Dagoth_Rac wrote: »Good God. People need to stop referencing polls on this website. Self-selecting polls do not have margins of error because they are inherently worthless. This is Statistics/Polling 101 stuff. The number of people who participate on this forum *and* feel strongly enough to vote in the poll are not a representative cross-section of the ESO player base. It is like going to a Star Trek convention and handing out an optional question sheet about science fiction movies. Then using the answers and saying they show the opinion of all movie goers. The people who answered are not representative of all movie goers. And the people answering this ESO forum poll are not representative of all ESO players.
jamesharv2005ub17_ESO wrote: »ZOS_GinaBruno wrote: »First, we want to thank everyone for posting their feedback so far. As we mentioned on ESO Live last week, the new Tel Var Stone system is intended to be high risk, high reward, and will bring a lot of excitement to PvP. We encourage everyone to try it out on the PTS once it's available and let us know what you think! We'll be keeping a close eye on feedback, and will make adjustments if necessary without compromising the intent of the system.
There is no risk to one side is the entire point. The only risk is to the side collecting stones from the mobs. There is zero risk to the pvp guilds who will gank people as they try to hit the bank. There needs to be more risk to the PVP side and reduce the amount of loss to like 10% for the other.
so 1.7 atm is
1 pve players are the content
2 and they have 2 pay for it
3 lol yea right
ManwithBeard9 wrote: »jamesharv2005ub17_ESO wrote: »ZOS_GinaBruno wrote: »First, we want to thank everyone for posting their feedback so far. As we mentioned on ESO Live last week, the new Tel Var Stone system is intended to be high risk, high reward, and will bring a lot of excitement to PvP. We encourage everyone to try it out on the PTS once it's available and let us know what you think! We'll be keeping a close eye on feedback, and will make adjustments if necessary without compromising the intent of the system.
There is no risk to one side is the entire point. The only risk is to the side collecting stones from the mobs. There is zero risk to the pvp guilds who will gank people as they try to hit the bank. There needs to be more risk to the PVP side and reduce the amount of loss to like 10% for the other.
You assume there will be no pvp guilds looking to DEFEND the people getting ganked. Good pvp guilds can now charge a nominal fee to help defend others in OC.
Defend? I would bet peoples greed would overcome their willingness to help each other as it is better to let an ally die so you can kill their killer. Hence the fee they would charge.
ManwithBeard9 wrote: »jamesharv2005ub17_ESO wrote: »ZOS_GinaBruno wrote: »First, we want to thank everyone for posting their feedback so far. As we mentioned on ESO Live last week, the new Tel Var Stone system is intended to be high risk, high reward, and will bring a lot of excitement to PvP. We encourage everyone to try it out on the PTS once it's available and let us know what you think! We'll be keeping a close eye on feedback, and will make adjustments if necessary without compromising the intent of the system.
There is no risk to one side is the entire point. The only risk is to the side collecting stones from the mobs. There is zero risk to the pvp guilds who will gank people as they try to hit the bank. There needs to be more risk to the PVP side and reduce the amount of loss to like 10% for the other.
You assume there will be no pvp guilds looking to DEFEND the people getting ganked. Good pvp guilds can now charge a nominal fee to help defend others in OC.
Defend? I would bet peoples greed would overcome their willingness to help each other as it is better to let an ally die so you can kill their killer. Hence the fee they would charge.
As a PvP player, my favourite style of play is counter-ganking.
While my alliance sieges, I guard transit lines to make sure our reinforcements make it safely.
If you personally would not defend your teammates, that greed is on you.
Do not presume that it automatically applies to everyone else though.
notimetocare wrote: »sparafucilsarwb17_ESO wrote: »This is a horrible idea and just a grieving system. TV stones should not be lost when you get killed. This system is going to cause a lot of rage.
Players will rage at anything added. So who cares?
Some players will rage at anything added. This system has a large majority of players unhappy with it, enough so that people will stop playing. We care because we really enjoy this game and we don't want them to run it into the ground.
Oh look, another person using the word "majority" without truly understanding what it means.
http://forums.elderscrollsonline.com/en/discussion/196972/do-you-plan-on-getting-the-imperial-city-dlc/p1
With 317 votes, we can establish with 99% confidence that between 42.5-57.5% (50% with 7.5% margin of error) of people will purchase this DLC.
This evidence points to quite the opposite.
notimetocare wrote: »sparafucilsarwb17_ESO wrote: »This is a horrible idea and just a grieving system. TV stones should not be lost when you get killed. This system is going to cause a lot of rage.
Players will rage at anything added. So who cares?
Some players will rage at anything added. This system has a large majority of players unhappy with it, enough so that people will stop playing. We care because we really enjoy this game and we don't want them to run it into the ground.
Oh look, another person using the word "majority" without truly understanding what it means.
http://forums.elderscrollsonline.com/en/discussion/196972/do-you-plan-on-getting-the-imperial-city-dlc/p1
With 317 votes, we can establish with 99% confidence that between 42.5-57.5% (50% with 7.5% margin of error) of people will purchase this DLC.
