Updates should not be centered around PvP or PvE, there should be enough content for all to enjoy. They are separating the population of their game and causing unnecessary flame wars and freakouts because ZOS cant produce enough content at one time to please all the people that play their game.
People saying "This is the only PvP update we've got or will ever get" are just as bad as those saying the game is doomed because of this update. This is the first DLC update to the game, so saying there will never be another PvP update is absurd. After waiting all this time to get content that was supposed to be included in release,and then it only being directed to one side of the game, is the sign of a company that doesnt know how or doesnt have the means to produce the content for both sides. Giving PvErs 2 dungeons is just an attempt to get them to keep quiet, guess what, it didnt work.
Why does there have to be a loss in items gained in PvP? The fun in PvP is the fight itself, knowing you are better than another person or group of persons, gear and toon skills should matter little. I dont get why those asking for a "risk" would want to lose items they have worked hard to get. This shows a lack of vision and creativity. Risk does not always equal loss.
.Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
.Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
So there would be no harm to PvP if TV stones drop also in IC dungeons. ZOS put major PvE content to PvP DLC. There is nothing in the TV stones that needs them to be locked only into PvP. In fact TV stones are the token system very much waited in PvE to replace pure RNG drops.
So you actually need the PvE players there. This is the dilemma PvP players need to sort out by themselves. Do they want risk&reward game exactly they want in ghost town, or with PvE players but compromised to cater PvE needs.MsPtibiscuit wrote: ».Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
So there would be no harm to PvP if TV stones drop also in IC dungeons. ZOS put major PvE content to PvP DLC. There is nothing in the TV stones that needs them to be locked only into PvP. In fact TV stones are the token system very much waited in PvE to replace pure RNG drops.
If you loot TV stones in dungeons, it would destroy the "Risk vs Reward" system since you would be able to safely farm TV stones (this would definitely turn the open part of IC into a ghost-town).
If you reduce the number of TV stones gained in dungeons, the idea would arguable.
Seth_Black wrote: »No idea why exactly but I can't somehow understand all people complaining about anything.
I just keep my sub active, enjoy new content ...or not (my personal choice) and that's it.
I can unsub or stop playing at ANY point and I don't need to 'announce' it like some kind of FB status.
Pretty simple. I don't really care if ZOS will 'fix' everything people complain about.
I'm here to buy product and enjoy the product (don't care if CP is fair or Cyro lags) ...and somehow I always find a way to enjoy it - MY WAY.
I've noticed some bugs or stuff that didn't work properly ...and used in-game report system.
End of story. But feels like everyone needs to drag it forever like it even matters.
Honestly I would love if ZOS closed all threads that contain people crying about something for no reason.
Hard to find really interesting and constructive topics in this mess.
Just read change logs, watch ESO Live and PLAY THE GAME
But it feels like majority is not here to enjoy the game...
MsPtibiscuit wrote: ».Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
So there would be no harm to PvP if TV stones drop also in IC dungeons. ZOS put major PvE content to PvP DLC. There is nothing in the TV stones that needs them to be locked only into PvP. In fact TV stones are the token system very much waited in PvE to replace pure RNG drops.
If you loot TV stones in dungeons, it would destroy the "Risk vs Reward" system since you would be able to safely farm TV stones (this would definitely turn the open part of IC into a ghost-town).
If you reduce the number of TV stones gained in dungeons, the idea would arguable.
Just noticed @von_Gelb I'm not in PP any more. LND is my main, active and the only guildThe Uninvited wrote: »Oh, by the way... Hi @Seth_Black ! See you on the next PP run
The risk vs reward sys is a bs argument because ic will just turn into a gangfest, taking away all risk from the gang. The risk will only be bourne by 1 side, those individual players farming and weaker players. Ic will be a farm feast for top rank pvp players, to say they are at any risk is absurd.
Seth_Black wrote: »Just noticed @von_Gelb I'm not in PP any more. LND is my main, active and the only guildThe Uninvited wrote: »Oh, by the way... Hi @Seth_Black ! See you on the next PP run
the point is that the risk factor will differ significantly for the parties involved. 1 side is going to be hammered, this side will bear all the risk and other side is who is doing the steamroling will bear negligible risk.The risk vs reward sys is a bs argument because ic will just turn into a gangfest, taking away all risk from the gang. The risk will only be bourne by 1 side, those individual players farming and weaker players. Ic will be a farm feast for top rank pvp players, to say they are at any risk is absurd.
