SuraklinPrime wrote: »I have just seen and oddly jolly broadcast from ZOS in which they confirm that IC is basically a w... gankfest for griefers over PvE and proper PvP players... so good luck subscribers or crown paying PvE players ZOS are giggly like loons about you being ganked by griefers... not only that but if groups zerg individuals the group shares the stones... 20 vs 1 is their new sad meta...
This is so frelling sad I am shocked to watch them drool over it..
I had really hoped this would be player friendly but it isn't - this is all about feeding sad trolls...
(...)
We don't even know how they have changed other gear sets in game (which have allegedly gone through a revamp).
(...)
jamesharv2005ub17_ESO wrote: »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.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.
FooWasHere wrote: »
(...)
We don't even know how they have changed other gear sets in game (which have allegedly gone through a revamp).
(...)
Re sets: But we know that the level of the content (trials/arena/dungeons) will remain at VR12/13/14, which due to the new gear tier, will drop loot that's sub-par both in terms of set bonuses and enchantments. And that assuming that they even update the obsolete sets.
What @ZOS_RichLambert basically wrote reads as "the end-game is no longer for you" to many players. I PvP regularly, and I've got gold enough to buy all the gear that I ever could want, but both ZoS and you must understand why the IC in itself is a great and well deserved DLC, but in the context of update 7 leaves a lot of players feeling excluded/coerced. And that's not a good thing if one wants to provide enduring entertainment.
newtinmpls wrote: »RustedValor wrote: »I think you strongly underestimate the size of the gaming community that loves making other players suffer lol.
I don't underestimate them.
I also don't want to game with them.
This is why I have been grateful for ZoS for mostly separating PvE and PvP.
I also think that there is an inherent flaw in designing a game that starts with pretty much all PvE then essentially switches to either PvP or endless repeats of the same PvE dungeon groups.
PvP players are sort of forced to PvE to get to what they really want
PvE players are given PvP as an endgame/reward and they never wanted it in the first place. I'd like to see more options for both (separately) along the way with choice.
Like opt in/opt out toggles with 1 week cooldowns on dueling, justice system and so on.
RazzPitazz 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.
Can you sPeak real quick if PvErs will be able to obtain equivalent gear outside of IC? I think this is one of the major concerns at the moment.
newtinmpls wrote: »RustedValor wrote: »I think you strongly underestimate the size of the gaming community that loves making other players suffer lol.
I don't underestimate them.
I also don't want to game with them.
This is why I have been grateful for ZoS for mostly separating PvE and PvP.
I also think that there is an inherent flaw in designing a game that starts with pretty much all PvE then essentially switches to either PvP or endless repeats of the same PvE dungeon groups.
PvP players are sort of forced to PvE to get to what they really want
PvE players are given PvP as an endgame/reward and they never wanted it in the first place. I'd like to see more options for both (separately) along the way with choice.
Like opt in/opt out toggles with 1 week cooldowns on dueling, justice system and so on.
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.
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.
I don't think the people who are offering constructive criticism before this goes live are misunderstanding the intent of the Imperial City. What you're seeing a lot of, even from PvP players, is the major concern of this new mechanic of loss. You're also hearing from a lot of subpar to mediocre players explain how death comes in Cyrodiil. This isn't about PvE players wanting it handed to them. I've been enjoying PvP and I come from over a year of PvE-only experience. This is a concern about the mechanics of 100% loss.
RustedValor wrote: »You don't have to play with them. This is a DLC, which means you don't pay for it if you don't want it. All i'm saying is, there is definatelly a large population of gamers who will buy the DLC as is and enjoy it. If the DLC flops, then they will simply adjust the system until it does. Its not gonna flop though because pretty much everyone is going to get it that plays the game regularly.
This thread has gone from bad to worse it seems.
It is supposed to be a place for a different kind of PvP experience. Arguing that the entire basis upon which that experience is grounded is some evil, sinister, deliberate plan by the devs to set up PvE players as food for the PvP crowd, because that is the only motivating factor that really matters to the people who want to play this expansion is just about the most ridiculous bunch of arguements I have ever heard on a game forum yet.
ZOS_RichLambert wrote: »If you want risk free PvP, go elsewhere in Cyrodiil & let the people who enjoy different type of PvP enjoy it.
Problem solved.
Spot on.
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.
I don't think the people who are offering constructive criticism before this goes live are misunderstanding the intent of the Imperial City. What you're seeing a lot of, even from PvP players, is the major concern of this new mechanic of loss. You're also hearing from a lot of subpar to mediocre players explain how death comes in Cyrodiil. This isn't about PvE players wanting it handed to them. I've been enjoying PvP and I come from over a year of PvE-only experience. This is a concern about the mechanics of 100% loss.
You act as if this was applied to everywhere in PvP.
If you want risk free PvP, go elsewhere in Cyrodiil & let the people who enjoy different type of PvP enjoy it.
Problem solved.
Also, how can you claim the criticism is "constructive", when its aim is to destroy a mechanic that many consider fun?