This evidence points to quite the opposite.
If anyone was claiming me that a random, user-raised forum poll gave him confidence on our main business model's performance I would give him the boots. Not saying that these numbers are worthless but they are not much use either.
But let's say it predicts the future accurately. Still I'd love to see that senior management meeting where someone announces the great success of the first DLC - the one that only will make 30-40% of the player base unhappy. Make no mistakes if a much smaller percent of the current players will start to leave and/or cancel their membership we'll see some U-turns and half-baked compromises added. Cause that's how we got the complete rework of the game mechanics with CS added, the difficulty nerfs, the future removal of veteran ranks etc. You know it, you'd been around.
killingspreeb16_ESO wrote: »And again this is the PvP some so the content is more PvP focused,you can do the daily quest e no one can stole the bag,the PvE dungeon are accessible without go in cyrodiil(once discovered),you can still drop item from mob to get material and the old dungeon will be scaled to VT 16 so you can still get the old gear for VT 16. If you really want the IC gear without doing PvP buy it form guild store it's simple really,so every PvPer when orsinium will be released should start complaining because there is no PvP in the new zone?
For the risk/reward if they remove the loot from player,then every PvPer should farm mob in the PvP dlc?and where is the risk about killing mobs?
(sorry for the bad english)
It is pointless to say to PvE players to stay out of IC. The VR level is increasing, there will be new gear, and now TV stone harvesting is in place that mixes PvE and PvP. No one can turn down that new gear.TheBonesXXX wrote: »After reading 25 pages of internet tear soaked nonsense and a few good posts allow me to point some things that where not initially shrouded in mystery when you purchased the ESO(TU) product.
Cyrodiil is the centerfold of the The Banners War, this entire games advertising for PVP is based around it, IC is the epitome and epicenter of the The Banners War.
It is a video game, where you already are without consequence for anything you do. TV stones add a factor for PvPers, it is not meant for the PvE only players of the game. So if you feel powerless, then PvP is not for you, the best answer is to simply stay away from PvP content - you are NOT forced to PvP, but if you want the gear; then you will learn how to adapt and overcome to reduce the powerless feeling you may get from being ganked a few times.
The Bounty hunter portion of the Justice system already got sunk to the bottom of the cryhard trench, so don't screw this up.
ManwithBeard9 wrote: »jamesharv2005ub17_ESO wrote: »ZOS_GinaBruno wrote: »First, we want to thank everyone for posting their feedback so far. As we mentioned on ESO Live last week, the new Tel Var Stone system is intended to be high risk, high reward, and will bring a lot of excitement to PvP. We encourage everyone to try it out on the PTS once it's available and let us know what you think! We'll be keeping a close eye on feedback, and will make adjustments if necessary without compromising the intent of the system.
There is no risk to one side is the entire point. The only risk is to the side collecting stones from the mobs. There is zero risk to the pvp guilds who will gank people as they try to hit the bank. There needs to be more risk to the PVP side and reduce the amount of loss to like 10% for the other.
You assume there will be no pvp guilds looking to DEFEND the people getting ganked. Good pvp guilds can now charge a nominal fee to help defend others in OC.
Defend? I would bet peoples greed would overcome their willingness to help each other as it is better to let an ally die so you can kill their killer. Hence the fee they would charge.
As a PvP player, my favourite style of play is counter-ganking.
While my alliance sieges, I guard transit lines to make sure our reinforcements make it safely.
If you personally would not defend your teammates, that greed is on you.
Do not presume that it automatically applies to everyone else though.
And neither does our (implying that both of us enjoy killing enemy gankers) intent of being helpful.
Just wait and watch the pve players leave ic after the initial fun factor of playing new pvp content dies out and is replaced by the frustration of loosing hrs of grind in an instant. After all the pve players leave, the renaining pvp players will feel the pinch get stronger and stronger as they are now at the btm of the food chain. At this point most of the weaker pvp guilds would have given up farming or merged to make themselves more competent. Eventually, the ic map will most definately be dominated by top pvp guilds and at thie point they will decide who gets to farm and who is banned from entering the city. Slowly but surely it will come to the point where if ur not part of these guilds or groups, u cannot enter ic and come out with ur stones intact.
It is pointless to say to PvE players to stay out of IC. The VR level is increasing, there will be new gear, and now TV stone harvesting is in place that mixes PvE and PvP. No one can turn down that new gear.TheBonesXXX wrote: »After reading 25 pages of internet tear soaked nonsense and a few good posts allow me to point some things that where not initially shrouded in mystery when you purchased the ESO(TU) product.
Cyrodiil is the centerfold of the The Banners War, this entire games advertising for PVP is based around it, IC is the epitome and epicenter of the The Banners War.
