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So, You have no reason to buy Imperial City if you dont like PVP. Period.

  • mrskinskull
    mrskinskull
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    All I ask is remove the whole player looting of stones. Then I will buy it even tho I have not the connection nor the reflexes for pvp. I dont mind getting killed. Its part of a pvp zone. What I dont like is people being able to take all my stuff.

    James, check out my imperial city question thread, I think we have a solution for circumventing gankers.


  • Sentinel
    Sentinel
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    All I ask is remove the whole player looting of stones. Then I will buy it even tho I have not the connection nor the reflexes for pvp. I dont mind getting killed. Its part of a pvp zone. What I dont like is people being able to take all my stuff.

    James, check out my imperial city question thread, I think we have a solution for circumventing gankers.


    Well gankers are already getting their work cut out for them. With a 50% damage reduction in the next update, it'll take quite a bit more to instantly kill someone as quick as it is now, TTK should go up quite a bit (which a lot of people forget to take into account). When that 14k snipe now hits 7k, you can break the stealth stun, use some heals and shields and get on your game, you can react now. That ganker now has to run or fight.

    If ganking is still easy (which remains to be seen as nobody has had access to the PTS to test and provide anything more than speculation into how it really plays in the PvPvE environment), that 50% damage reduction could be raised. Or (while taking a bit away from the PvPers) keep the 100% loss, but only allow a % gain of the total that is not 100 for PvP deaths. Gain less, less worth the gank, other activities become slightly better.
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
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    Sentinel wrote: »
    All I ask is remove the whole player looting of stones. Then I will buy it even tho I have not the connection nor the reflexes for pvp. I dont mind getting killed. Its part of a pvp zone. What I dont like is people being able to take all my stuff.

    James, check out my imperial city question thread, I think we have a solution for circumventing gankers.


    Well gankers are already getting their work cut out for them. With a 50% damage reduction in the next update, it'll take quite a bit more to instantly kill someone as quick as it is now, TTK should go up quite a bit (which a lot of people forget to take into account). When that 14k snipe now hits 7k, you can break the stealth stun, use some heals and shields and get on your game, you can react now. That ganker now has to run or fight.

    If ganking is still easy (which remains to be seen as nobody has had access to the PTS to test and provide anything more than speculation into how it really plays in the PvPvE environment), that 50% damage reduction could be raised. Or (while taking a bit away from the PvPers) keep the 100% loss, but only allow a % gain of the total that is not 100 for PvP deaths. Gain less, less worth the gank, other activities become slightly better.

    Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?
  • Sentinel
    Sentinel
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    Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?

    50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.

    EDIT: And even then, we don't even know the practical effects of these changes yet. We dont know enough to be on our horses on whether its too much or too little, the PTS isn't even up yet. Before discarding anything that could possibly help, try waiting to see it in person.
    Edited by Sentinel on July 21, 2015 1:39AM
  • ZOS_Racheal
    ZOS_Racheal
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    Greetings Everyone,

    We understand that people are going to disagree from time to time, but please remember to keep your comments respectful at all times on our forums, even when you disagree with others. Insults or other disruptive behavior do not help further discussion and can move a thread off topic quickly. We encourage sharing opinions, but we ask that they are constructively stated when doing so, as this will help keep the discussion on track. Thank you!
    The Elder Scrolls Online: Tamriel Unlimited Moderation Team - ZeniMax Online Studios
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    Staff Post
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
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    Sentinel wrote: »

    Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?

    50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.

    Isnt 50% of 1 .50?
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
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    All I ask is remove the whole player looting of stones. Then I will buy it even tho I have not the connection nor the reflexes for pvp. I dont mind getting killed. Its part of a pvp zone. What I dont like is people being able to take all my stuff.

    James, check out my imperial city question thread, I think we have a solution for circumventing gankers.


    Im not buying it if they leave player looting in. Period.
  • markt84
    markt84
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    All I ask is remove the whole player looting of stones. Then I will buy it even tho I have not the connection nor the reflexes for pvp. I dont mind getting killed. Its part of a pvp zone. What I dont like is people being able to take all my stuff.

    James, check out my imperial city question thread, I think we have a solution for circumventing gankers.


    Im not buying it if they leave player looting in. Period.

