newtinmpls wrote: »WolffenBloodseeker wrote: »[ (besides PVP part of the justice system that probably was scraped because of all the cries in the forums)
I truly hope not. I was really rooting for being able to have duels in PvE cities with some sort of "throw/accept a gauntlet" mechanism.
And of course emotes for ladies bestowing their favors (I mean kerchiefs and the like - not anything inappropriate).
I'm still waiting for a counter argument to the undaunted sets question. It seems this one is continually ignored. ZOS stated this is PVP focused content. PVE players believe they shouldn't have to pvp to get gear. The question: Why is it ok to force pve onto pvp players for undaunted sets? Someone answer it. I'm curious.
I'm still waiting for a counter argument to the undaunted sets question. It seems this one is continually ignored. ZOS stated this is PVP focused content. PVE players believe they shouldn't have to pvp to get gear. The question: Why is it ok to force pve onto pvp players for undaunted sets? Someone answer it. I'm curious.
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.
milesrodneymcneely2_ESO wrote: »
You want to take my stones?
Not gonna happen - you can be sure if I come in danger of dying I'll destroy them myself before some filth gets his hand on them.
Hopefully there will be an addon for exactly this soon... destroy on keypress.
Emma_Eunjung wrote: »SOOO much whining and complaining.... it's ridiculous.
Why won't anyone actually read this?: http://www.elderscrollsonline.com/en-us/news/post/2015/07/17/the-imperial-city-guide-the-basics
You can still easily get V16 weapons and armor by just running the IC dungeons. No pvp required. And guess what? You can get the materials to craft V16 armor from deconstructing V16 items! Not that hard to understand. You don't NEED the stones to get V16 gear. My god. The stones are just *another* way to get V16 gear and mats.
You zone into the sewers in a SAFE zone, then you can take the ladders to any of the districts. Who knows if any of the districts won't have pvp as a possibility, but just go discover the dungeon and form/queue for a group outside of Cyrodiil.... and once you leave IC through the dungeons you're teleported to your alliance's capital city, so no threat to losing your precious stones you earned in there, just go deposit them in your bank.
Really people. Stop complaining. There are plenty of ways for you to safeguard your stones. Just be intelligent about it.
Those are group dungeons, though. It remains to be seen if they can be soloed. Also, if history is any guide, you will probably only be able to get good loot from the Veteran versions of the dungeons.
I'm still waiting for a counter argument to the undaunted sets question. It seems this one is continually ignored. ZOS stated this is PVP focused content. PVE players believe they shouldn't have to pvp to get gear. The question: Why is it ok to force pve onto pvp players for undaunted sets? Someone answer it. I'm curious.
There is no 'middle ground', many people hate PVP and want nothing to do with it, thus they'll not take part in this PVPer-pandering feature and they'll simply stop playing and PAYING!SuraklinPrime 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.
@ZOS_RichLambert That sounds like a very positive approach and not what I had gathered (but I was watching while PvPing so...) - hopefully a middle ground that keeps both ends of the scale content will be found.
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 must confess you at ZOS are going a way very which is very hard to understand for an end user.
I play online games since when they were text based and "network" meant "analog modem"...
... in all this time I have never seen a multiplayer game where:
1) (Before IC) Levelling up content just stops at about 3 levels below levels cap and then the player is left with no level up content.
2) PvE raid instances dropping deconstruct-worth gear whereas best in slot stuff drops in PvP.
3) PvP rebalances continuosly adversely affecting PvE gameplay. Just because SWTOR does it does not mean it's a good idea to duplicate.
4) Adding an "Imperial City is meant for the PvP player" however that's where the best PvE gear is going to be achieved (again).
5) It's a PvP espansion but level cap is going to be raised (typically a PvE oriented operation).
It's confusing to say the least, irritating could be a better term.
Also, to all those claiming "just wait for Orsinium", it's like exclusively putting high heels shoes in a shop and saying men with broken shoes: "wear these shoes or, if you want shoes for men, just come back in a year".
GreenSoup2HoT wrote: »As a nightblade, i love this. Time to make bank like a true theif!
But let's get real here.
-People Farm Stone's
-Proceed to go to "Sewer door"
-Walk's into my group of 10 waiting to gank you
-Profit?
Better be more then 1 sewer entrance to get into your pve faction base w.e it was. If not, it will be gank central.
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
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: »2. The secondary ganker who would currently probably come in and defend that player before he died has now instead waited for him to die and lose his stones simply so he can then take the stones from the guy who robbed him. So Alliance team work suffers too and hatred builds where people know damn well that you stood back and let them die simply so you could loot their stones second hand.
This is a good point, and something i noticed as well. I would certainly welcome some mechanic that would encourage a friendly player to defend you, rather than wait until you die before killing the attacker and thus gain not only his stones but yours as well. This is feedback stuff - let ZOS figure out how to handle it.
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.
AssaultLemming wrote: »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.