It is a video game, where you already are without consequence for anything you do. TV stones add a factor for PvPers, it is not meant for the PvE only players of the game. So if you feel powerless, then PvP is not for you, the best answer is to simply stay away from PvP content - you are NOT forced to PvP, but if you want the gear; then you will learn how to adapt and overcome to reduce the powerless feeling you may get from being ganked a few times.
The Bounty hunter portion of the Justice system already got sunk to the bottom of the cryhard trench, so don't screw this up.
The system now places all the risk and effort to PvE players. Rewards go to PvP players without effort nor risk. Cyro is about organized trains and they get the biggest benefit if 100% loot is implemented. Drop the percentage to 10 and THEN both sides have same risk, effort and reward. Yes, gankers can't just drop to sewers and collect jackpots. Instead to get something they need to work hours, just as PvE players have to.
The 10% loot will KEEP PvE players harvesting mobs because low loss can be shrugged off. PvE players staying in IC is the best option for PvP players too. High loss will sink the feature to cryhard trench, as we have already seen happening.
The actual question here is gear and how to get it. The 1.6 had most of the BIS gear to PvP side and top PvE trial gear was crap. Lots of good PvE gear forces PvP players to grind content they don't like. This can't go on. The solution is pretty much done into this DLC: the TV shop. Place the best gear into TV shop and let both PvE and PvP people have access to it the way they want to play. TV stones are welcomed feature. They implement the token system that kicks out the most hated gear grind, the RNG loot. We all know the grief of gettin e.g. Valkyn Skoria medium infused head. The RNG grind will be replaced by token grind. But the difference is that token grind WILL eventually give the gear we want.
I think ZOS has two choices:
- drop loot percentage to 10.
- keep 100% loot in sewers but add TV stone farming to IC dungeons.
The second is the "stay out of cyro" option. There would be an alternative farming option for pure PvE players. The daily quests that give a stone box, if done as previous dailies, give just a small fraction what farming/grinding would give. They are no serious solution., just a gloss-over attempt.
I don't play much PvP, but when i play, it strikes how small it has dwindled to. There are not many players there, really. The IC DLC could be something to lure new blood to PvP (pun intended). Use the opportunity. But hanging into the hardcore 100% will just turn away PvE mass. Cyrodiil will dwindle even further, until next year ZOS turns it to carebear housing development zone.
It is pointless to say to PvE players to stay out of IC. The VR level is increasing, there will be new gear, and now TV stone harvesting is in place that mixes PvE and PvP. No one can turn down that new gear.TheBonesXXX wrote: »After reading 25 pages of internet tear soaked nonsense and a few good posts allow me to point some things that where not initially shrouded in mystery when you purchased the ESO(TU) product.
Cyrodiil is the centerfold of the The Banners War, this entire games advertising for PVP is based around it, IC is the epitome and epicenter of the The Banners War.
It is a video game, where you already are without consequence for anything you do. TV stones add a factor for PvPers, it is not meant for the PvE only players of the game. So if you feel powerless, then PvP is not for you, the best answer is to simply stay away from PvP content - you are NOT forced to PvP, but if you want the gear; then you will learn how to adapt and overcome to reduce the powerless feeling you may get from being ganked a few times.
The Bounty hunter portion of the Justice system already got sunk to the bottom of the cryhard trench, so don't screw this up.
The system now places all the risk and effort to PvE players. Rewards go to PvP players without effort nor risk. Cyro is about organized trains and they get the biggest benefit if 100% loot is implemented. Drop the percentage to 10 and THEN both sides have same risk, effort and reward. Yes, gankers can't just drop to sewers and collect jackpots. Instead to get something they need to work hours, just as PvE players have to.
The 10% loot will KEEP PvE players harvesting mobs because low loss can be shrugged off. PvE players staying in IC is the best option for PvP players too. High loss will sink the feature to cryhard trench, as we have already seen happening.
The actual question here is gear and how to get it. The 1.6 had most of the BIS gear to PvP side and top PvE trial gear was crap. Lots of good PvE gear forces PvP players to grind content they don't like. This can't go on. The solution is pretty much done into this DLC: the TV shop. Place the best gear into TV shop and let both PvE and PvP people have access to it the way they want to play. TV stones are welcomed feature. They implement the token system that kicks out the most hated gear grind, the RNG loot. We all know the grief of gettin e.g. Valkyn Skoria medium infused head. The RNG grind will be replaced by token grind. But the difference is that token grind WILL eventually give the gear we want.
I think ZOS has two choices:
- drop loot percentage to 10.
- keep 100% loot in sewers but add TV stone farming to IC dungeons.
The second is the "stay out of cyro" option. There would be an alternative farming option for pure PvE players. The daily quests that give a stone box, if done as previous dailies, give just a small fraction what farming/grinding would give. They are no serious solution., just a gloss-over attempt.
I don't play much PvP, but when i play, it strikes how small it has dwindled to. There are not many players there, really. The IC DLC could be something to lure new blood to PvP (pun intended). Use the opportunity. But hanging into the hardcore 100% will just turn away PvE mass. Cyrodiil will dwindle even further, until next year ZOS turns it to carebear housing development zone.