Just in order to get more "zerg zerg, die (whatever), respawn, zerg zerg" PvP that you already have plenty of outside Imperial City.
To me, this doesn't sound like "constructive criticism", it sounds like destructive criticism.
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.
I don't think the people who are offering constructive criticism before this goes live are misunderstanding the intent of the Imperial City. What you're seeing a lot of, even from PvP players, is the major concern of this new mechanic of loss. You're also hearing from a lot of subpar to mediocre players explain how death comes in Cyrodiil. This isn't about PvE players wanting it handed to them. I've been enjoying PvP and I come from over a year of PvE-only experience. This is a concern about the mechanics of 100% loss.
You act as if this was applied to everywhere in PvP.
If you want risk free PvP, go elsewhere in Cyrodiil & let the people who enjoy different type of PvP enjoy it.
Problem solved.
Also, how can you claim the criticism is "constructive", when its aim is to destroy a mechanic that many consider fun?
Just in order to get more "zerg zerg, die (whatever), respawn, zerg zerg" PvP that you already have plenty of outside Imperial City.
To me, this doesn't sound like "constructive criticism", it sounds like destructive criticism.
Come on now, don't be daft. You should know what constructive criticism means. Again, no one is saying to remove it. People are saying that 100% is too much. The developers need to play in the live instance, more than testing, to understand these issues.
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.
I don't think the people who are offering constructive criticism before this goes live are misunderstanding the intent of the Imperial City. What you're seeing a lot of, even from PvP players, is the major concern of this new mechanic of loss. You're also hearing from a lot of subpar to mediocre players explain how death comes in Cyrodiil. This isn't about PvE players wanting it handed to them. I've been enjoying PvP and I come from over a year of PvE-only experience. This is a concern about the mechanics of 100% loss.
You act as if this was applied to everywhere in PvP.
If you want risk free PvP, go elsewhere in Cyrodiil & let the people who enjoy different type of PvP enjoy it.
Problem solved.
Also, how can you claim the criticism is "constructive", when its aim is to destroy a mechanic that many consider fun?
Just in order to get more "zerg zerg, die (whatever), respawn, zerg zerg" PvP that you already have plenty of outside Imperial City.
To me, this doesn't sound like "constructive criticism", it sounds like destructive criticism.
Come on now, don't be daft. You should know what constructive criticism means. Again, no one is saying to remove it. People are saying that 100% is too much. The developers need to play in the live instance, more than testing, to understand these issues.
Since naming and shaming is against the CoC, I will not repost the number of comments in threads which are currently demanding this mechanic be done away with altogether, but there ARE plenty of people saying that. The developers HAVE already said that there will be further testing and adjusting to this percentage on PTS; was said within the very first few minutes of the ESO Live presentation. People need to calm the heck down and stop blowing everything out of proportion.
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.
I don't think the people who are offering constructive criticism before this goes live are misunderstanding the intent of the Imperial City. What you're seeing a lot of, even from PvP players, is the major concern of this new mechanic of loss. You're also hearing from a lot of subpar to mediocre players explain how death comes in Cyrodiil. This isn't about PvE players wanting it handed to them. I've been enjoying PvP and I come from over a year of PvE-only experience. This is a concern about the mechanics of 100% loss.
You act as if this was applied to everywhere in PvP.
If you want risk free PvP, go elsewhere in Cyrodiil & let the people who enjoy different type of PvP enjoy it.
Problem solved.
Also, how can you claim the criticism is "constructive", when its aim is to destroy a mechanic that many consider fun?
Just in order to get more "zerg zerg, die (whatever), respawn, zerg zerg" PvP that you already have plenty of outside Imperial City.
To me, this doesn't sound like "constructive criticism", it sounds like destructive criticism.
Come on now, don't be daft. You should know what constructive criticism means. Again, no one is saying to remove it. People are saying that 100% is too much. The developers need to play in the live instance, more than testing, to understand these issues.
Since naming and shaming is against the CoC, I will not repost the number of comments in threads which are currently demanding this mechanic be done away with altogether, but there ARE plenty of people saying that. The developers HAVE already said that there will be further testing and adjusting to this percentage on PTS; was said within the very first few minutes of the ESO Live presentation. People need to calm the heck down and stop blowing everything out of proportion.
Again, that's part of the job that ZOS has to filter through. Finding people who are offering constructive criticism against those that are just demanding or might not really understand everything that goes into development. I know I'm definitely calm. I'm a mediocre PvP player, I'll likely be fine in the long run. Doesn't change me from wanting to express my concerns.
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.
I don't think the people who are offering constructive criticism before this goes live are misunderstanding the intent of the Imperial City. What you're seeing a lot of, even from PvP players, is the major concern of this new mechanic of loss. You're also hearing from a lot of subpar to mediocre players explain how death comes in Cyrodiil. This isn't about PvE players wanting it handed to them. I've been enjoying PvP and I come from over a year of PvE-only experience. This is a concern about the mechanics of 100% loss.
You act as if this was applied to everywhere in PvP.
If you want risk free PvP, go elsewhere in Cyrodiil & let the people who enjoy different type of PvP enjoy it.