Why do you have to take part in it? You can beat all the existing content at vr14 in your current gear, so just keep doing what you are doing and forget that it exists if you like. There will be new gear for you to buy and new dungeons to do, other than that it's business as usual for you, you can pick flowers and mushrooms to your heart's content.
Because adding a few PvE dungeons to a PvP focused piece of DLC might entice some PvE players to buy it. It's up to you to decide whether you think a few PvE dungeons is worth 2500 Crowns.sparafucilsarwb17_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.
What a joke! Why then put pve content inside pvp and then claim it's only for pvp?!
RustedValor wrote: »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.
Problem is if they do this it will be easily exploited with friends killing eachother to double their stones thus flooding the market with stones making all of the gear easily obtained and making the stones worthless and not worth grinding in the first place. The fact that you lose the stones on death makes it only possible to trade stones through killing eachother, which isn't worth the risk since other players might also kill both players trying to trade. No matter what they will not get rid of the stones lossed upon death. They might reduce the percentage a little, but not enough to make losing them not be significant and painful. The entire design was based around players losing stones when getting killed by enemy players, which if you actually like to PvP is a fun mechanic and adds variety to a stale game.
...but how many stones do you actually need? A few hundred? A few thousand? A million? Tens of millions?
If it's an obscenely large number, it's probably a bad system to begin with.
But as needed quantity decreases, there will eventually be a surplus. Then you're just giving people something they don't need from somebody who may need them.
...
Also, to all those claiming "just wait for Orsinium", it's like exclusively putting high heels shoes in a shop and saying men with broken shoes: "wear these shoes or, if you want shoes for men, just come back in a year".
Men can wear high heels, they may just find them painful.
Women are often expected to wear high heels, they have to learn to acclimatize and ignore the pain of them.
If the Men in your example are the PvE players waiting for new "male" shoes,
then are the Women left out of your example the PvP players that have had to just quietly suffer along with decreased and sub-par options?
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.
...
Also, to all those claiming "just wait for Orsinium", it's like exclusively putting high heels shoes in a shop and saying men with broken shoes: "wear these shoes or, if you want shoes for men, just come back in a year".
Men can wear high heels, they may just find them painful.
Women are often expected to wear high heels, they have to learn to acclimatize and ignore the pain of them.
If the Men in your example are the PvE players waiting for new "male" shoes,
then are the Women left out of your example the PvP players that have had to just quietly suffer along with decreased and sub-par options?
Are you really saying that two wrongs do one right?
WolffenBloodseeker 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.
I must confess you at ZOS are going a way very which is very hard to understand for an end user.
I play online games since when they were text based and "network" meant "analog modem"...
... in all this time I have never seen a multiplayer game where:
1) (Before IC) Levelling up content just stops at about 3 levels below levels cap and then the player is left with no level up content.
2) PvE raid instances dropping deconstruct-worth gear whereas best in slot stuff drops in PvP.
3) PvP rebalances continuosly adversely affecting PvE gameplay. Just because SWTOR does it does not mean it's a good idea to duplicate.
4) Adding an "Imperial City is meant for the PvP player" however that's where the best PvE gear is going to be achieved (again).
5) It's a PvP espansion but level cap is going to be raised (typically a PvE oriented operation).
It's confusing to say the least, irritating could be a better term.
Also, to all those claiming "just wait for Orsinium", it's like exclusively putting high heels shoes in a shop and saying men with broken shoes: "wear these shoes or, if you want shoes for men, just come back in a year".
Most MMOs i played (actually all of them) in more than 10 years had no dedicated leveling content like eso at all, a few quests for a gear or two here and there in the entire game AND 463246324639824638946 mobs all around waiting for the players to kill and grind to their hearts content, rinse and repeat alone, in groups, in guilds until max level and until you finally get that best gear after 4384938473 tries, in comparison to this ESO is a welcome breath of fresh air in the MMO scene, yeah, the last 3 vet ranks have currently no content dedicated to leveling them, but it's easy as hell to get these ranks and will be even more now in update 7 with the xp increases and reduction of xp required in each vet level.
Just a few days ago, me, a casual pve/pvp player who was vet 11 leveled in 2 days of CASUAL play to vet 14 doing a few quests in crag with a group, undaunted pledges, some quests to get the achievements of Cyrodiil and a bit of pug and guild PVP.
Let the PVPlayers have their content, it's the only content we will get since the release of eso MORE THAN A YEAR AGO, while PVE got all the love until now, and this is the only future PVP content announced (besides PVP part of the justice system that probably was scraped because of all the cries in the forums) until now while ZOS already said to be working on the following PVE ZONES: Orsinium, Murkmire, Clockwork City, Abah's landing and Mephala's realm.
I'm still waiting for a counter argument to the undaunted sets question. It seems this one is continually ignored. ZOS stated this is PVP focused content. PVE players believe they shouldn't have to pvp to get gear. The question: Why is it ok to force pve onto pvp players for undaunted sets? Someone answer it. I'm curious.