I don't think that concern is warranted. The buffs still exist within IC, as IC is within the campaign they are earned from.I like PvP and I like PvE, but for me there are many concerns with IC and how it currently is being handled. You have brought up good points and concerns. Another issue is the removal of PvE campaign buffs, especially since ZOS is trying to market IC as a PvP with PvE elements rolled in. The incentives to draw PvErs into the PvP realms will just become less attractive without the campaign buffs.
Hiero_Glyph wrote: »That's why salary caps and a draft system exist. Except Cyrodiil has no such restrictions other than limiting the maximum number of players per alliance. Professional sports encourage fair play even if a few franchises still have better revenue streams and management.
So should they force people to play a certain faction then?
Or have certain factions' members draft newbies?
Yes, those were sarcastic. The problem isn't the game, the problem is that many folks rather an easy win than putting forth effort. They join the most populated alliances and they cry/whine/scream to make things easier, (Doshia anyone? Molag Bal fight?) which results in a boring game. People will complain until everything gets made easy then they'll quit because they're bored...and run off to ruin another game.
Of course, as a result of the relentless whining, ZOS has lowered the difficulty on all PvE systems resulting in the PvP being the only part of the game that many of us feel -any- sense of accomplishment from anymore.
If you don't like it, or want to make it easier, just go play something easy. I see a lot of folks playing that FarmVille stuff.
In all seriousness, this game used to be challenging and fun, but the whining has resulted in systematic difficulty-lowering across the board, to the point that I auto-piloted my latest character from 1-VR2 only upgrading my gear 1 time at level 24 and then again just at VR1. I think I died once, and that was during a lag spike.
Furthermore, the intent of keep access is to keep activities in Cyrodiil dynamic. As in having to move into the Imperial City and then back out in order shore up defenses to move back in. This will actually help keep things from stagnating. I look forward to it. If we take that bit away, I predict we'll see a wholesale dwindling of activity in Cyrodiil proper and it'll degenerate into a bunch of folks doing the same grind in the sewers and/or PvP in the districts day-in day-out and getting bored.
What I don't understand is that is exactly what these folks seem to want.
SeptimusDova wrote: »Sharee
Not too sure about the UK as far as suing. But the DLC is an option I stated earlier that they will make the terms and conditions clear before purchase. As we are a B2P model and an ESO plus model Zenimax has good standing.
First the DLC is not required to play the base game OR smash bananas, smurfs ,or lil devils to our hearts content in cyrodiil.
So I do not see a suit as viable.
2. Composition is not the only thing that make threshold variable. In PvE it is in principle possible to reach threshold. In PvP in it in principle possible that threshold might be unreachable. Like it is right now for NA DC. That's a huge difference.
4. However, if IC is reward for taking a keep - that's bull. Because you could take keeps since release, there's nothing new in this.
olemanwinter wrote: »This whole thread has become *face/palm*
2. Composition is not the only thing that make threshold variable. In PvE it is in principle possible to reach threshold. In PvP in it in principle possible that threshold might be unreachable. Like it is right now for NA DC. That's a huge difference.
Actually there is no difference.
If in PvE it is in principle possible (i.e. not guaranteed) to reach the threshold, then it is also possible it will never be reached.
If in PvP it is in principle possible (i.e. not guaranteed) that the threshold might be unreachable, then it is also possible it will be reachable.
It is exactly the same in both cases, you just omitted the other half of the sentence, making it appear (and possibly confusing yourself into thinking that) there is some huge difference.4. However, if IC is reward for taking a keep - that's bull. Because you could take keeps since release, there's nothing new in this.
That is irrelevant. The task associated with getting a new reward does not neccessarily have to be new as well.
byrom101b16_ESO wrote: »"The game is an entertainments SERVICE, and a service you CANNOT access is a compensation issue."
2. Exactly the same is when it's exactly the same. Your two sentences are not exactly the same already.
Again, in PvE it is in principle possible to reach the threshold. The 2nd half is irrelevant, if a player is bad it's up to him to become better and reach threshold, but no body is interfering.. In PvE it is in principle possible that no matter how good you are your alliance won't reach the threshold.
These are two very different things.
2. Exactly the same is when it's exactly the same. Your two sentences are not exactly the same already.
"If X is not guaranteed to succeed, then X may fail"
and
"If X is not guaranteed to fail, then X may succeed"
may not be exactly the same sentences, but they mean exactly the same thing.Again, in PvE it is in principle possible to reach the threshold. The 2nd half is irrelevant, if a player is bad it's up to him to become better and reach threshold, but no body is interfering.. In PvE it is in principle possible that no matter how good you are your alliance won't reach the threshold.
These are two very different things.
The trial mobs are interfering. If the player never gets better, he will never get the reward.
In PvP, the enemy players are interfering instead of the mobs. But in this case, it is possible that the player will get the reward even without getting better, as the skill threshold required for success constantly fluctuates.