All the PvE players play on one side, all the PvP gankers play on the other side.
You heard it here first.
the point is that the risk factor will differ significantly for the parties involved. 1 side is going to be hammered, this side will bear all the risk and other side is who is doing the steamroling will bear negligible risk.The risk vs reward sys is a bs argument because ic will just turn into a gangfest, taking away all risk from the gang. The risk will only be bourne by 1 side, those individual players farming and weaker players. Ic will be a farm feast for top rank pvp players, to say they are at any risk is absurd.
All the PvE players play on one side, all the PvP gankers play on the other side.
You heard it here first.
So you actually need the PvE players there. This is the dilemma PvP players need to sort out by themselves. Do they want risk&reward game exactly they want in ghost town, or with PvE players but compromised to cater PvE needs.MsPtibiscuit wrote: »
If you loot TV stones in dungeons, it would destroy the "Risk vs Reward" system since you would be able to safely farm TV stones (this would definitely turn the open part of IC into a ghost-town).
If you reduce the number of TV stones gained in dungeons, the idea would arguable.
Mob density is so high that "PvP players" will need to kill mobs to get around. That will release stones into the system without the "PvE players who don't want to be there" needing to get involved.So you actually need the PvE players there. This is the dilemma PvP players need to sort out by themselves. Do they want risk&reward game exactly they want in ghost town, or with PvE players but compromised to cater PvE needs.MsPtibiscuit wrote: ».Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
So there would be no harm to PvP if TV stones drop also in IC dungeons. ZOS put major PvE content to PvP DLC. There is nothing in the TV stones that needs them to be locked only into PvP. In fact TV stones are the token system very much waited in PvE to replace pure RNG drops.
If you loot TV stones in dungeons, it would destroy the "Risk vs Reward" system since you would be able to safely farm TV stones (this would definitely turn the open part of IC into a ghost-town).
If you reduce the number of TV stones gained in dungeons, the idea would arguable.
The playerbase isn't strictly divided between PvE and PvP players. Most MMORPG players are hybrid players that like to do both.So you actually need the PvE players there. This is the dilemma PvP players need to sort out by themselves. Do they want risk&reward game exactly they want in ghost town, or with PvE players but compromised to cater PvE needs.MsPtibiscuit wrote: ».Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
So there would be no harm to PvP if TV stones drop also in IC dungeons. ZOS put major PvE content to PvP DLC. There is nothing in the TV stones that needs them to be locked only into PvP. In fact TV stones are the token system very much waited in PvE to replace pure RNG drops.
If you loot TV stones in dungeons, it would destroy the "Risk vs Reward" system since you would be able to safely farm TV stones (this would definitely turn the open part of IC into a ghost-town).
If you reduce the number of TV stones gained in dungeons, the idea would arguable.
The gankers are taking the same risk as the farmers.MsPtibiscuit wrote: ».Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
So there would be no harm to PvP if TV stones drop also in IC dungeons. ZOS put major PvE content to PvP DLC. There is nothing in the TV stones that needs them to be locked only into PvP. In fact TV stones are the token system very much waited in PvE to replace pure RNG drops.
If you loot TV stones in dungeons, it would destroy the "Risk vs Reward" system since you would be able to safely farm TV stones (this would definitely turn the open part of IC into a ghost-town).
If you reduce the number of TV stones gained in dungeons, the idea would arguable.
The risk vs reward sys is a bs argument because ic will just turn into a gangfest, taking away all risk from the gang. The risk will only be bourne by 1 side, those individual players farming and weaker players. Ic will be a farm feast for top rank pvp players, to say they are at any risk is absurd.
So you actually need the PvE players there. This is the dilemma PvP players need to sort out by themselves. Do they want risk&reward game exactly they want in ghost town, or with PvE players but compromised to cater PvE needs.MsPtibiscuit wrote: ».Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
So there would be no harm to PvP if TV stones drop also in IC dungeons. ZOS put major PvE content to PvP DLC. There is nothing in the TV stones that needs them to be locked only into PvP. In fact TV stones are the token system very much waited in PvE to replace pure RNG drops.
If you loot TV stones in dungeons, it would destroy the "Risk vs Reward" system since you would be able to safely farm TV stones (this would definitely turn the open part of IC into a ghost-town).