Since I'm tired of writing the same stuff over & over again, I'll just link you the thread I created, which answers every point & question in your post: http://forums.elderscrollsonline.com/en/discussion/197989/imperial-city-tel-var-stones-explained-for-disgruntled-players
Attorneyatlawl wrote: »killingspreeb16_ESO wrote: »And again this is the PvP some so the content is more PvP focused,you can do the daily quest e no one can stole the bag,the PvE dungeon are accessible without go in cyrodiil(once discovered),you can still drop item from mob to get material and the old dungeon will be scaled to VT 16 so you can still get the old gear for VT 16. If you really want the IC gear without doing PvP buy it form guild store it's simple really,so every PvPer when orsinium will be released should start complaining because there is no PvP in the new zone?
For the risk/reward if they remove the loot from player,then every PvPer should farm mob in the PvP dlc?and where is the risk about killing mobs?
(sorry for the bad english)
Your English is passable, and certainly understandable . I agree. You have made some great points.
...
I don't play much PvP, but when i play, it strikes how small it has dwindled to. There are not many players there, really. The IC DLC could be something to lure new blood to PvP (pun intended). Use the opportunity. But hanging into the hardcore 100% will just turn away PvE mass. Cyrodiil will dwindle even further, until next year ZOS turns it to carebear housing development zone.
It is pointless to say to PvE players to stay out of IC. The VR level is increasing, there will be new gear, and now TV stone harvesting is in place that mixes PvE and PvP. No one can turn down that new gear.TheBonesXXX wrote: »After reading 25 pages of internet tear soaked nonsense and a few good posts allow me to point some things that where not initially shrouded in mystery when you purchased the ESO(TU) product.
Cyrodiil is the centerfold of the The Banners War, this entire games advertising for PVP is based around it, IC is the epitome and epicenter of the The Banners War.
It is a video game, where you already are without consequence for anything you do. TV stones add a factor for PvPers, it is not meant for the PvE only players of the game. So if you feel powerless, then PvP is not for you, the best answer is to simply stay away from PvP content - you are NOT forced to PvP, but if you want the gear; then you will learn how to adapt and overcome to reduce the powerless feeling you may get from being ganked a few times.
The Bounty hunter portion of the Justice system already got sunk to the bottom of the cryhard trench, so don't screw this up.
The system now places all the risk and effort to PvE players. Rewards go to PvP players without effort nor risk. Cyro is about organized trains and they get the biggest benefit if 100% loot is implemented. Drop the percentage to 10 and THEN both sides have same risk, effort and reward. Yes, gankers can't just drop to sewers and collect jackpots. Instead to get something they need to work hours, just as PvE players have to.
The 10% loot will KEEP PvE players harvesting mobs because low loss can be shrugged off. PvE players staying in IC is the best option for PvP players too. High loss will sink the feature to cryhard trench, as we have already seen happening.
The actual question here is gear and how to get it. The 1.6 had most of the BIS gear to PvP side and top PvE trial gear was crap. Lots of good PvE gear forces PvP players to grind content they don't like. This can't go on. The solution is pretty much done into this DLC: the TV shop. Place the best gear into TV shop and let both PvE and PvP people have access to it the way they want to play. TV stones are welcomed feature. They implement the token system that kicks out the most hated gear grind, the RNG loot. We all know the grief of gettin e.g. Valkyn Skoria medium infused head. The RNG grind will be replaced by token grind. But the difference is that token grind WILL eventually give the gear we want.
I think ZOS has two choices:
- drop loot percentage to 10.
- keep 100% loot in sewers but add TV stone farming to IC dungeons.
The second is the "stay out of cyro" option. There would be an alternative farming option for pure PvE players. The daily quests that give a stone box, if done as previous dailies, give just a small fraction what farming/grinding would give. They are no serious solution., just a gloss-over attempt.
I don't play much PvP, but when i play, it strikes how small it has dwindled to. There are not many players there, really. The IC DLC could be something to lure new blood to PvP (pun intended). Use the opportunity. But hanging into the hardcore 100% will just turn away PvE mass. Cyrodiil will dwindle even further, until next year ZOS turns it to carebear housing development zone.
Since I'm tired of writing the same stuff over & over again, I'll just link you the thread I created, which answers every point & question in your post: http://forums.elderscrollsonline.com/en/discussion/197989/imperial-city-tel-var-stones-explained-for-disgruntled-players
You are too tired. I didn't find answers nor much connections to what i wrote. Just another list of opinions. The discussion has evolved further from that.
It is pointless to say to PvE players to stay out of IC. The VR level is increasing, there will be new gear, and now TV stone harvesting is in place that mixes PvE and PvP. No one can turn down that new gear.TheBonesXXX wrote: »After reading 25 pages of internet tear soaked nonsense and a few good posts allow me to point some things that where not initially shrouded in mystery when you purchased the ESO(TU) product.