    Ooook, you want watch the rest of us having fun in IC from cyridiil, in your risk free PvP zone. We'll need someone keeping an eye on the forts
  • Sentinel
    Sentinel
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    Sentinel wrote: »

    Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?

    50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.

    Isnt 50% of 1 .50?

    50% damage reduction= 1/2 total damage. Say 100 Damage is possible in 1 second. Now damage reduced by 50%. 100/2= 50. Now 50 damage is possible in 1 second. To match the above, it is now 2 seconds. These are just numbers, but it's something that helps.

    As for ganking, in addition to the 50% damage reduction, radiant magelight negates all stealth attacks additional damage, so a tool good for anti-ganking now will be even better then.

    Also, PvPers need a way to obtain these stones. Obtaining stones from death means they can obtain stones. If there were no loss in stones from death, people exploit by killing eachother over and over. To support PvPers and overall balance, stones lost on death and stones gained on killing= a good thing. To combat the part of PvP that most negatively affects PvErs (ganking), a 50% damage reduction will occur. Now what do you want to see that's practical, unexploitable and good for all sides that keeps the atmosphere that PvPers want and deserve with this update (as it is a PvP update)?
  • CP5
    CP5
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    Sentinel wrote: »
    Sentinel wrote: »

    Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?

    50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.

    Isnt 50% of 1 .50?

    50% damage reduction= 1/2 total damage. Say 100 Damage is possible in 1 second. Now damage reduced by 50%. 100/2= 50. Now 50 damage is possible in 1 second. To match the above, it is now 2 seconds. These are just numbers, but it's something that helps.

    As for ganking, in addition to the 50% damage reduction, radiant magelight negates all stealth attacks additional damage, so a tool good for anti-ganking now will be even better then.

    Also, PvPers need a way to obtain these stones. Obtaining stones from death means they can obtain stones. If there were no loss in stones from death, people exploit by killing eachother over and over. To support PvPers and overall balance, stones lost on death and stones gained on killing= a good thing. To combat the part of PvP that most negatively affects PvErs (ganking), a 50% damage reduction will occur. Now what do you want to see that's practical, unexploitable and good for all sides that keeps the atmosphere that PvPers want and deserve with this update (as it is a PvP update)?

    How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.
  • swanvalkyrie
    swanvalkyrie
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    I really don't see why this is a big deal. If you're into PvE and not PvP then don't get the DLC... simple? What is the big deal seriously. There is a lot of PvE things to do.

    Quite simply, everyone should calm down.

    It's an MMO, so you'd expect people to want to verse each other
  • Samadhi
    Samadhi
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    ✭✭✭
    .
    CP5 wrote: »
    Sentinel wrote: »
    Sentinel wrote: »

    Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?

    50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.

    Isnt 50% of 1 .50?

    50% damage reduction= 1/2 total damage. Say 100 Damage is possible in 1 second. Now damage reduced by 50%. 100/2= 50. Now 50 damage is possible in 1 second. To match the above, it is now 2 seconds. These are just numbers, but it's something that helps.

    As for ganking, in addition to the 50% damage reduction, radiant magelight negates all stealth attacks additional damage, so a tool good for anti-ganking now will be even better then.

    Also, PvPers need a way to obtain these stones. Obtaining stones from death means they can obtain stones. If there were no loss in stones from death, people exploit by killing eachother over and over. To support PvPers and overall balance, stones lost on death and stones gained on killing= a good thing. To combat the part of PvP that most negatively affects PvErs (ganking), a 50% damage reduction will occur. Now what do you want to see that's practical, unexploitable and good for all sides that keeps the atmosphere that PvPers want and deserve with this update (as it is a PvP update)?

    How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.

    If there were PvP in the zones outside of Cyrodiil, farming mobs to level up would have been a fun experience.

    PvE is fine when it is in a PvP zone. It holds the excitement associated with a risk factor. Rather than the monotony of memorizing computer-controled mob patterns, I have the potential to be randomly put into combat with a thinking and reasoning opponent at any time.

    Even looking at the issue from an angle of strictly PvE and strictly PvP players, the system does not require any dedicated PvE players in order to work.
    It is not even that clean cut though -- there are those of us who enjoy both styles of gameplay, and appreciate when the two are mixed.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • JMadFour
    JMadFour
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    CP5 wrote: »

    How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.

    and that is the entire point of including PVE content in the DLC.


