I think the system sound awesome and interesting. Finally a real consequence for deaths in PVP. Battles and fights will get more tense and exiting.
I hate how people want everything handed to them, without working for it...
Enemy-of-Coldharbour wrote: »Congratulations! You have reached the Imperial City! Now turn around and go away, you're not welcome. Only elitists and griefers allowed.
Don't waste your time, some people are too casual to understand that.Enemy-of-Coldharbour wrote: »Congratulations! You have reached the Imperial City! Now turn around and go away, you're not welcome. Only elitists and griefers allowed.
BS argument. Just because somebody kills you and pvp and takes a reward he is a griefer? Killing is a part of war you know. Cyrodiil is trying to simulate a war if you've not noticed it yet.
I think the system sound awesome and interesting. Finally a real consequence for deaths in PVP. Battles and fights will get more tense and exiting.
I hate how people want everything handed to them, without working for it...
I like this as well. I think people are missing that it is a PvP objective that has real risk and rewards related to PvP and are just thinking about it as a PvE currency that just happens to be lootable by other players.
I am NOT one of the elite PvPers but I sure hope the crew I run with is still around as together we are formidable. I would definitely focus more on support with that in mind.
I think the system sound awesome and interesting. Finally a real consequence for deaths in PVP. Battles and fights will get more tense and exiting.
I hate how people want everything handed to them, without working for it...
I like this as well. I think people are missing that it is a PvP objective that has real risk and rewards related to PvP and are just thinking about it as a PvE currency that just happens to be lootable by other players.
I am NOT one of the elite PvPers but I sure hope the crew I run with is still around as together we are formidable. I would definitely focus more on support with that in mind.
see, I'm not sure you're really understanding the true worries of the counter argument. People aren't missing that it's a pvp objective - and they're CERTAINLY not missing that there is real risk and reward involved in the system. In fact, the fact that there IS real risk and reward is part of the problem.
Even Casuals recognize that there is risk and reward in PVP. We still play it - not as often, and not quite as...passionately...as dedicated pvpers do, but we do it. Because the risk (namely, disappointment, defeat and time wasted) is relatively equal to the reward (occasional gear, occasional fun, occasional victory). Because there's no *personal* material loss in current PVP (no item damage that I'm aware of, no loss of money or gear, no loss of skill or xp progress or whatnot) defeat is a relatively minor hurt - if it was a more significant hurt, people like myself, that can barely justify the expense of PVP (time and unpleasant experiences) already, will be inclined to spend even less time and effort on PVP than we already do.
remember, for casuals like myself (and I like to think that I might be *reasonably* representative of a portion of the population), the current rewards for PVP are minimal - the cost of PVP has to be roughly equally minimal, or I will happily spend my time in PVE instead where my risk vs reward is much higher in my favor.
Now, don't get me wrong - I'm not packing my pitchfork and torches yet - depending on the actual layout and structure of Imperial City (IC), the nature of so called gank squads and griefers may undergo a change that makes the possibility of loss of...whatever this new currency is called (I forgot already) - a reasonable burden. However, just imagine if, oh lets say...AP's could be stolen off your dead body in Cyrodill currently. Now, YOU may be comfortable with that level of loss vs reward, but imagine all the casuals who drop in to Cyrodill right now, and realizing that if they get caught in the midst of traveling to one place or another...POOF. all progress gone (already limited progress because Casuals don't usually get lots of solo victories in PVP to begin with) - then, again. and again...because they're a vulnerable target, and the people attacking them...LIKE vulnerable easy targets - AND they get to steal their already limited pvp rewards...
cue the dedicated griefers and trolls - and you have a time-honored recipe for "I'm outta here and never coming back."
THIS, I think, is what casual PVP people are most worried about with the current information available for IC. We're already not all that rewarded for PVP'ing in the first place - and now, IC is going to introduce a mechanic that, to our experience, encourages the ABSOLUTE WORST kind of experiences we already have in pvp - but now with greater consequence. I hope you can understand why a segment of the *potential* pvp crowd is very concerned about the current description of IC.
Now, granted, we've only heard the basics of IC - depending on layout, popularity, and how the reward and looting system actually work, it may be far more tolerable than currently imagined - but it is worrisome, and I would say justifiably so.
of course, all of this only matters if you give a damn about the presence of casuals. If you don't, if you're perfectly fine with IC being occupied ONLY by dedicated PVP'ers, then you have nothing to worry about and you can tell us all, in good conscience, to make like a tree and get outta here.
I get your point, but I don't agree.
What is a game about? it is about winning or losing and of course the entertainment you get while reaching one of the two states.
-some stuff snipped-
Games are about competition, winning/losing, risking, learning and getting better. Without these traits a game would not be fun.
@phermitgb
I get your point, but I don't agree.
What is a game about? it is about winning or losing and of course the entertainment you get while reaching one of the two states.
Even if you are casual you should be able to play intelligently enough not to get killed constantly and you will get at least some currency out of your farming. You will just get less as better/well organized players of course.(note: I myself am very casual but still love competition when I'm able to play). That's how it is supposed to be.
If you are not able to survive and bank any gems or whatever the mechanic is you don't deserve the rewards you can buy with them. Just as you don't deserve the rewards for undaunted pledges, trials and everything else in the game if you are not able to complete them.
Games are about competition, winning/losing, risking, learning and getting better. Without these traits a game would not be fun.