If you reduce the number of TV stones gained in dungeons, the idea would arguable.
So you actually need the PvE players there. This is the dilemma PvP players need to sort out by themselves. Do they want risk&reward game exactly they want in ghost town, or with PvE players but compromised to cater PvE needs.MsPtibiscuit wrote: ».Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
So there would be no harm to PvP if TV stones drop also in IC dungeons. ZOS put major PvE content to PvP DLC. There is nothing in the TV stones that needs them to be locked only into PvP. In fact TV stones are the token system very much waited in PvE to replace pure RNG drops.
If you loot TV stones in dungeons, it would destroy the "Risk vs Reward" system since you would be able to safely farm TV stones (this would definitely turn the open part of IC into a ghost-town).
If you reduce the number of TV stones gained in dungeons, the idea would arguable.
I have to agree with helediron here. Think the guy somehow talked himself to a corner here. "If TV stones would be in the dungeons IC would be ghost town" What? the PvP players would be in the dungeons instead of IC, collecting the stones, enjoying their risk&reward?
So what you are saying if there would be possibility for players that would not like to participate to PvP get stones by other means nobody would go to IC to collect them? Where did the PvP players go that wanted the risk&reward type of play? Or has it always been that PvE scrubs comes to take the risk and PvP Pros collect the rewards?
Septimus_Magna wrote: »Here's a nice comparison, all previous updates added content just for PVEers and no content for PVPers. Now the first PVP content update comes with 2 normal and 2 veteran dungeons for PVEers but they complain there's not enough PVE content in the PVP update. How about there hasnt been a single PVP update so be glad they're adding PVE content.
Syntse wrote:I have to agree with helediron here. Think the guy somehow talked himself to a corner here. "If TV stones would be in the dungeons IC would be ghost town" What? the PvP players would be in the dungeons instead of IC, collecting the stones, enjoying their risk&reward?
So what you are saying if there would be possibility for players that would not like to participate to PvP get stones by other means nobody would go to IC to collect them? Where did the PvP players go that wanted the risk&reward type of play? Or has it always been that PvE scrubs comes to take the risk and PvP Pros collect the rewards?
By the same logic, I should be able to get Undaunted gold keys by doing PvP or Trial gear by doing solo PvE.
Different rewards for different types of content, strength of the rewards matching the effort & skill required to acquire them.
That's how successful MMOs work.
I don't see anyone here demanding the new PvE group dungeon gear to be obtainable via PvP.
Syntse wrote:I have to agree with helediron here. Think the guy somehow talked himself to a corner here. "If TV stones would be in the dungeons IC would be ghost town" What? the PvP players would be in the dungeons instead of IC, collecting the stones, enjoying their risk&reward?
So what you are saying if there would be possibility for players that would not like to participate to PvP get stones by other means nobody would go to IC to collect them? Where did the PvP players go that wanted the risk&reward type of play? Or has it always been that PvE scrubs comes to take the risk and PvP Pros collect the rewards?
By the same logic, I should be able to get Undaunted gold keys by doing PvP or Trial gear by doing solo PvE.
Different rewards for different types of content, strength of the rewards matching the effort & skill required to acquire them.
That's how successful MMOs work.
I don't see anyone here demanding the new PvE group dungeon gear to be obtainable via PvP.
In a way I would not mind if you get your keys and such by other means too. Now since we are in a gear discussion if gear that PvP gamers like are in trials and well gear that PvE gamers want are in PvP then there is something wrong in the game in general. I know many PvE stamina builds rely on Ravager set, I wonder where one can get that?
Syntse wrote:I have to agree with helediron here. Think the guy somehow talked himself to a corner here. "If TV stones would be in the dungeons IC would be ghost town" What? the PvP players would be in the dungeons instead of IC, collecting the stones, enjoying their risk&reward?
So what you are saying if there would be possibility for players that would not like to participate to PvP get stones by other means nobody would go to IC to collect them? Where did the PvP players go that wanted the risk&reward type of play? Or has it always been that PvE scrubs comes to take the risk and PvP Pros collect the rewards?
By the same logic, I should be able to get Undaunted gold keys by doing PvP or Trial gear by doing solo PvE.
Different rewards for different types of content, strength of the rewards matching the effort & skill required to acquire them.
That's how successful MMOs work.