  • Messy1
    Messy1
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    JMadFour 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.

    There you have it, from the Horse's mouth.

    If you don't do PVP, then you have no reason to buy Imperial City. It's not for you. period.

    there is no point in continuing to complain about the Tel Var Stones. It's not designed for you, so you have no reason to bother with it. Just save your money for Orsinium, and let the PVPers have their expansion.

    I feel sorry for the Ganker tryhards who thought they were going to get some easy Carebear prey, but this Expansion is for PVPers, and no PVE Carebear should spend money on it. have fun getting stomped by real PVPers.

    [Moderator Note: Edited per our rules on Bashing & Slanderous Comments]

    Can't we just all enjoy this? Lol, I think it's going to be a great addition to the game. I'm equal parts PvEr and PvPer so this is right up my ally. Also, it's not good form to bash another play style; I th I nk everyone will find something fun in this new DLC and I imagine PvErs won't wanna miss out on some of the action.
  • silky_soft
    silky_soft
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    CP5 wrote: »
    How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.

    As a pvp centered play I'm forced into pve in order to get to pvp. Then once again further forced into pve to take the shortest path to max my level in pvp. Then once again to get all my skyshards, books and fighters guild up. Don't forget this game is all about the CP. We know how to grind and we do it better.

    Dropping stones is only the start. Next on their list should be losing AP when you die.

    I am looking forward to gate camp, reminds me of eveonline. Also those tv pinata's you talk about and gouging the market with over priced gear so I can have pots for days.
    Here $15, goat mount please. Not gambling or paying 45 : lol :
    20% base speed for high ping players.
    Streak moves you faster then speed cap.
    They should of made 4v4v4v4 instead of 8v8.
  • Farorin
    Farorin
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    What is with the PVE players just assuming that IC will be filled with cowardly gankers who are scared of a challenge? The whole reason I am excited for this, is BECAUSE of the challenge. It is more of a challenge because people will be trying harder as there is a risk/reward incentive to do the best you can.

    THAT is the point. Risk/reward increases challenge, it increases difficulty, and it increases excitement. I can't wait!

    *edited for typo
    Edited by Farorin on July 21, 2015 2:48AM
  • Messy1
    Messy1
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    Player looting is going to be awesome and it is going to introduce a new dynamic to the game and also it will encourage factions to support each other use soul gems to rez before other factions can loot the bodies and it will foster more teamwork.
  • Funkopotamus
    Funkopotamus
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    Oh my GAWD! I missed this thread lol..

    Wuts that James?? Zos is not doing things the way you like?
    There are others that agree with you? <Kinda like they did me against the VR/CP system>?

    Let me put it like you have me in the past when talking about the CP system..

    aAGGHHMMM..

    "The Tel Var stone system is here to stay! Deal with it or move on to another game."

    Eat dat samich!


    [/Eat it!b]
    :p
    Edited by Funkopotamus on July 21, 2015 2:53AM
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!" Sallington
  • Farorin
    Farorin
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    Syntse wrote: »
    Lava_Croft wrote: »
    Lava_Croft wrote: »
    Lava_Croft wrote: »
    Lava_Croft wrote: »
    Lava_Croft wrote: »
    Lava_Croft wrote: »
    Is it so hard to just let PvP players enjoy the only piece of new content they will probably ever see?

    So unless you can gank newbs and steal their stuff you cant enjoy IC? Is that what you are saying?
    Yes, killing people and taking their stones is indeed a very important part of the Imperial City DLC. A lot of PvP players have been wanting an actual penalty to dying and this seems to provide just that.

    Deal with it.

    No I wont deal with it as many many other players will not. As you see by this thread even other pvp centered players hate this idea. I guarantee it will be changed or I guarantee you wont have anyone to gank and steal their stuff. The place will be deserted and you and your gank buddies will have to start killing each other.

    I mean how sad is it you cannot enjoy yourself without abusing other people.
    If you don't want to deal with, then don't play this DLC. It's been stated over and over that this is PvP content. I don't want to deal with braindead repetitve dungeons and ridiculous questlines, so I don't. I also don't go to the forums demanding more PvP in my PvE.

    Deal with it.