And in the case the PvP threshold proves constantly too high, the player is free to choose an environment with a very low threshold (he can choose to play on the winning side), so the reward is always easier to get than in a trial.
2. Exactly the same is when it's exactly the same. Your two sentences are not exactly the same already.
"If X is not guaranteed to succeed, then X may fail"
and
"If X is not guaranteed to fail, then X may succeed"
may not be exactly the same sentences, but they mean exactly the same thing.Again, in PvE it is in principle possible to reach the threshold. The 2nd half is irrelevant, if a player is bad it's up to him to become better and reach threshold, but no body is interfering.. In PvE it is in principle possible that no matter how good you are your alliance won't reach the threshold.
These are two very different things.
The trial mobs are interfering. If the player never gets better, he will never get the reward.
In PvP, the enemy players are interfering instead of the mobs. But in this case, it is possible that the player will get the reward even without getting better, as the skill threshold required for success constantly fluctuates.
And in the case the PvP threshold proves constantly too high, the player is free to choose an environment with a very low threshold (he can choose to play on the winning side), so the reward is always easier to get than in a trial.
1. Not exactly the same thing at all. It's logic 101, come on.
2. In PvP it's not only that players are interfering, it's also that PvP doesn't imply that things are always balanced.In PvE you know for the fact that it is possible to complete the fight with 12 players. In PvP there's no fixed number of players fighting against you.
If it was like a battleground/arena kind of thing - that would be a different story. Those things are balanced in numbers at least, you can be sure that it's a fair fight 10v10 or 5v5 etc. and in case your skill/items are good enough - you can win. In cyro you never know. As OP showed, DC on NA PC is at disadvantage as the least populated faction.
bob.ellisonb16_ESO wrote: »I am very against the carebear approach of open access, and carebears in general, they ruin the context in a game.
The whole reason darkness falls in DAOC was cool was because it was controlled by PVP. It wasn't handed to you, you had to work for it, sometimes 2 weeks went by without having access.
When your realm is the underdog it creates leaders and communities to overcome, organize, startegize, now it just creates a bunch of whiners.
Why do people even want to play a PvP MMO if everything is handed to them...
bob.ellisonb16_ESO wrote: »I am very against the carebear approach of open access, and carebears in general, they ruin the context in a game.
The whole reason darkness falls in DAOC was cool was because it was controlled by PVP. It wasn't handed to you, you had to work for it, sometimes 2 weeks went by without having access.
When your realm is the underdog it creates leaders and communities to overcome, organize, startegize, now it just creates a bunch of whiners.
Why do people even want to play a PvP MMO if everything is handed to them...
AGREE 100% , making 1 campagin with open acces, only will cause lagg and zerg. IC it's like Darkness Falss concept, and there was working awesome for pvp lovers.
Carebears, get out of here if you don't like pvp.
jcodbf2b14_ESO wrote: »I would have to agree.. There needs to be another way. A paid DLC that may not even be open to some people when they logon isnt a good idea. If it were something that a faction could work toward without needing to worry that they are outnumbered and may never get the keep requirement ( Also true that this hurt Warhammer A LOT ).. Which would eventually cause DC to become even less populated because people will want to play the DLC they paid for as much as possible.
bob.ellisonb16_ESO wrote: »I am very against the carebear approach of open access, and carebears in general, they ruin the context in a game.
The whole reason darkness falls in DAOC was cool was because it was controlled by PVP. It wasn't handed to you, you had to work for it, sometimes 2 weeks went by without having access.
When your realm is the underdog it creates leaders and communities to overcome, organize, startegize, now it just creates a bunch of whiners.
Why do people even want to play a PvP MMO if everything is handed to them...
AGREE 100% , making 1 campagin with open acces, only will cause lagg and zerg. IC it's like Darkness Falls Daoc concept, and there was working awesome for pvp lovers.
Carebears, get out of here if you don't like pvp.
I dont know why people think if there are no requirements for the imperial city, no one will have an incentive to play cyrodil anymore. People will still play cyoridl, because its another form of pvp then the imperial city. Alot of people prefer large scale batte with sieges and defending of castles. What was the incentive until now to play cyordil? After the first few million AP its to have fun. For example guildwars 2 also has two different pvp options, large scale world war like cyrodil and small maps for just a few players. Both coexist because some people like the constant direct engagement, while other like to play towards a greater goal then just the Kill/death-rate or a plain onslaugt. There is no need to force people to play stuff.
VincentBlanquin wrote: »bob.ellisonb16_ESO wrote: »I am very against the carebear approach of open access, and carebears in general, they ruin the context in a game.
The whole reason darkness falls in DAOC was cool was because it was controlled by PVP. It wasn't handed to you, you had to work for it, sometimes 2 weeks went by without having access.
When your realm is the underdog it creates leaders and communities to overcome, organize, startegize, now it just creates a bunch of whiners.
