MaximusDargus wrote: »
As you can see, at no point you MUST do pvp. You can just keep on killing monsters and do your quests without any demand to compete in pvp. Be aware however, other players will be around and so you might need to adjust your "hunting" philosophy to not charge into a group of NPC´s while a group of enemy players is just around the corner.
This paragraph contradicts itself almost entirely. If you want/need TV stones you must go into a PvP zone, and it's not realistic to go into a PvP zone and expect not to PvP, which by definition is competitive and has all the activities associated with it (ganking, zergs etc).
If you are a PvE player and don't want to PvP then the only question that needs asking is can you live without the majority of IC?
Part of that question will be answered this Friday when what the stones will be good to buy is discussed. But anything good is likely to be sold at premium prices, and given the guild trader system in place is likely to be problematic. A huge grind of existing content is likely to get gold to buy.
If you are unsure about IC then the best way to figure it out is to participate in testing on the PTS when it becomes available. But the PTS environment can be very different to live depending on the players there, and is also subject to change by ZOS.
However, this is almost exclusively a PvP content update, and PvE players need to decide if they can work with that. There seems to be no realistic alternatives to progression given by ZOS; it's IC or nothing.
I am a PvE player I am more disappointed that ZOS has made IC the only means of progression, with no viable alternatives available. Whether IC is implement as is or watered down won't make any difference; IC still won't appeal to me as it is fundamentally and primarily PvP.
I did play on a pvp server at WOW for three years. Never did I have to compete in pvp if I didn't want to. You should be able to quest, kill mobs or attack other players as you prefer.
Being on a pvp server or in a pvp zone does not mean you must pvp, its your choice if you do.
This whole thing is especially interesting for stealth characters. Its a lot of fun to sneak through the enemy lines
Besides that, every content patch so far was about PVE, mostly dungeons and raids. I believe its about time that those who want to pvp get something as well.
It's god awful if you play a PVE tank though. No groups want to take under leveled tanks, so you have to get VR16 and you have to get VR16 gear, which means you have to do PVP in order to get your gear at least, if not to get your VR's,, which is HORRIBLE on a tank, because you do almost no damage. It may take a PVP'er longer to kill you but when they do, they'll be at almost full health, every time. There's really no place for tanks in PVP.
LOL, and yet ZOS wants to nerf every tank in game by the mean of "0 stamina regen while blocking" because of fake cries and whines of PVPers claiming that tanks are being OP in pvp and not being able to distinguish real tank from "dps with taunt" or "dps with a sword and board"
Hiero_Glyph wrote: »Skill rotations are quite telling actually. While a DPS build may be similar, how the skills are rotated and cancelled tells you a lot about who to avoid.Korah_Eaglecry wrote: »A ganker(s) is player or group of players that preys on "easy" targets, most of the time the ganker(s) are of a higher level or having superior gear and numbers available to him/her.
Its one thing to assign your own definition to something. Its another to expect others to know what your definition is or to behave as if your personal definition is somehow universally acceptable. The universal definition of ganker is not 'someone that targets one person over and over again'. Its someone that attacks easy targets. PvEers who have no experience in PvP would fall within the definition as "easy" targets.
Lucky for them, a ganker has no way to tell a seasoned PVPer from a PVEer. So even then, I doubt they will be singled out as much as they beleive they will.
There will be people fighting everywhere, including your own allies defending you.
As you can see, at no point you MUST do pvp. You can just keep on killing monsters and do your quests without any demand to compete in pvp. Be aware however, other players will be around and so you might need to adjust your "hunting" philosophy to not charge into a group of NPC´s while a group of enemy players is just around the corner.
This paragraph contradicts itself almost entirely. If you want/need TV stones you must go into a PvP zone, and it's not realistic to go into a PvP zone and expect not to PvP, which by definition is competitive and has all the activities associated with it (ganking, zergs etc).
If you are a PvE player and don't want to PvP then the only question that needs asking is can you live without the majority of IC?
Part of that question will be answered this Friday when what the stones will be good to buy is discussed. But anything good is likely to be sold at premium prices, and given the guild trader system in place is likely to be problematic. A huge grind of existing content is likely to get gold to buy.
If you are unsure about IC then the best way to figure it out is to participate in testing on the PTS when it becomes available. But the PTS environment can be very different to live depending on the players there, and is also subject to change by ZOS.
However, this is almost exclusively a PvP content update, and PvE players need to decide if they can work with that. There seems to be no realistic alternatives to progression given by ZOS; it's IC or nothing.