Problem solved.
Also, how can you claim the criticism is "constructive", when its aim is to destroy a mechanic that many consider fun?
Just in order to get more "zerg zerg, die (whatever), respawn, zerg zerg" PvP that you already have plenty of outside Imperial City.
To me, this doesn't sound like "constructive criticism", it sounds like destructive criticism.
Come on now, don't be daft. You should know what constructive criticism means. Again, no one is saying to remove it. People are saying that 100% is too much. The developers need to play in the live instance, more than testing, to understand these issues.
Since naming and shaming is against the CoC, I will not repost the number of comments in threads which are currently demanding this mechanic be done away with altogether, but there ARE plenty of people saying that. The developers HAVE already said that there will be further testing and adjusting to this percentage on PTS; was said within the very first few minutes of the ESO Live presentation. People need to calm the heck down and stop blowing everything out of proportion.
Again, that's part of the job that ZOS has to filter through. Finding people who are offering constructive criticism against those that are just demanding or might not really understand everything that goes into development. I know I'm definitely calm. I'm a mediocre PvP player, I'll likely be fine in the long run. Doesn't change me from wanting to express my concerns.
I am aware of that. I responded to you because you stated "no one is saying to remove it." Clearly if anyone bothers to read what is flying around here last couple of days, that is not the case.
MsPtibiscuit wrote: »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.
jamesharv2005ub17_ESO wrote: »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.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.
http://forums.elderscrollsonline.com/en/discussion/196972/do-you-plan-on-getting-the-imperial-city-dlc/p1
Yeah right, they're not going to sell much...
With 99% confidence & 8.5% margin of error, 49% of player population will buy this DLC.
But hey, keep pounding your chest & making noise lol
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.
I don't think the people who are offering constructive criticism before this goes live are misunderstanding the intent of the Imperial City. What you're seeing a lot of, even from PvP players, is the major concern of this new mechanic of loss. You're also hearing from a lot of subpar to mediocre players explain how death comes in Cyrodiil. This isn't about PvE players wanting it handed to them. I've been enjoying PvP and I come from over a year of PvE-only experience. This is a concern about the mechanics of 100% loss.
You act as if this was applied to everywhere in PvP.
If you want risk free PvP, go elsewhere in Cyrodiil & let the people who enjoy different type of PvP enjoy it.
Problem solved.
Also, how can you claim the criticism is "constructive", when its aim is to destroy a mechanic that many consider fun?
Just in order to get more "zerg zerg, die (whatever), respawn, zerg zerg" PvP that you already have plenty of outside Imperial City.
To me, this doesn't sound like "constructive criticism", it sounds like destructive criticism.
Come on now, don't be daft. You should know what constructive criticism means. Again, no one is saying to remove it. People are saying that 100% is too much. The developers need to play in the live instance, more than testing, to understand these issues.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »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.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.
http://forums.elderscrollsonline.com/en/discussion/196972/do-you-plan-on-getting-the-imperial-city-dlc/p1
Yeah right, they're not going to sell much...
With 99% confidence & 8.5% margin of error, 49% of player population will buy this DLC.
But hey, keep pounding your chest & making noise lol
Did you pay attention to the numbers? Fact is 99% of the players never use these forums. These forums are basically all one demographic. Its why companies should get their feedback from more than just the small amount who use these forums.
That poll has less than 500 total votes.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »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.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.
http://forums.elderscrollsonline.com/en/discussion/196972/do-you-plan-on-getting-the-imperial-city-dlc/p1
Yeah right, they're not going to sell much...
With 99% confidence & 8.5% margin of error, 49% of player population will buy this DLC.
But hey, keep pounding your chest & making noise lol
Did you pay attention to the numbers? Fact is 99% of the players never use these forums. These forums are basically all one demographic. Its why companies should get their feedback from more than just the small amount who use these forums.
That poll has less than 500 total votes.
jamesharv2005ub17_ESO wrote: »MsPtibiscuit wrote: »I can't believe are really complaining about a system like that. This is the first time ESO devs try to do something different than the typical themepark content, and people, without even trying the system, are already unhappy.
You guys really need to get out of this "progression" mentality. Stop thinking that you have to have 62 stones by the end of the evening, and if you can't achieve that, then it is the fault of the game or bad gamedesign.
Just play the game as it is, enjoy victories, learn from defeats. Even if you lose some stones along the way, the frustration will make the next victory sweeter.
People often forget that while full-loot PvP (The way stone works is similar to that) lets jerks play like jerks, it also lets white knights play like white knights. If you don't like the gankers, go form a group and patrol the area to protect the members of your faction.
That's what happened in BDO where a player pacified a region where spawn-killers were active. It's the kind of *** you can't do without spawn-killers in the first place.
Had to give you an awesome for that. You almost paint a positive picture of what Imperial "ganker" City could be and then I remembered human nature and more specifically...human pvp'er nature. Nope. Not gonna happen!
I think its cute people believe that everyone will play fair and people will defend the players who arent as good at pvp. Fact is like every game thats tried this it will end in disaster.