    Story driven quest lines is what elder scrolls is all about. If you want a hardcore pvp game go find one. Also I am going to mark this so I can come back and say "I told ya so" when they remove the whole looting of stones thing.
    This is The Elder Scrolls Online and the PvP has been heavily featured in all the marketing material and ZOS has even stated it considers the PvP 'end-game'.

    The fact that your personal views on what constitutes an Elder Scrolls game are different does not change anything about it. You can always go play Skyrim with its focus on 'story driven quest lines' that all involve going somewhere, pressing a button and killing 50 Draugr.

    You can have pvp without looting other players.
    But I don't want to, ZOS doesn't want to and it seems a lot of PvP players don't want to. The fact that PvE players want it to be this way is just not that important, since this content is not meant for them.

    One day you will learn its not all about you.
    That's the point: This content is all about me, the PvP player.

    Deal with it.

    You do realize that someone has to do PvE in IC in order to release any stones into the circulation. You hate dungeons and doing quests so it will not be you. Maybe not the guy next to you. It was said that it is entirely PvP content for PvP players, yet there is need for PvE.

    That's where super handsome, insanely attractive, and ridiculously awesome/arrogant people like my gorgeous self who love both PVE and PVP come into it.
  • CP5
    CP5
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    Samadhi wrote: »
    .
    CP5 wrote: »
    Sentinel wrote: »
    Sentinel wrote: »

    Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?

    50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.

    Isnt 50% of 1 .50?

    50% damage reduction= 1/2 total damage. Say 100 Damage is possible in 1 second. Now damage reduced by 50%. 100/2= 50. Now 50 damage is possible in 1 second. To match the above, it is now 2 seconds. These are just numbers, but it's something that helps.

    As for ganking, in addition to the 50% damage reduction, radiant magelight negates all stealth attacks additional damage, so a tool good for anti-ganking now will be even better then.

    Also, PvPers need a way to obtain these stones. Obtaining stones from death means they can obtain stones. If there were no loss in stones from death, people exploit by killing eachother over and over. To support PvPers and overall balance, stones lost on death and stones gained on killing= a good thing. To combat the part of PvP that most negatively affects PvErs (ganking), a 50% damage reduction will occur. Now what do you want to see that's practical, unexploitable and good for all sides that keeps the atmosphere that PvPers want and deserve with this update (as it is a PvP update)?

    How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.

    If there were PvP in the zones outside of Cyrodiil, farming mobs to level up would have been a fun experience.

    PvE is fine when it is in a PvP zone. It holds the excitement associated with a risk factor. Rather than the monotony of memorizing computer-controled mob patterns, I have the potential to be randomly put into combat with a thinking and reasoning opponent at any time.

    Even looking at the issue from an angle of strictly PvE and strictly PvP players, the system does not require any dedicated PvE players in order to work.
    It is not even that clean cut though -- there are those of us who enjoy both styles of gameplay, and appreciate when the two are mixed.

    My point is, I don't feel there will be a large enough circulation of stones if their only source is mobs and their only 'clientele' are pvp'ers. If pvp'ers had a way that they had to engage other players to earn large numbers of stones, then have sustained fights back to safe areas to secure them, then this wouldn't be as bad. But unless people are very kind in carrying their quest rewarded stones on them for looting I simply believe that pve'ers are being used as the source for stones. People don't enjoy being used for these sort of things. Risk yes, love it and like the change of pace, being used as a means to an end, and I won't bother.
  • Samadhi
    Samadhi
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    ✭✭✭
    CP5 wrote: »
    Samadhi wrote: »
    .
    CP5 wrote: »
    Sentinel wrote: »
    Sentinel wrote: »

    Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?

    50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.

    Isnt 50% of 1 .50?

    50% damage reduction= 1/2 total damage. Say 100 Damage is possible in 1 second. Now damage reduced by 50%. 100/2= 50. Now 50 damage is possible in 1 second. To match the above, it is now 2 seconds. These are just numbers, but it's something that helps.

    As for ganking, in addition to the 50% damage reduction, radiant magelight negates all stealth attacks additional damage, so a tool good for anti-ganking now will be even better then.