Why do people even want to play a PvP MMO if everything is handed to them...
AGREE 100% , making 1 campagin with open acces, only will cause lagg and zerg. IC it's like Darkness Falls Daoc concept, and there was working awesome for pvp lovers.
Carebears, get out of here if you don't like pvp.
dont get these points. so what now? every aliance will get their buff campaign for IC entering....
VincentBlanquin wrote: »bob.ellisonb16_ESO wrote: »I am very against the carebear approach of open access, and carebears in general, they ruin the context in a game.
The whole reason darkness falls in DAOC was cool was because it was controlled by PVP. It wasn't handed to you, you had to work for it, sometimes 2 weeks went by without having access.
When your realm is the underdog it creates leaders and communities to overcome, organize, startegize, now it just creates a bunch of whiners.
Why do people even want to play a PvP MMO if everything is handed to them...
AGREE 100% , making 1 campagin with open acces, only will cause lagg and zerg. IC it's like Darkness Falls Daoc concept, and there was working awesome for pvp lovers.
Carebears, get out of here if you don't like pvp.
dont get these points. so what now? every aliance will get their buff campaign for IC entering....
But you are not certain of this, I could organize a group to conquer your keeps,and kick you out, while you are inside trying to defend and not getting kicked, another group of your realm could fight my group of conquering outside....... the scenario it's various,and brings variety to the pvp aspect, on the other hand IC opens for all will be monotonous , most of ppl will pvp inside the City, causing zerglagg, and Cyrodiil will be sad.
I can make another example here: imagine that 1 alliance is nightcapping and zerging all inside the City,the others 2 alliance are suffering, they could organize a group to kick the nightcappers out conquering their keeps.This add new scenarios guys, more tactic,pvp mmo concept war need this ,believe me , I know this mechanic and played it for years, and is fun.
It depend on who defend better inside the City, and why we should get bored dude? it s pvp and if you like it you don't, and look you have brought a new scenario, more things to do, inside and outside the city.VincentBlanquin wrote: »VincentBlanquin wrote: »bob.ellisonb16_ESO wrote: »I am very against the carebear approach of open access, and carebears in general, they ruin the context in a game.
The whole reason darkness falls in DAOC was cool was because it was controlled by PVP. It wasn't handed to you, you had to work for it, sometimes 2 weeks went by without having access.
When your realm is the underdog it creates leaders and communities to overcome, organize, startegize, now it just creates a bunch of whiners.
Why do people even want to play a PvP MMO if everything is handed to them...
AGREE 100% , making 1 campagin with open acces, only will cause lagg and zerg. IC it's like Darkness Falls Daoc concept, and there was working awesome for pvp lovers.
Carebears, get out of here if you don't like pvp.
dont get these points. so what now? every aliance will get their buff campaign for IC entering....
But you are not certain of this, I could organize a group to conquer your keeps,and kick you out, while you are inside trying to defend and not getting kicked, another group of your realm could fight my group of conquering outside....... the scenario it's various,and brings variety to the pvp aspect, on the other hand IC opens for all will be monotonous , most of ppl will pvp inside the City, causing zerglagg, and Cyrodiil will be sad.
maybe you can organize group to conquer my keeps once, twice or little more, but after some time your group get bored of that and i will have my safe campaign
It's a huge difference though. In PvE you will not succeed only if you are bad. In PvP no matter how good you are - it is possible that you won't succeed. They are two completely different things. PvE can be completed, it's the way it's designed.It is the same thing. In both PvE and PvP, it is theoretically possible you will never succeed. The only difference is that the threshold in PvE is static, while the threshold in PvP is dynamic.
That is what i was saying above - the PvP threshold is dynamic. This could mean it will be harder, but also could mean it will be easier than the PvE one.
1. It does not change much. It's not like people were just where figths were about to start before IC. If needed - they will come and def/attack. We are talking about a few organized guilds that make cyrodiil yellow or red.1, Population caps are shared between IC and rest of cyrodiil. That means the faction who already has IC access (and the most players inside) will become the least populated in overland cyrodiil, making it easier for the other factions to unlock IC access.
2, if for some reason they stay the most populated in overland as well, despite being weakened by IC (for example because you are playing in their buff campaign and no DC play there anymore), you can just switch/guest to a campaign where this is not the case.
3, and, like mentioned above in the thread, if everything goes totally down the drain, and there is no DC playing anymore anywhere, you can just make a level 10 alt on the winning faction, join IC with it, and use it to farm TV stones for your main.
3. No, you can't. It's not a solution. Whatever involves switching factions etc - is NOT a solution. A player wants to play his character in end-game. A players wants to pvp/farm in IC with the character he loves. ... Do I really need to explain why it's not an acceptable solution? are you trolling or what? you can't be serious with that. It's a *** game design if I am forced to roll more than one character (not everyone likes alts and all that) and especially if I need to play for a faction that I don't like.