Cyrodiil is the centerfold of the The Banners War, this entire games advertising for PVP is based around it, IC is the epitome and epicenter of the The Banners War.
It is a video game, where you already are without consequence for anything you do. TV stones add a factor for PvPers, it is not meant for the PvE only players of the game. So if you feel powerless, then PvP is not for you, the best answer is to simply stay away from PvP content - you are NOT forced to PvP, but if you want the gear; then you will learn how to adapt and overcome to reduce the powerless feeling you may get from being ganked a few times.
The Bounty hunter portion of the Justice system already got sunk to the bottom of the cryhard trench, so don't screw this up.
The system now places all the risk and effort to PvE players. Rewards go to PvP players without effort nor risk. Cyro is about organized trains and they get the biggest benefit if 100% loot is implemented. Drop the percentage to 10 and THEN both sides have same risk, effort and reward. Yes, gankers can't just drop to sewers and collect jackpots. Instead to get something they need to work hours, just as PvE players have to.
ManwithBeard9 wrote: »jamesharv2005ub17_ESO wrote: »ZOS_GinaBruno wrote: »First, we want to thank everyone for posting their feedback so far. As we mentioned on ESO Live last week, the new Tel Var Stone system is intended to be high risk, high reward, and will bring a lot of excitement to PvP. We encourage everyone to try it out on the PTS once it's available and let us know what you think! We'll be keeping a close eye on feedback, and will make adjustments if necessary without compromising the intent of the system.
There is no risk to one side is the entire point. The only risk is to the side collecting stones from the mobs. There is zero risk to the pvp guilds who will gank people as they try to hit the bank. There needs to be more risk to the PVP side and reduce the amount of loss to like 10% for the other.
You assume there will be no pvp guilds looking to DEFEND the people getting ganked. Good pvp guilds can now charge a nominal fee to help defend others in OC.
jamesharv2005ub17_ESO wrote: »ManwithBeard9 wrote: »jamesharv2005ub17_ESO wrote: »ZOS_GinaBruno wrote: »First, we want to thank everyone for posting their feedback so far. As we mentioned on ESO Live last week, the new Tel Var Stone system is intended to be high risk, high reward, and will bring a lot of excitement to PvP. We encourage everyone to try it out on the PTS once it's available and let us know what you think! We'll be keeping a close eye on feedback, and will make adjustments if necessary without compromising the intent of the system.
There is no risk to one side is the entire point. The only risk is to the side collecting stones from the mobs. There is zero risk to the pvp guilds who will gank people as they try to hit the bank. There needs to be more risk to the PVP side and reduce the amount of loss to like 10% for the other.
You assume there will be no pvp guilds looking to DEFEND the people getting ganked. Good pvp guilds can now charge a nominal fee to help defend others in OC.
Ive played many games with player looting. Not once didnt anyone try and defend anyone else. It was ALL take and no give. This game will be the exact same.
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'm a marketer and a gamer so this statement makes me incredibly frustrated. This DLC is not being marketed as PVP only. There seems to be a huge disconnect between the devs and marketing dept. I am happy PVPers are getting much needed content, but why is there so much PVE in the Imperial City if it is meant for the PVP player?
This is copy/pasted from this page on your website and may be the cause of some of our aggrevated confusion:
The Imperial City offers many activities you can participate in. Whether you're interested in strictly PVE, PVP, or a little of both, here are some of the ways you might choose to spend your time in the Imperial City:
- Run through the White-Gold Tower or Imperial City Prison dungeons with three friends. (You can also queue for these dungeons outside of the Imperial City, but you must have the DLC game pack.)
- Battle enemy-alliance players and Molag Bal's forces, including the Xivkyn, in the Imperial Sewers and six Imperial Districts.
- Earn Daedric trophies from your monster kills to open Treasure Vaults—found around the Imperial City—for Veteran Rank 16 jewelry sets and other rare finds.
- Play through the Imperial City storyline, started by the Drake of Blades.*
- Collect Tel Var Stones by defeating Molag Bal's minions and enemy alliance players—and try to keep yours from being taken!
- Enter the Imperial Sewers and hunt Trove Scamps for gold and crafting supplies, and Cunning Scamps for Tel Var Stones.
- Search for Xivkyn motif Chapters to craft the new Xivkyn style armor and weapons.
- Get powerful new Veteran Rank 16 weapons and armor by completing the White-Gold Tower and Imperial City Prison dungeons (and the Undaunted Pledges for them), and Veteran Rank 16 armor sets by trading in your Tel Var Stones.
- Craft three new weapon and armor sets via the set-specific crafting stations found in Imperial City.
- Earn new collectibles by completing achievements, slaying Molag Bal's elite forces in the Imperial Sewers, and by trading in Tel Var Stones.
7 out of 10 points specifically advertise PVE aspects of the game, while only 3 are PVP oriented.
