ZOS_RichLambert wrote: »SuraklinPrime wrote: »But as a PvP player I have severe doubts about this one single mechanic - that being hit by a single kill removes everything you may have done since entering the zone and rewards someone for scoring one single kill when they may have not one single thing I can loot when I turn the tables on them.
Like @ZOS_BrianWheeler mentioned yesterday on ESO Live - we'll be watching PTS closely, tracking the data and feedback. We'll test out a couple of different loss percentages and see what strikes the right balance.
ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
nikolaj.lemcheb16_ESO wrote: »ZOS_RichLambert wrote: »SuraklinPrime wrote: »But as a PvP player I have severe doubts about this one single mechanic - that being hit by a single kill removes everything you may have done since entering the zone and rewards someone for scoring one single kill when they may have not one single thing I can loot when I turn the tables on them.
Like @ZOS_BrianWheeler mentioned yesterday on ESO Live - we'll be watching PTS closely, tracking the data and feedback. We'll test out a couple of different loss percentages and see what strikes the right balance.
You really need to scrap the entire loot system and replace it with a reward system instead. Give people a stone reward based on how many stones are on their victims but never let the victims lose any stones.
And then remove the stone multiplier system too since its there to make griefing even worse.
ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
Tonnopesceb16_ESO wrote: »ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
BAM!!!
And here the complaint train ends!
nikolaj.lemcheb16_ESO wrote: »ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
Then why increase the level cap to 16 and put all the new stuff in behind the pvp zone?
By doing that the DLC is no longer just a pvp expansion but an expansion to the entire game that everyone who want to stay competitive HAVE to take part in, while it has been designed by be griefers paradise.
ZOS_RichLambert wrote: »SuraklinPrime wrote: »But as a PvP player I have severe doubts about this one single mechanic - that being hit by a single kill removes everything you may have done since entering the zone and rewards someone for scoring one single kill when they may have not one single thing I can loot when I turn the tables on them.
Like @ZOS_BrianWheeler mentioned yesterday on ESO Live - we'll be watching PTS closely, tracking the data and feedback. We'll test out a couple of different loss percentages and see what strikes the right balance.
Tonnopesceb16_ESO wrote: »ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
BAM!!!
And here the complaint train ends!
ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
FooWasHere wrote: »ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
If you would have added IC in all its glory I'm sure it would've been fine, a great and needed addition to the PVP-scape. And I agree it's only fair that Cyrodiil got the first DLC update.
But @ZOS_RichLambert , you seem to forget that it's not what you did. You increased the level cap as well. And added an entire new gear tier with unique crafting material--potions and enchants included. All exclusive to the IC.
So by increasing the level and gear cap for all, while adding content (practically) only to the PvP side, I think you can understand that many now feel that they are 'forced' into PvP or have to grind out 2 VR levels on old content with diminishing returns, due to the increasing VR difference (or run do those 2 new dungeons a lot of times...). In addition to this, most old PVE gear is now entirely obsolete (much was already obsolescent after 1.6), in addition to making previously self-sufficient crafters complete consumers.
So saying that "this is simply not for you" isn't really going to appeal to the people that are upset about it.
(Re-use of comment made on Elloa's youtube.)
ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
SuraklinPrime wrote: »ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
@ZOS_RichLambert - I don't think we had any doubt it was mainly aimed at the PvP players, I am a PvP player so most of this whole thing sounds great... also looking forward to the next PvE release in the hope there is some fun solo content to balance the group stuff in Craglorn.
Having to satisfy base campaign conditions to enter... great!
Having new PvP areas to explore and learn... great!
Having daedra and NPCs interspersed... great! (and a bone for PvE too)
Having lots of new sets (as long as you are not gating PvE focused sets behind PvP content)... great!
New dungeons... great!
But as a PvP player I have severe doubts about this one single mechanic - that being hit by a single kill removes everything you may have done since entering the zone and rewards someone for scoring one single kill when they may have not one single thing I can loot when I turn the tables on them.
SuraklinPrime wrote: »ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
@ZOS_RichLambert - I don't think we had any doubt it was mainly aimed at the PvP players, I am a PvP player so most of this whole thing sounds great... also looking forward to the next PvE release in the hope there is some fun solo content to balance the group stuff in Craglorn.