    Also, PvPers need a way to obtain these stones. Obtaining stones from death means they can obtain stones. If there were no loss in stones from death, people exploit by killing eachother over and over. To support PvPers and overall balance, stones lost on death and stones gained on killing= a good thing. To combat the part of PvP that most negatively affects PvErs (ganking), a 50% damage reduction will occur. Now what do you want to see that's practical, unexploitable and good for all sides that keeps the atmosphere that PvPers want and deserve with this update (as it is a PvP update)?

    How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.

    If there were PvP in the zones outside of Cyrodiil, farming mobs to level up would have been a fun experience.

    PvE is fine when it is in a PvP zone. It holds the excitement associated with a risk factor. Rather than the monotony of memorizing computer-controled mob patterns, I have the potential to be randomly put into combat with a thinking and reasoning opponent at any time.

    Even looking at the issue from an angle of strictly PvE and strictly PvP players, the system does not require any dedicated PvE players in order to work.
    It is not even that clean cut though -- there are those of us who enjoy both styles of gameplay, and appreciate when the two are mixed.

    My point is, I don't feel there will be a large enough circulation of stones if their only source is mobs and their only 'clientele' are pvp'ers. If pvp'ers had a way that they had to engage other players to earn large numbers of stones, then have sustained fights back to safe areas to secure them, then this wouldn't be as bad. But unless people are very kind in carrying their quest rewarded stones on them for looting I simply believe that pve'ers are being used as the source for stones. People don't enjoy being used for these sort of things. Risk yes, love it and like the change of pace, being used as a means to an end, and I won't bother.

    You are free to believe whatever you like.

    People do not have to buy the DLC if they do not want to participate in PvP.

    If they buy it, participate in the PvP system, and then complain that the PvP system is too PvP oriented, then there is not much help that can be offered to them.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • cjthibs
    cjthibs
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    I'm beginning to think of Imperial City a bit like gay marriage... (Swap the words 'Imperial City' for 'Gay Marriage' in the following statement if you don't get it.)

    If you don't support Imperial City, you just need to admit that someone else enjoying a good dose of Imperial City -really- isn't infringing on your rights.
    Edited by cjthibs on July 21, 2015 3:12AM
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
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    ZOS has to ask themselves do they want to sell a ton of copies or a few copies. I would safely bet most people who find out about player looting will not buy it. I havent paid them since March and wont pay them a nickle until they get back to what the original game was.

    Player looting is an outdated mechanic which always without fail ends up with a select few abusing the majority. Nevermind with the smaller scale there will be screams for class nerfs once all thats left are the hardcore pvp people. I know ZOS thinks everyone will play nice. Thats simply not going to happen. Never has and never will.
  • cjthibs
    cjthibs
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    ZOS has to ask themselves do they want to sell a ton of copies or a few copies. I would safely bet most people who find out about player looting will not buy it. I havent paid them since March and wont pay them a nickle until they get back to what the original game was.

    Player looting is an outdated mechanic which always without fail ends up with a select few abusing the majority. Nevermind with the smaller scale there will be screams for class nerfs once all thats left are the hardcore pvp people. I know ZOS thinks everyone will play nice. Thats simply not going to happen. Never has and never will.

    A currency reward/penalty and looting are -not- the same thing dude.
    This has been explained somewhere around 5,847,962,042,007 times in the past few days. You've ignored it each time.

    There are ways to limit your risk. You've ignored that too.

    PvE boxes from quests are not lootable. Did you catch that one?

    If you despise the system so much, don't play it. But please for the love of the Eight and all that is holy on the Mundus, please stop trying to spread misinformation and willful ignorance in order to sway public opinion.
    Edited by cjthibs on July 21, 2015 3:22AM
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
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    cjthibs wrote: »
    ZOS has to ask themselves do they want to sell a ton of copies or a few copies. I would safely bet most people who find out about player looting will not buy it. I havent paid them since March and wont pay them a nickle until they get back to what the original game was.

    Player looting is an outdated mechanic which always without fail ends up with a select few abusing the majority. Nevermind with the smaller scale there will be screams for class nerfs once all thats left are the hardcore pvp people. I know ZOS thinks everyone will play nice. Thats simply not going to happen. Never has and never will.

    A currency reward/penalty and looting are -not- the same thing dude.
    This has been explained somewhere around 5,847,962,042,007 times in the past few days. You've ignored it each time.

