viable in grinding and questing.
-AOE caps. Cyrodiil is lagging like crazy, always has (probably for all we know), and always will be. But one thing that i cannot stress enough is AOE caps/AOE damage. To those of you who do not know about server calculations from processing to assets (environment rendering to just simple calculations) in programming. Ill take the skill "Repentance" from the Templar skill line as an example.
When a Templar activates this skill the following calculations have to be made in this order.
Activate skill > Search for corpse(s) in the area > How many total corpse(s) in radius > How many of those corpses have already been used for repentance > extract and multiply resources from "x" amount of corpse(s) > distribute amount of resources from the "x" amount of corpse(s) to active players within the area > How many active players are in the area > distribute and execute > mark used corpses as "already used"> executed>
and this is just for one skill, currently with AOE caps doing max damage to the first 6 players, half that damage to the next 6, 25% to the next, so on and so fourth, the calculation and processing the server has to do is astronomical PER AOE that is activated for every player. What i do not understand is how you could buff siege damage "call it a zerg buster" say its okay for it to one shot many players who PVP, and say "thats fine" when you could have skills actually be useful in combat if you remove the AOE damage distribution the way it currently is set. You would be trimming tons of processing your servers obviously cannot handle, making your player base happy, and making AOE skills useful (so they actually kill zergs of people thus avoiding lag that mass amounts of people cause). In conclusion to this point, keep AOE caps off but remove AOE damage distribution in its reduction to players above 6. (just make it so it hits all players in AOE radius for 100% of the damage)
-Buff Servers and Content. Like i said in the beginning, we PVP players have always been dealt the "bad hand" and nerfed in so many ways its a wonder how you as a company have kept this many people to still play your game. Not only do you neglect PVP players, but you refuse us in having any buffs from other campaigns earned by PVP players!. This is probably the smallest point i have to make for PVP players everywhere but still needs to be said. When you take away simple buffs (that come from the PVP aspect of the game) from PVP players, to give to PVE players!? says alot about the game. This game is a PVE game, as a PVP player i feel like the neglected child. This is not new news to me, seeing as tho PVE has gotten everything up to this point (content wise with dailies, new sets, craft-able gear, veteran dungeons, quests [the smallest fixes for those quests], Craglorn, upper Craglorn, etc etc etc) and still WILL continue to get content for a long time before PVP actually gets its very first thing. And all we really want is a simple 1v1-3v3 leader board dueling mechanic, nothing elaborate no one would mind if it was instanced somehow (if that would make it easier), just a simple 1v1 scenario, same faction or otherwise, to just fight it out and see who wins. Give some of those players a break from open world PVP to fall back to small scale. We as a PVP community do not want too much just something simple or anything really.
Although personally content is not even in my field of vision, with all the lag we have to put up with i am sure most of us would settle for basic performance and call it a day for PVP
-"Q" times, as an AD i do not suffer from this but my opinions on the forums are not biased towards my faction, so i gather information from friends in other factions to make relevant points for the sake of PVP (at least in the vocalization of them). With that preface out of the way this is a quote in-game from my friend
"que times are horrendous i spent an hour and a half in que only to spend 5 minutes in cyrodiil, kicked out from the server unable to log in and finally given the error message reading <<1>> i spent 10 minutes trying to log in/figuring out what happened characters would be stuck in loading screens after a while it let me back into my toon i was trying to PVP with only to be put back into que and of course have to wait another hour or so."
Now, I know you Developers have already said you are looking to accommodate the Q times by bringing in new servers etc, but this is just unacceptable.
-Crown Store it does not make sense to me how players who have been subbed for a whole year (the most important people) get less crowns per-month subscribed, in comparison to the months remaining on subscription. Should it not be the other way around? reward the players that have been through thick and thin, with above and beyond what you would give to the players coming in, and or the remaining time. because to be honest as a PVP player there is no incentive to continually give you money to PVP, as it is broken half the time and the other half not playing at all because of "QUE times". In all honestly the B2P model (free basically) is the most justifiable cost for the PVP you offer in this game. Its hardly worth anything and that being said the crown store is useless and the amount of crowns i received for a years worth of subscription time is no where near the justifiable amount in comparison to the money we gave to you.
-Final thoughts a couple of crowns for your seemingly worthless crown store (as a pvp player) is hardly satisfying for me. It does not make up for a years worth of bad (and continually so) product, from its performance to its content. As a consumer i can only say there better be more for your player base (especially your PVP players) for all the support we have shown you and time we have given. If you want to appease your PVP player base start with bringing back rewarding grinds that don't take as long as they currently do and make PVP something rewarding as well from the gear you can get (make it competitive) to the XP you can earn and everything in between.
Thank you,
#rip yugo
#free Bridas
#free Subtomic
#free Perichor
#free Dshotz
and many others who have stated the truth plainly and were banned for it.
Edited by xDOVAHKIINx on March 30, 2015 9:49AM "According to most of the people on these forums, every organized 16 man guild group is a lagblobbing pulsespamming zerg."-Fmonk