Having to satisfy base campaign conditions to enter... great!
Having new PvP areas to explore and learn... great!
Having daedra and NPCs interspersed... great! (and a bone for PvE too)
Having lots of new sets (as long as you are not gating PvE focused sets behind PvP content)... great!
New dungeons... great!
But as a PvP player I have severe doubts about this one single mechanic - that being hit by a single kill removes everything you may have done since entering the zone and rewards someone for scoring one single kill when they may have not one single thing I can loot when I turn the tables on them.
Actually, some of us will even prefer full loot upon death, i.e. you lose gear, gold, etc. Some of us play PVP for the feeling of "I can get kill any moment and lose stuff if I make a mistake." Dying without a consequence does not give us that adrenaline rush that some of us are looking for. I know there are game like that out there, i.e. Darkfalls, but they are not as good as ESO and definitely not available for a console.
SuraklinPrime wrote: »ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
@ZOS_RichLambert - I don't think we had any doubt it was mainly aimed at the PvP players, I am a PvP player so most of this whole thing sounds great... also looking forward to the next PvE release in the hope there is some fun solo content to balance the group stuff in Craglorn.
Having to satisfy base campaign conditions to enter... great!
Having new PvP areas to explore and learn... great!
Having daedra and NPCs interspersed... great! (and a bone for PvE too)
Having lots of new sets (as long as you are not gating PvE focused sets behind PvP content)... great!
New dungeons... great!
But as a PvP player I have severe doubts about this one single mechanic - that being hit by a single kill removes everything you may have done since entering the zone and rewards someone for scoring one single kill when they may have not one single thing I can loot when I turn the tables on them.
Actually, some of us will even prefer full loot upon death, i.e. you lose gear, gold, etc. Some of us play PVP for the feeling of "I can get kill any moment and lose stuff if I make a mistake." Dying without a consequence does not give us that adrenaline rush that some of us are looking for. I know there are game like that out there, i.e. Darkfalls, but they are not as good as ESO and definitely not available for a console.
SuraklinPrime wrote: »SuraklinPrime wrote: »
But behind it all is the problem that it will reward people for behaving like muggers because it is not really spreading the risk and reward around... the person with stones takes all the risk and the person without stones (actual and metaphorical) simply takes no risk at all...
First, 'behaving like muggers' is exactly what PvP is about. You kill other players, because you have motivation to do so. Whether this motivation is TV stones or AP is irrelevant, the behavior is the same(and thus not something new coming with IC).
And i find your attitude insulting. PvP players do not go to PvP areas because they are evil and despicable people, the go there to have fun competing against other players. It is what the PvP area was made for.
Second, your insinuation that there is no risk at all for the PvP player is simply wrong. It's not like the moment he gets a kill, he magically gets transported back to his bank to deposit his stones. He is now the one loaded with stones he can lose at any moment, because there are enemy players looking for him. In fact, he is likely already fighting for his life, because the enemy player was just waiting until someone tries to attack that PvE'r over there.
Also, i don't know where you got the idea that a PvP player won't ever touch a mob. I certainly plan to get as many stones as i can, and that means attacking mobs just as readily as enemy players.
Sheesh, how many time must I repeat - I AM A PVP PLAYER!!!!
Where in my post do you see me suggest otherwise? I haven't made any guesses about your playing habits. I react to what you said, not to what i think you are.And PvP as done in ESO is 100% NOT about behaving like a mugger it is about playing for your alliance to win a campaign.
The fact alliance points exist suggests otherwise. You do not need those to win a campaign. They directly motivate players to kill each other for profit. Just like TV stones will. No change there.
Of course winning a campaign is a motivation too, i do not deny it, but it certainly is not 100% of the motivation when it come to defeating enemy players.
Tonnopesceb16_ESO wrote: »ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
BAM!!!
And here the complaint train ends!
jamesharv2005ub17_ESO wrote: »Reading the comments, I'm starting to think most of these players deserve to get griefed. Sorry.