Now for another example of mixed message marketing from this page:
Imperial City DLC Game Pack Features & Content
With the purchase of the Imperial City DLC game pack, you get access to the full Imperial City zone. That includes the following:
- All content is available to players that are level 10 and up
- A brand new PvP/PvE space, including the six Imperial City Districts
- New quests and key characters within the Imperial City*
- One new Imperial City PvP Public Dungeon: The Imperial Sewers
- Two new PvE Imperial City group dungeons with Normal and Veteran versions: White-Gold Tower and Imperial City Prison
- The Tel Var Stone system
- 23 completely new Veteran Rank 16 item sets, only available in Imperial City
- Treasure Vaults that contain new Veteran Rank 16 set jewelry and a chance for even rarer finds
- Xivkyn racial motif style
- New collectibles only available in Imperial City (pets, polymorphs, and a costume)
*This one made me very happy and this close to purchasing... until I read your comment. Why are you ostracizing your players? I love The Elder Scrolls and any wee bit of lore or quests, I'm there! But you are telling me this DLC is not for me.
If this truly is PVP only DLC then kindly market it as such. Why are there so many PVE elements if it is only for PVP players? I PVE more than I PVP but was very interested in the new quests and characters as well as the 2 new PVE dungeons. Not to mention the new armor, weapons, and just new content in general. I would have braved the PVP part, but you are telling me not to purchase this. Why?
Afterthought: perhaps I should have bolded the few PVP only aspects...
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'm a marketer and a gamer so this statement makes me incredibly frustrated. This DLC is not being marketed as PVP only. There seems to be a huge disconnect between the devs and marketing dept. I am happy PVPers are getting much needed content, but why is there so much PVE in the Imperial City if it is meant for the PVP player?
This is copy/pasted from this page on your website and may be the cause of some of our aggrevated confusion:
The Imperial City offers many activities you can participate in. Whether you're interested in strictly PVE, PVP, or a little of both, here are some of the ways you might choose to spend your time in the Imperial City:
- Run through the White-Gold Tower or Imperial City Prison dungeons with three friends. (You can also queue for these dungeons outside of the Imperial City, but you must have the DLC game pack.)
- Battle enemy-alliance players and Molag Bal's forces, including the Xivkyn, in the Imperial Sewers and six Imperial Districts.
- Earn Daedric trophies from your monster kills to open Treasure Vaults—found around the Imperial City—for Veteran Rank 16 jewelry sets and other rare finds.
- Play through the Imperial City storyline, started by the Drake of Blades.*
- Collect Tel Var Stones by defeating Molag Bal's minions and enemy alliance players—and try to keep yours from being taken!
- Enter the Imperial Sewers and hunt Trove Scamps for gold and crafting supplies, and Cunning Scamps for Tel Var Stones.
- Search for Xivkyn motif Chapters to craft the new Xivkyn style armor and weapons.
- Get powerful new Veteran Rank 16 weapons and armor by completing the White-Gold Tower and Imperial City Prison dungeons (and the Undaunted Pledges for them), and Veteran Rank 16 armor sets by trading in your Tel Var Stones.
- Craft three new weapon and armor sets via the set-specific crafting stations found in Imperial City.
- Earn new collectibles by completing achievements, slaying Molag Bal's elite forces in the Imperial Sewers, and by trading in Tel Var Stones.
7 out of 10 points specifically advertise PVE aspects of the game, while only 3 are PVP oriented.
Now for another example of mixed message marketing from this page:
Imperial City DLC Game Pack Features & Content
With the purchase of the Imperial City DLC game pack, you get access to the full Imperial City zone. That includes the following:
- All content is available to players that are level 10 and up
- A brand new PvP/PvE space, including the six Imperial City Districts
- New quests and key characters within the Imperial City*
- One new Imperial City PvP Public Dungeon: The Imperial Sewers
- Two new PvE Imperial City group dungeons with Normal and Veteran versions: White-Gold Tower and Imperial City Prison
- The Tel Var Stone system
- 23 completely new Veteran Rank 16 item sets, only available in Imperial City
- Treasure Vaults that contain new Veteran Rank 16 set jewelry and a chance for even rarer finds
- Xivkyn racial motif style
- New collectibles only available in Imperial City (pets, polymorphs, and a costume)
*This one made me very happy and this close to purchasing... until I read your comment. Why are you ostracizing your players? I love The Elder Scrolls and any wee bit of lore or quests, I'm there! But you are telling me this DLC is not for me.
If this truly is PVP only DLC then kindly market it as such. Why are there so many PVE elements if it is only for PVP players? I PVE more than I PVP but was very interested in the new quests and characters as well as the 2 new PVE dungeons. Not to mention the new armor, weapons, and just new content in general. I would have braved the PVP part, but you are telling me not to purchase this. Why?
Afterthought: perhaps I should have bolded the few PVP only aspects...