Group up and enjoy (grouping up is the way to go here, they can show you stuff and help you with your builds if you fail miserably.)
Also remember that most people are rather casual. It is always the largest group.
Don't waste your time, some people are too casual to understand that.Enemy-of-Coldharbour wrote: »Congratulations! You have reached the Imperial City! Now turn around and go away, you're not welcome. Only elitists and griefers allowed.
BS argument. Just because somebody kills you and pvp and takes a reward he is a griefer? Killing is a part of war you know. Cyrodiil is trying to simulate a war if you've not noticed it yet.
On every campaign I played I could find organized groups of people that belong to that top-tier PvPers. No doubt these people will be in IC cleaning the city of their enemies so you can get your Tel Var stones safely too. That's the way it worked in DAoC.QueenAyrenn wrote: »Sounds interesting for top-tier PvPers... but like a game-breaker for the lower levels. Maybe when it's released, the majority of people will love it, but it sure doesn't sound like that's going to be the case. It'd be nice for some more detailed information on this.
I think the system sound awesome and interesting. Finally a real consequence for deaths in PVP. Battles and fights will get more tense and exiting.
I hate how people want everything handed to them, without working for it...
I like this as well. I think people are missing that it is a PvP objective that has real risk and rewards related to PvP and are just thinking about it as a PvE currency that just happens to be lootable by other players.
I am NOT one of the elite PvPers but I sure hope the crew I run with is still around as together we are formidable. I would definitely focus more on support with that in mind.
see, I'm not sure you're really understanding the true worries of the counter argument. People aren't missing that it's a pvp objective - and they're CERTAINLY not missing that there is real risk and reward involved in the system. In fact, the fact that there IS real risk and reward is part of the problem.
Even Casuals recognize that there is risk and reward in PVP. We still play it - not as often, and not quite as...passionately...as dedicated pvpers do, but we do it. Because the risk (namely, disappointment, defeat and time wasted) is relatively equal to the reward (occasional gear, occasional fun, occasional victory). Because there's no *personal* material loss in current PVP (no item damage that I'm aware of, no loss of money or gear, no loss of skill or xp progress or whatnot) defeat is a relatively minor hurt - if it was a more significant hurt, people like myself, that can barely justify the expense of PVP (time and unpleasant experiences) already, will be inclined to spend even less time and effort on PVP than we already do.
remember, for casuals like myself (and I like to think that I might be *reasonably* representative of a portion of the population), the current rewards for PVP are minimal - the cost of PVP has to be roughly equally minimal, or I will happily spend my time in PVE instead where my risk vs reward is much higher in my favor.
Now, don't get me wrong - I'm not packing my pitchfork and torches yet - depending on the actual layout and structure of Imperial City (IC), the nature of so called gank squads and griefers may undergo a change that makes the possibility of loss of...whatever this new currency is called (I forgot already) - a reasonable burden. However, just imagine if, oh lets say...AP's could be stolen off your dead body in Cyrodill currently. Now, YOU may be comfortable with that level of loss vs reward, but imagine all the casuals who drop in to Cyrodill right now, and realizing that if they get caught in the midst of traveling to one place or another...POOF. all progress gone (already limited progress because Casuals don't usually get lots of solo victories in PVP to begin with) - then, again. and again...because they're a vulnerable target, and the people attacking them...LIKE vulnerable easy targets - AND they get to steal their already limited pvp rewards...
cue the dedicated griefers and trolls - and you have a time-honored recipe for "I'm outta here and never coming back."
THIS, I think, is what casual PVP people are most worried about with the current information available for IC. We're already not all that rewarded for PVP'ing in the first place - and now, IC is going to introduce a mechanic that, to our experience, encourages the ABSOLUTE WORST kind of experiences we already have in pvp - but now with greater consequence. I hope you can understand why a segment of the *potential* pvp crowd is very concerned about the current description of IC.
Now, granted, we've only heard the basics of IC - depending on layout, popularity, and how the reward and looting system actually work, it may be far more tolerable than currently imagined - but it is worrisome, and I would say justifiably so.
of course, all of this only matters if you give a damn about the presence of casuals. If you don't, if you're perfectly fine with IC being occupied ONLY by dedicated PVP'ers, then you have nothing to worry about and you can tell us all, in good conscience, to make like a tree and get outta here.
I think the system sound awesome and interesting. Finally a real consequence for deaths in PVP. Battles and fights will get more tense and exiting.
I hate how people want everything handed to them, without working for it...
Ha. So sitting on top of a rock twiddling your thumbs for an hour, bursting down an unsuspecting passerby in a couple seconds is "working for it" - but doing quests and fighting monsters for five hours is "wanting to have everything handed to me"? You're funny.I think the system sound awesome and interesting. Finally a real consequence for deaths in PVP. Battles and fights will get more tense and exiting.
I hate how people want everything handed to them, without working for it...
There's a reason no new MMO in years has had such a mechanic and why this will utterly fail at what ZOS seem to be inflicting on the game to achieve.Dionysusjones wrote: »This community is way too carebear for this to actually stay implemented. The tears will be at flood levels within the first week and a full reversal will be at hand. I think the idea sounds fantastic as it means more reasons to pvp and makes death meaningful. However those of us that see the good in this mechanic are seemingly the minority and we will be outforumed.