"The only way to leave the imperial city is through the door you just came in." Going to be hilarious watching people camping entry and exit points killing everyone who does not have the teleport stone.
newtinmpls wrote: »jamesharv2005ub17_ESO wrote: »Reading the comments, I'm starting to think most of these players deserve to get griefed. Sorry.
I'm not clear why.
What I see is players who don't like fighting other players, and concurrent to that have not develped those skills (again: not interested in that aspect of the game) perceving that suddenly they are given an "opportunity" which essentially forces them to go toe-to-toe with groups and individuals who not only outmatch them, but are already laying on the threats and mockery because of the imbalance in combat skills.
So a PvE'er deserves to be greifed, because s/he dosn't share your enjoyment for a particular playstyle, and doesn't particularly care to have rewards related to the PvE experience obtainable only via PvP?
Is that what you mean to be saying?
ZOS_RichLambert wrote: »SuraklinPrime wrote: »But as a PvP player I have severe doubts about this one single mechanic - that being hit by a single kill removes everything you may have done since entering the zone and rewards someone for scoring one single kill when they may have not one single thing I can loot when I turn the tables on them.
Like @ZOS_BrianWheeler mentioned yesterday on ESO Live - we'll be watching PTS closely, tracking the data and feedback. We'll test out a couple of different loss percentages and see what strikes the right balance.
Lava_Croft wrote: »It's amazing how the Skyrim players try to ruin the only new, meaningful PvP content we will probably ever see.
You never played Skyrim? You should - it was really good.
Compared to previous classics such as TES 3 Morrowind, that still had some depth & complexity to them?
Nah...
So, basically, because we shouldn't force PvP content to PvE players, we should lose 0 stones when we die so that PvP players are forced to do PvE content to get stones.jamesharv2005ub17_ESO wrote: »ZOS_RichLambert wrote: »SuraklinPrime wrote: »But as a PvP player I have severe doubts about this one single mechanic - that being hit by a single kill removes everything you may have done since entering the zone and rewards someone for scoring one single kill when they may have not one single thing I can loot when I turn the tables on them.
Like @ZOS_BrianWheeler mentioned yesterday on ESO Live - we'll be watching PTS closely, tracking the data and feedback. We'll test out a couple of different loss percentages and see what strikes the right balance.
The right balance is losing ZERO of your stones to players. If the PVP people want stones let them do like everyone else and EARN them instead of stealing them. You guys want this to sell right? As it is you arent going to sell very many of these and when the people who dont use the forums figure out what you have done there will be an uproar like you have never seen.
Just bewilders me why you guys dont learn from the history of other games that player looting is a huge no-no. I guess you will be forced to learn the hard way. When you lose even more of the players one of these days you guys will start listening to us.
That comment was made by me, not jamesharv.
I stick by it, however.
An entitled PvEr who QQs on the forums when a certain DLC/content patch isn't 100% tailored for his/her preferences (but in favor of game diversity tries to appease to other types of players) absolutely deserves to get griefed.
You grief the forums, I grief you in game. That's how griefing works.
jamesharv2005ub17_ESO wrote: »ZOS_RichLambert wrote: »SuraklinPrime wrote: »But as a PvP player I have severe doubts about this one single mechanic - that being hit by a single kill removes everything you may have done since entering the zone and rewards someone for scoring one single kill when they may have not one single thing I can loot when I turn the tables on them.
Like @ZOS_BrianWheeler mentioned yesterday on ESO Live - we'll be watching PTS closely, tracking the data and feedback. We'll test out a couple of different loss percentages and see what strikes the right balance.
The right balance is losing ZERO of your stones to players. If the PVP people want stones let them do like everyone else and EARN them instead of stealing them. You guys want this to sell right? As it is you arent going to sell very many of these and when the people who dont use the forums figure out what you have done there will be an uproar like you have never seen.
Just bewilders me why you guys dont learn from the history of other games that player looting is a huge no-no. I guess you will be forced to learn the hard way. When you lose even more of the players one of these days you guys will start listening to us.
RustedValor wrote: »I think you strongly underestimate the size of the gaming community that loves making other players suffer lol.