Don't take it literally, the Imperial City DLC is a PVP/PVE mixed experience just like Cyrodiil itself, but to enjoy the PVE elements (besides the 2 new group dungeons and their vet modes) you have to be open to participate in PVP and this is what Rich Lambert was talking about because it is a PVP focused DLC and it is time PVPers get some love and this will not change (in response to all PVEers crying in the forums that it is unfair to force them to PVP so they can enjoy their PVE, it is a mixed experience and will remain so)
jamesharv2005ub17_ESO wrote: »ManwithBeard9 wrote: »jamesharv2005ub17_ESO wrote: »ZOS_GinaBruno wrote: »First, we want to thank everyone for posting their feedback so far. As we mentioned on ESO Live last week, the new Tel Var Stone system is intended to be high risk, high reward, and will bring a lot of excitement to PvP. We encourage everyone to try it out on the PTS once it's available and let us know what you think! We'll be keeping a close eye on feedback, and will make adjustments if necessary without compromising the intent of the system.
There is no risk to one side is the entire point. The only risk is to the side collecting stones from the mobs. There is zero risk to the pvp guilds who will gank people as they try to hit the bank. There needs to be more risk to the PVP side and reduce the amount of loss to like 10% for the other.
You assume there will be no pvp guilds looking to DEFEND the people getting ganked. Good pvp guilds can now charge a nominal fee to help defend others in OC.
Ive played many games with player looting. Not once didnt anyone try and defend anyone else. It was ALL take and no give. This game will be the exact same.
jamesharv2005ub17_ESO wrote: »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'm a marketer and a gamer so this statement makes me incredibly frustrated. This DLC is not being marketed as PVP only. There seems to be a huge disconnect between the devs and marketing dept. I am happy PVPers are getting much needed content, but why is there so much PVE in the Imperial City if it is meant for the PVP player?
This is copy/pasted from this page on your website and may be the cause of some of our aggrevated confusion:
The Imperial City offers many activities you can participate in. Whether you're interested in strictly PVE, PVP, or a little of both, here are some of the ways you might choose to spend your time in the Imperial City:
- Run through the White-Gold Tower or Imperial City Prison dungeons with three friends. (You can also queue for these dungeons outside of the Imperial City, but you must have the DLC game pack.)
- Battle enemy-alliance players and Molag Bal's forces, including the Xivkyn, in the Imperial Sewers and six Imperial Districts.
- Earn Daedric trophies from your monster kills to open Treasure Vaults—found around the Imperial City—for Veteran Rank 16 jewelry sets and other rare finds.
- Play through the Imperial City storyline, started by the Drake of Blades.*
- Collect Tel Var Stones by defeating Molag Bal's minions and enemy alliance players—and try to keep yours from being taken!
- Enter the Imperial Sewers and hunt Trove Scamps for gold and crafting supplies, and Cunning Scamps for Tel Var Stones.
- Search for Xivkyn motif Chapters to craft the new Xivkyn style armor and weapons.
- Get powerful new Veteran Rank 16 weapons and armor by completing the White-Gold Tower and Imperial City Prison dungeons (and the Undaunted Pledges for them), and Veteran Rank 16 armor sets by trading in your Tel Var Stones.
- Craft three new weapon and armor sets via the set-specific crafting stations found in Imperial City.
- Earn new collectibles by completing achievements, slaying Molag Bal's elite forces in the Imperial Sewers, and by trading in Tel Var Stones.
7 out of 10 points specifically advertise PVE aspects of the game, while only 3 are PVP oriented.
Now for another example of mixed message marketing from this page:
Imperial City DLC Game Pack Features & Content
With the purchase of the Imperial City DLC game pack, you get access to the full Imperial City zone. That includes the following:
- All content is available to players that are level 10 and up
- A brand new PvP/PvE space, including the six Imperial City Districts
- New quests and key characters within the Imperial City*
- One new Imperial City PvP Public Dungeon: The Imperial Sewers
- Two new PvE Imperial City group dungeons with Normal and Veteran versions: White-Gold Tower and Imperial City Prison
- The Tel Var Stone system
- 23 completely new Veteran Rank 16 item sets, only available in Imperial City
- Treasure Vaults that contain new Veteran Rank 16 set jewelry and a chance for even rarer finds
- Xivkyn racial motif style
- New collectibles only available in Imperial City (pets, polymorphs, and a costume)
*This one made me very happy and this close to purchasing... until I read your comment. Why are you ostracizing your players? I love The Elder Scrolls and any wee bit of lore or quests, I'm there! But you are telling me this DLC is not for me.
If this truly is PVP only DLC then kindly market it as such. Why are there so many PVE elements if it is only for PVP players? I PVE more than I PVP but was very interested in the new quests and characters as well as the 2 new PVE dungeons. Not to mention the new armor, weapons, and just new content in general. I would have braved the PVP part, but you are telling me not to purchase this. Why?
Afterthought: perhaps I should have bolded the few PVP only aspects...