I am a PvE player I am more disappointed that ZOS has made IC the only means of progression, with no viable alternatives available. Whether IC is implement as is or watered down won't make any difference; IC still won't appeal to me as it is fundamentally and primarily PvP.
I did play on a pvp server at WOW for three years. Never did I have to compete in pvp if I didn't want to. You should be able to quest, kill mobs or attack other players as you prefer.
Being on a pvp server or in a pvp zone does not mean you must pvp, its your choice if you do.
This whole thing is especially interesting for stealth characters. Its a lot of fun to sneak through the enemy lines
Besides that, every content patch so far was about PVE, mostly dungeons and raids. I believe its about time that those who want to pvp get something as well.
It's god awful if you play a PVE tank though. No groups want to take under leveled tanks, so you have to get VR16 and you have to get VR16 gear, which means you have to do PVP in order to get your gear at least, if not to get your VR's,, which is HORRIBLE on a tank, because you do almost no damage. It may take a PVP'er longer to kill you but when they do, they'll be at almost full health, every time. There's really no place for tanks in PVP.
As you can see, at no point you MUST do pvp. You can just keep on killing monsters and do your quests without any demand to compete in pvp. Be aware however, other players will be around and so you might need to adjust your "hunting" philosophy to not charge into a group of NPC´s while a group of enemy players is just around the corner.
This paragraph contradicts itself almost entirely. If you want/need TV stones you must go into a PvP zone, and it's not realistic to go into a PvP zone and expect not to PvP, which by definition is competitive and has all the activities associated with it (ganking, zergs etc).
If you are a PvE player and don't want to PvP then the only question that needs asking is can you live without the majority of IC?
Part of that question will be answered this Friday when what the stones will be good to buy is discussed. But anything good is likely to be sold at premium prices, and given the guild trader system in place is likely to be problematic. A huge grind of existing content is likely to get gold to buy.
If you are unsure about IC then the best way to figure it out is to participate in testing on the PTS when it becomes available. But the PTS environment can be very different to live depending on the players there, and is also subject to change by ZOS.
However, this is almost exclusively a PvP content update, and PvE players need to decide if they can work with that. There seems to be no realistic alternatives to progression given by ZOS; it's IC or nothing.
I am a PvE player I am more disappointed that ZOS has made IC the only means of progression, with no viable alternatives available. Whether IC is implement as is or watered down won't make any difference; IC still won't appeal to me as it is fundamentally and primarily PvP.
I did play on a pvp server at WOW for three years. Never did I have to compete in pvp if I didn't want to. You should be able to quest, kill mobs or attack other players as you prefer.
Being on a pvp server or in a pvp zone does not mean you must pvp, its your choice if you do.
This whole thing is especially interesting for stealth characters. Its a lot of fun to sneak through the enemy lines
Besides that, every content patch so far was about PVE, mostly dungeons and raids. I believe its about time that those who want to pvp get something as well.
Hehe I played with my Druid Tank pvp at WOW, so ya I know how it is in PVP, but I also know how hard it is for a seasoned pvp char to get into a Raid.
People tend to get completely "voodoo" if they see gear from a different piece of content than their own.
I do not know how much of a difference it actually does at ESO, but this is something that for instance could be addressed by ZOS.
In my opinion, gear should be gear and viable everywhere. I am not very keen about content specific items, that said we don't know yet to 100% if VR 16 gear is only available from pvp zones, or if similar might also drop in the dungeons.
KanedaSyndrome wrote: »Newer generations of gamers can't handle actual risk in games. It's a pity, they don't know what they're missing.
Revealing yourself as you loot a corpse just like you are revealed when talking to a quest giver would be very neat. It would give the ganker a chance to gank the ganker.KanedaSyndrome wrote: »Newer generations of gamers can't handle actual risk in games. It's a pity, they don't know what they're missing.
If they stick with the 100% drop rate I would love to see the killer have to go to their victim and take the stones in some animation that expose them. Make it so there is no easy way to swipe stones, but I doubt some pvp players would want that.
KanedaSyndrome wrote: »Newer generations of gamers can't handle actual risk in games. It's a pity, they don't know what they're missing.
If they stick with the 100% drop rate I would love to see the killer have to go to their victim and take the stones in some animation that expose them. Make it so there is no easy way to swipe stones, but I doubt some pvp players would want that.
KanedaSyndrome wrote: »Newer generations of gamers can't handle actual risk in games. It's a pity, they don't know what they're missing.