I don't see anyone here demanding the new PvE group dungeon gear to be obtainable via PvP.
In a way I would not mind if you get your keys and such by other means too. Now since we are in a gear discussion if gear that PvP gamers like are in trials and well gear that PvE gamers want are in PvP then there is something wrong in the game in general. I know many PvE stamina builds rely on Ravager set, I wonder where one can get that?
The reason this is a gear discussion now is that purchasing gear (and/or materials) is the purpose of these stones, just like getting gear is the purpose of Undaunted gold keys.
We know nothing about the gear in IC. It could very well be that gear dropping in PvP is good for PvP, and gear dropping in PvE is good for PvE (finally).
Ideally, in my opinion, gear dropping from PvP would be good for both & gear dropping from PvE would be good for both (equally good, but different).
People are complaining about a game mechanic meant for players who enjoy these kind of game mechanics.
If you do not enjoy the "collect stones and turn them in before someone kills you & takes them" game mode, wildly popular in MOBAs and much requested for MMOs, then there are other options.
If the best gear is only obtained via risk/reward style PvP centric content, then and only then can you complain.
Syntse wrote:I have to agree with helediron here. Think the guy somehow talked himself to a corner here. "If TV stones would be in the dungeons IC would be ghost town" What? the PvP players would be in the dungeons instead of IC, collecting the stones, enjoying their risk&reward?
So what you are saying if there would be possibility for players that would not like to participate to PvP get stones by other means nobody would go to IC to collect them? Where did the PvP players go that wanted the risk&reward type of play? Or has it always been that PvE scrubs comes to take the risk and PvP Pros collect the rewards?
By the same logic, I should be able to get Undaunted gold keys by doing PvP or Trial gear by doing solo PvE.
Different rewards for different types of content, strength of the rewards matching the effort & skill required to acquire them.
That's how successful MMOs work.
I don't see anyone here demanding the new PvE group dungeon gear to be obtainable via PvP.
In a way I would not mind if you get your keys and such by other means too. Now since we are in a gear discussion if gear that PvP gamers like are in trials and well gear that PvE gamers want are in PvP then there is something wrong in the game in general. I know many PvE stamina builds rely on Ravager set, I wonder where one can get that?
The reason this is a gear discussion now is that purchasing gear (and/or materials) is the purpose of these stones, just like getting gear is the purpose of Undaunted gold keys.
We know nothing about the gear in IC. It could very well be that gear dropping in PvP is good for PvP, and gear dropping in PvE is good for PvE (finally).
Ideally, in my opinion, gear dropping from PvP would be good for both & gear dropping from PvE would be good for both (equally good, but different).
People are complaining about a game mechanic meant for players who enjoy these kind of game mechanics.
If you do not enjoy the "collect stones and turn them in before someone kills you & takes them" game mode, wildly popular in MOBAs and much requested for MMOs, then there are other options.
If the best gear is only obtained via risk/reward style PvP centric content, then and only then can you complain.
It cold turn out that most of the new gear will be crap too. There are an awful lot of sets out there that are only good for vendoring regardless of the effort spent in acquiring them.
Syntse wrote:I have to agree with helediron here. Think the guy somehow talked himself to a corner here. "If TV stones would be in the dungeons IC would be ghost town" What? the PvP players would be in the dungeons instead of IC, collecting the stones, enjoying their risk&reward?
So what you are saying if there would be possibility for players that would not like to participate to PvP get stones by other means nobody would go to IC to collect them? Where did the PvP players go that wanted the risk&reward type of play? Or has it always been that PvE scrubs comes to take the risk and PvP Pros collect the rewards?
By the same logic, I should be able to get Undaunted gold keys by doing PvP or Trial gear by doing solo PvE.
Different rewards for different types of content, strength of the rewards matching the effort & skill required to acquire them.
That's how successful MMOs work.
I don't see anyone here demanding the new PvE group dungeon gear to be obtainable via PvP.
In a way I would not mind if you get your keys and such by other means too. Now since we are in a gear discussion if gear that PvP gamers like are in trials and well gear that PvE gamers want are in PvP then there is something wrong in the game in general. I know many PvE stamina builds rely on Ravager set, I wonder where one can get that?
The reason this is a gear discussion now is that purchasing gear (and/or materials) is the purpose of these stones, just like getting gear is the purpose of Undaunted gold keys.