    There are ways to limit your risk. You've ignored that too.

    PvE boxes from quests are not lootable. Did you catch that one?

    The risk should be in getting killed only. There is no need for open loot. As I have said numerous times if they allow open looting I will not be giving them one red cent. period.
    Edited by jamesharv2005ub17_ESO on July 21, 2015 3:23AM
  • cjthibs
    cjthibs
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    cjthibs wrote: »
    ZOS has to ask themselves do they want to sell a ton of copies or a few copies. I would safely bet most people who find out about player looting will not buy it. I havent paid them since March and wont pay them a nickle until they get back to what the original game was.

    Player looting is an outdated mechanic which always without fail ends up with a select few abusing the majority. Nevermind with the smaller scale there will be screams for class nerfs once all thats left are the hardcore pvp people. I know ZOS thinks everyone will play nice. Thats simply not going to happen. Never has and never will.

    A currency reward/penalty and looting are -not- the same thing dude.
    This has been explained somewhere around 5,847,962,042,007 times in the past few days. You've ignored it each time.

    There are ways to limit your risk. You've ignored that too.

    PvE boxes from quests are not lootable. Did you catch that one?

    The risk should be in getting killed only. There is no need for open loot. As I have said numerous times if they allow open looting I will not be giving them one red cent. period.

    Cool story bro. We get it. Loud and clear. Clearer than crystal in fact.
    Just carry on then.

    'Open' Looting is not what's going on here, by the way. What I just said, and you substituted your own reality, yet again.
  • Celestrael
    Celestrael
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    I wish the mods would contain all the Imperial City DLC complaining threads to one thread, sticky it, and lock all the other ones. Like how they did for requesting bites, so those threads don't clutter forums. I mean honestly, do we really need several of these trending daily for the next 2 months?
    Celestrael: 45 Imperial Vampire - Templar Magicka Tank
    Order of Enigma
    Aldmeri Dominion - PS4: North America

    Looking for other gaymers on PS4 NA Aldmeri Dominion, feel free to add me! PSN: Celestrael
  • cjthibs
    cjthibs
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    Celestrael wrote: »
    I wish the mods would contain all the Imperial City DLC complaining threads to one thread, sticky it, and lock all the other ones. Like how they did for requesting bites, so those threads don't clutter forums. I mean honestly, do we really need several of these trending daily for the next 2 months?

    Looks like that's what we're going to get.

    If I were Zenimax I'd probably just close up shop and take everyone's money just to save myself the vitriol of all the spoiled brats out here.

    SO to everyone at ZOS, you're much better people than I and I think everyone here with half a brain should be applauding you for putting up with this and not giving up to all the whiners down here in this cesspool of a forum.

    PLEASE, keep at it.

    And it would be fantastic if you could teleport all the people who are here incessantly badmouthing something that we can't know if we'll enjoy yet into Imperial City against their will. (Preferably right next to some really hardcore ganker lying in wait.)

    Or teleport them right next to the Crypt of Hearts last boss...after he's picked up the sword...while they're alone.
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
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    Celestrael wrote: »
    I wish the mods would contain all the Imperial City DLC complaining threads to one thread, sticky it, and lock all the other ones. Like how they did for requesting bites, so those threads don't clutter forums. I mean honestly, do we really need several of these trending daily for the next 2 months?

    Maybe the devs should rethink the entire idea if there are so many threads with people unhappy about it.
  • Funkopotamus
    Funkopotamus
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    Celestrael wrote: »
    I wish the mods would contain all the Imperial City DLC complaining threads to one thread, sticky it, and lock all the other ones. Like how they did for requesting bites, so those threads don't clutter forums. I mean honestly, do we really need several of these trending daily for the next 2 months?

    Maybe the devs should rethink the entire idea if there are so many threads with people unhappy about it.

    Yes just like the broken CP system right....right?


    Also you need to be more worried about the REASON they will not buy the DLC let alone the game for the CP system that lets these players do the very thing YOU are crying about.


    So please do tell me.. Would you willing/knowingly buy ESO 9 months from now knowing the CP system will leave you as a new player in a situation that you would NEVER be on equal playing field with the very trolls looting your corpse??

    I think not James
    Edited by Funkopotamus on July 21, 2015 4:09AM
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!" Sallington
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