Don't take it literally, the Imperial City DLC is a PVP/PVE mixed experience just like Cyrodiil itself, but to enjoy the PVE elements (besides the 2 new group dungeons and their vet modes) you have to be open to participate in PVP and this is what Rich Lambert was talking about because it is a PVP focused DLC and it is time PVPers get some love and this will not change (in response to all PVEers crying in the forums that it is unfair to force them to PVP so they can enjoy their PVE, it is a mixed experience and will remain so)
Dont take it literal? He LITERALLY said if you like PVE dont bother with this update that Orsinium is for you. How else are we supposed to interpret that statement? He said exactly to everyone if you dont like pvp dont bother with buying IC. It is ONLY for pvp.
No, what he said was:WolffenBloodseeker wrote: »jamesharv2005ub17_ESO wrote: »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'm a marketer and a gamer so this statement makes me incredibly frustrated. This DLC is not being marketed as PVP only. There seems to be a huge disconnect between the devs and marketing dept. I am happy PVPers are getting much needed content, but why is there so much PVE in the Imperial City if it is meant for the PVP player?
This is copy/pasted from this page on your website and may be the cause of some of our aggrevated confusion:
The Imperial City offers many activities you can participate in. Whether you're interested in strictly PVE, PVP, or a little of both, here are some of the ways you might choose to spend your time in the Imperial City:
- Run through the White-Gold Tower or Imperial City Prison dungeons with three friends. (You can also queue for these dungeons outside of the Imperial City, but you must have the DLC game pack.)
- Battle enemy-alliance players and Molag Bal's forces, including the Xivkyn, in the Imperial Sewers and six Imperial Districts.
- Earn Daedric trophies from your monster kills to open Treasure Vaults—found around the Imperial City—for Veteran Rank 16 jewelry sets and other rare finds.
- Play through the Imperial City storyline, started by the Drake of Blades.*
- Collect Tel Var Stones by defeating Molag Bal's minions and enemy alliance players—and try to keep yours from being taken!
- Enter the Imperial Sewers and hunt Trove Scamps for gold and crafting supplies, and Cunning Scamps for Tel Var Stones.
- Search for Xivkyn motif Chapters to craft the new Xivkyn style armor and weapons.
- Get powerful new Veteran Rank 16 weapons and armor by completing the White-Gold Tower and Imperial City Prison dungeons (and the Undaunted Pledges for them), and Veteran Rank 16 armor sets by trading in your Tel Var Stones.
- Craft three new weapon and armor sets via the set-specific crafting stations found in Imperial City.
- Earn new collectibles by completing achievements, slaying Molag Bal's elite forces in the Imperial Sewers, and by trading in Tel Var Stones.
7 out of 10 points specifically advertise PVE aspects of the game, while only 3 are PVP oriented.
Now for another example of mixed message marketing from this page:
Imperial City DLC Game Pack Features & Content
With the purchase of the Imperial City DLC game pack, you get access to the full Imperial City zone. That includes the following:
- All content is available to players that are level 10 and up
- A brand new PvP/PvE space, including the six Imperial City Districts
- New quests and key characters within the Imperial City*
- One new Imperial City PvP Public Dungeon: The Imperial Sewers
- Two new PvE Imperial City group dungeons with Normal and Veteran versions: White-Gold Tower and Imperial City Prison
- The Tel Var Stone system
- 23 completely new Veteran Rank 16 item sets, only available in Imperial City
- Treasure Vaults that contain new Veteran Rank 16 set jewelry and a chance for even rarer finds
- Xivkyn racial motif style
- New collectibles only available in Imperial City (pets, polymorphs, and a costume)
*This one made me very happy and this close to purchasing... until I read your comment. Why are you ostracizing your players? I love The Elder Scrolls and any wee bit of lore or quests, I'm there! But you are telling me this DLC is not for me.
If this truly is PVP only DLC then kindly market it as such. Why are there so many PVE elements if it is only for PVP players? I PVE more than I PVP but was very interested in the new quests and characters as well as the 2 new PVE dungeons. Not to mention the new armor, weapons, and just new content in general. I would have braved the PVP part, but you are telling me not to purchase this. Why?
Afterthought: perhaps I should have bolded the few PVP only aspects...
Don't take it literally, the Imperial City DLC is a PVP/PVE mixed experience just like Cyrodiil itself, but to enjoy the PVE elements (besides the 2 new group dungeons and their vet modes) you have to be open to participate in PVP and this is what Rich Lambert was talking about because it is a PVP focused DLC and it is time PVPers get some love and this will not change (in response to all PVEers crying in the forums that it is unfair to force them to PVP so they can enjoy their PVE, it is a mixed experience and will remain so)
Dont take it literal? He LITERALLY said if you like PVE dont bother with this update that Orsinium is for you. How else are we supposed to interpret that statement? He said exactly to everyone if you dont like pvp dont bother with buying IC. It is ONLY for pvp.
if you ONLY like PVE really don't bother with this DLC, now if you like PVP or PVE/PVP mix then it is for you (this is basically what he said), for pure PVE people Orsinium in coming next after the Imperial City
(and Murkmire, Clockwork City, Abah's landing, Mephala's realm, ALL PVE only updates announced so far)
ZOS_RichLambert wrote: »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.