We know nothing about the gear in IC. It could very well be that gear dropping in PvP is good for PvP, and gear dropping in PvE is good for PvE (finally).
Ideally, in my opinion, gear dropping from PvP would be good for both & gear dropping from PvE would be good for both (equally good, but different).
People are complaining about a game mechanic meant for players who enjoy these kind of game mechanics.
If you do not enjoy the "collect stones and turn them in before someone kills you & takes them" game mode, wildly popular in MOBAs and much requested for MMOs, then there are other options.
If the best gear is only obtained via risk/reward style PvP centric content, then and only then can you complain.
It cold turn out that most of the new gear will be crap too. There are an awful lot of sets out there that are only good for vendoring regardless of the effort spent in acquiring them.
Yes, one of the main reasons I'm excited for the next patch.
They claim to be revamping most of the gear sets in game, so it'll be interesting to see if these sets will finally be worth using.
So you actually need the PvE players there. This is the dilemma PvP players need to sort out by themselves. Do they want risk&reward game exactly they want in ghost town, or with PvE players but compromised to cater PvE needs.MsPtibiscuit wrote: ».Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
So there would be no harm to PvP if TV stones drop also in IC dungeons. ZOS put major PvE content to PvP DLC. There is nothing in the TV stones that needs them to be locked only into PvP. In fact TV stones are the token system very much waited in PvE to replace pure RNG drops.
If you loot TV stones in dungeons, it would destroy the "Risk vs Reward" system since you would be able to safely farm TV stones (this would definitely turn the open part of IC into a ghost-town).
If you reduce the number of TV stones gained in dungeons, the idea would arguable.
MsPtibiscuit wrote: ».Tel Var stones are a PvP system. If you do not want to engage in PvP over stones, do not enter the map where stones are the primary impetus for combat.
No, Tel Var stones are in a PVP area, they are not a PVP system. If this was truly a PVP system, then AP should be the loot-able currency in IC (however, not outside of IC in Cyrodiil so PVP can collect them without fear of losing them). That would be a real risk/reward for PVP'ers. Why add a new currency to buy items that may be of interest to PVE when there is already a currency that can be used? It seems to me that ZOS, regardless of what they may say, intended to invite PVE into the city by offering something that can only be obtained in IC. We don't even know what all the new sets are (unless I missed the list and details) and they may be very useful for PVE. I wont believe this is only PVP until I see that the sets in IC are only useful in IC.
Tel Var stones function differently from AP, and there is a clear reason not to simply continue using AP.
Some of us already have hundreds of thousands to millions of AP points saved up.
ZOS most likely does not want players buying complete sets on day 1 of the new system.
I would be fine with using AP for the new sets instead of stones, and then just having the system be one where dying to other players subtracted a % of my total AP pool.
That would also mean I would be rich as hell as soon as the DLC launches because I could get my new gear and sell a ton of gears to other players.
What Tel Var does for PvP is provide a meaningful risk/reward system to the PvP zone.
A PvE player would be worth 50 stones or less if a PvP player killed them.
A PvP player who has spent the past hours killing other players could be worth several thousand stones if another PvP player killed them.
In contrast the current AP system rewards the same amount of AP for ganking a Quester in a town as it does for killing a rank 40+ experienced PvPer.
PvE mob drops are simply a distribution system that does not allow for the abuse via farming and hoarding that AP has already facillitated.
The entire system surrounding Tel Var stones can function in its entirety if nobody who dislikes PvP ever enters into Imperial City.
If anyone wants Tel Var gear specifically that strongly, he or she can PvP for them like anyone else, or buy them in a guild trader.
So there would be no harm to PvP if TV stones drop also in IC dungeons. ZOS put major PvE content to PvP DLC. There is nothing in the TV stones that needs them to be locked only into PvP. In fact TV stones are the token system very much waited in PvE to replace pure RNG drops.
If you loot TV stones in dungeons, it would destroy the "Risk vs Reward" system since you would be able to safely farm TV stones (this would definitely turn the open part of IC into a ghost-town).
If you reduce the number of TV stones gained in dungeons, the idea would arguable.
The risk vs reward sys is a bs argument because ic will just turn into a gangfest, taking away all risk from the gang. The risk will only be bourne by 1 side, those individual players farming and weaker players. Ic will be a farm feast for top rank pvp players, to say they are at any risk is absurd.