KanedaSyndrome wrote: »Newer generations of gamers can't handle actual risk in games. It's a pity, they don't know what they're missing.
I don't think its so much an issue of newer (younger) generations as I do casual vs hard core or play style preferences. This game caters to many different play styles. So when any new content is being released most players are going to look at it in terms of how it fits their play style.
PvP players will be the most happy, as it clearly targets them the most. Group PvE players may also be looking forward to the new dungeons. However, solo PvE players who may otherwise avoid PvP see no clear option of getting the new gear without substantially altering their preferred play style.
The one thing that is generally consistent across all play styles is that we like to see our characters progress and improve themselves. Alternative methods to achieve the same goals is one solution. Allow PvP'ers and Group PvE players to earn stones at a much faster rate, but there should still be some Solo PvE method to earn them at a substantially slower rate.
@DDuke I'm sorry, I must of misunderstood, I thought when I read about the dailies they were still going to be in the PvP zone. If they aren't in Cyrodil, then thank you so much for clarifying, because that would be great for a player like myself.
My opinion is that every major content release should attempt to benefit as many of the play styles as possible. However, I think it would be wise for ZOS to throw more bones at whichever play style would generate them the most revenue. If 90% of this game is played by PvP'ers then I would fully expect to see many more expansions just like this one, as those players are the ones subsidizing my solo PvE play style, and I'm grateful to them. If the majority is Group PvE, then I would hope to see many more dungeons, as that means those players will continue to play and be happy (and buy things) and keep the game afloat longer so I may continue to play.
May it has been answered before but do we also get XP/AP for killing Players/npcs in IC? Or is this only possible in Cyrdodiil outside the City?
So what happens if I just type /stuck while carrying Tel Var stones?
May it has been answered before but do we also get XP/AP for killing Players/npcs in IC? Or is this only possible in Cyrdodiil outside the City?
What nobody has thought about is...PvP will be a lot more fun, in traditional areas. Your hardcore gankers will be in IC.
Really looking forward to this. I have a feeling Night's Silence sets are going to be even more popular.
nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »...and cause a severe drop in the number of people who will participate in pvp at all.
Why would someone who likes to PvP but does not like IC stop PvP-ing outside of IC?
Those who will leave is the casual pvp'ers. The guys that go to Cyrodiil, join a pug and have some random fun for a few hours. Many of them will feel left out and behind by the IC and overall just go find another game.
The Stone system will also make sure that PvE'ers will never go to IC thus reducing the overall pvp population.
The only type of player that will increase is the griefers, which are not real pvp'ers (I can explain the difference if you want). And they always destroy the community they infest.
Joy_Division wrote: »nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »...and cause a severe drop in the number of people who will participate in pvp at all.
Why would someone who likes to PvP but does not like IC stop PvP-ing outside of IC?
Those who will leave is the casual pvp'ers. The guys that go to Cyrodiil, join a pug and have some random fun for a few hours. Many of them will feel left out and behind by the IC and overall just go find another game.
The Stone system will also make sure that PvE'ers will never go to IC thus reducing the overall pvp population.
The only type of player that will increase is the griefers, which are not real pvp'ers (I can explain the difference if you want). And they always destroy the community they infest.
Thank you for insulting me. And the 11 people who agreed with you. You talk about destroying our community. With attitudes such as yours, it was already destroyed.
Ok serious question.
Has anyone picked up on how a healer is going to be able to get TV stones? If we have to depend on killing blows, that could be a problem. Otherwise seems like we'll be depending on the dribs and dabs we get from a group.
I'm talking about out in the city, not the boxes from dailies and such.
nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »...and cause a severe drop in the number of people who will participate in pvp at all.
Why would someone who likes to PvP but does not like IC stop PvP-ing outside of IC?
Those who will leave is the casual pvp'ers. The guys that go to Cyrodiil, join a pug and have some random fun for a few hours. Many of them will feel left out and behind by the IC and overall just go find another game.
The Stone system will also make sure that PvE'ers will never go to IC thus reducing the overall pvp population.
The only type of player that will increase is the griefers, which are not real pvp'ers (I can explain the difference if you want). And they always destroy the community they infest.
MaximusDargus wrote: »
Opposite happens? Sorry i have been taught that one should not enjoy others misfortune.
If someone finds enjoyment in others misfortune i can only think how his parents must be proud of him. Such moral compass, having fun while stealing someone's hours worth of work.