So, you're interested in IC and in PvP, but you don't want to partake in the PvP experience that it provides.olemanwinter wrote: »BUT I DON'T.
olemanwinter wrote: »And this is my frustration:
1/2 the people in here want it to be more like straight PvE content.
(I have no interest in this)
1/2 the people in here want it be a "reward" for PvP domination.
(I have no interest in this)
This is a PvP dlc, so I'd like it to remain PvP focused.
I Just don't want to have to go PvP in 1 place for the chance to go PvP in a 2nd place.
I don't want to have to join a "Bro we smashed their face! Get Wrecked Noob YAH"" type group for a couple hours to get a brief window of access to the Imperial City. Call me crazy, but that's how I feel. And how I feel dictates when I pull out my wallet.
Get in your head that when a superior zerg force is inside the City, you have the opportunity to retake your home keeps, if all have the acces inside you are going to faceroll the zerg ever and ever. The keeps system it's like a content in the content all for pvp. Do you like lagg and zerg? ok give perma access to all alliance, i'll laugh so hard when you can't do nothing for the lagg.
The keeps system it's like a content in the content all for pvp.
Uhuh. lag is pretty hilarious in this game. So have a good laugh.i'll laugh so hard when you can't do nothing for the lagg.
mike.gaziotisb16_ESO wrote: »A simple solution to the problem US DC are having would be to have 1 campaign in which access to IC is unrestricted. Thus more casual players can home or guest there and always play inside when they feel like it.
But for all other campaigns, there needs to be a lock out mechanism. One of the functions of IC is to work as an incentive to fight for the Cyrodiil map. Another function is to balance out population in campaigns where one faction dominates. You can't remove that.
Also, I personally believe if all factions have access to IC all the time, it will be total chaos in there. Too many players in a relatively small (smaller than the Cyrodiil map) area, too much lag, too much zerging.
So yeah, I feel one unrestricted campaign and one where you have to hold your home keeps is a more balanced solution.
Restricted access is a good idea, and it's a core element of how the IC is supposed to work. This will create more purpose and tension in Cyro, as well as a more dynamic battlefield. If one faction is controlling IC, their population will be concentrated there, giving the other factions a chance to bounce back. It's a cycle that will run its course several times a day, as others have mentioned.
Some of you seem to be blinded by the whole "I paid for this and you can't tell me how to use it" mentality. It is PvP driven DLC... if you're interested in IC then you're interested in PvP, and if you're interested in PvP then you'll WANT to go fight for the city if your faction doesn't have access to it. The desire to capture it is what drives the content and creates memorable experiences within it. If it's open 24/7 to everyone then it'll just be a gankfest full of randomness... like a constant keep siege but condensed into smaller areas. That doesn't sound all that fun.
olemanwinter wrote: »I don't even know where to begin with you. Did you even read the original post, or any of my replies on this page for that matter?
Did you just read the title and post?So, you're interested in IC and in PvP, but you don't want to partake in the PvP experience that it provides.olemanwinter wrote: »BUT I DON'T.
I guess I'll just quote myself.olemanwinter wrote: »And this is my frustration:
1/2 the people in here want it to be more like straight PvE content.
(I have no interest in this)
1/2 the people in here want it be a "reward" for PvP domination.
(I have no interest in this)
This is a PvP dlc, so I'd like it to remain PvP focused.
I Just don't want to have to go PvP in 1 place for the chance to go PvP in a 2nd place.
I don't want to have to join a "Bro we smashed their face! Get Wrecked Noob YAH"" type group for a couple hours to get a brief window of access to the Imperial City. Call me crazy, but that's how I feel. And how I feel dictates when I pull out my wallet.
jnorris91ub17_ESO wrote: »mike.gaziotisb16_ESO wrote: »A simple solution to the problem US DC are having would be to have 1 campaign in which access to IC is unrestricted. Thus more casual players can home or guest there and always play inside when they feel like it.
But for all other campaigns, there needs to be a lock out mechanism. One of the functions of IC is to work as an incentive to fight for the Cyrodiil map. Another function is to balance out population in campaigns where one faction dominates. You can't remove that.
Also, I personally believe if all factions have access to IC all the time, it will be total chaos in there. Too many players in a relatively small (smaller than the Cyrodiil map) area, too much lag, too much zerging.
So yeah, I feel one unrestricted campaign and one where you have to hold your home keeps is a more balanced solution.
This is dumb. Restricting access in all but one campaign would just make EVERYONE from EVERY alliance want to home or guest and ONLY play in THAT campaign. ZoS would just be contributing even more to the issue of overpopulation in a few campaigns and underpopulation in all the others. It's the path of least resistance.
olemanwinter wrote: »Hiero_Glyph wrote: »aCCESS WILL CHANGE HANDS
Writing something doesn't magically make it true. Writing something in ALL CAPS doesn't either.
Or...wait...maybe it does. It's worth a try.
TOMORROW I WIN A MILLION DOLLARS.
*crosses fingers*
olemanwinter wrote: »@ZOS_RichLambert @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
The most common suggestion I keep reading for an access gate to the Imperial City is 3 home keeps + 2 additional keeps. I'm going to temporarily work off that assumption.
At the time of writing this, the following campaign conditions would exist: (approx 1am est)
Haderus:
AD (8 keeps) Access
EP (6 keeps) Access
DC (4 keeps) NO Access
Chillrend:
AD (7 keeps) Access
EP (8 keeps) Access
DC (3 keeps) NO Access
Azura's Star:
AD (5 keeps) Access
EP (9 keeps) Access
DC (4 keeps) NO Access
Thornblade:
AD (16 keeps) Access
EP (2 keeps ) NO Access
DC (0 keeps) NO Access
Across all Vet campaigns, no DC player would have access to this Paid content at this time. Every AD player would have access to this Paid content regardless of campaign, and a EP player would have a 75% chance of having access at this time.
POPULATION IMBALANCE/NIGHTCAPPING:
Due to population imbalances, even though DC has a lead in one of the campaigns, it still almost always holds very few keeps at certain times of the day. Not all players play during "peak hours" and not all players exist at the same place as should be obvious. If you logged in at this same time every day you would rarely if ever have access to the Imperial City.
ZERGS:
Nothing contributes more to zerg play than a 2 sided battle. In 75% of these campaigns the same two sides will exclusively be fighting each other in IC until at least the conclusion of the campaign.
BUFF CAMPAIGNS:
Zos, you just removed campaign buffs from PvE because Buff Campaigns weren't good, but this is going to make them much more important and prevalent with Imperial City access instead of the stat buffs. Nobody who is paying for this content will risk playing in a campaign they don't control.
You will also effectively eliminate small scale PvP combat as even a remote possibility. The only way to gain access to the Imperial City will be in a buff server with no competition (See Thornblade current) or in a highly contested max-population main campaign. There will be no middle ground.
EITHER/OR:
I view this as an "either/or" situation. EITHER most players will stay in heavily dominated "buff servers" OR everyone will fight in a main campaign. There will be no incentive to divide the force of your alliance. Collective migration will be an even greater problem in either case. In one case and entire lack of competition effectively ruins PvP (buff servers) and in the other case even more stress will be placed on your servers (Everyone in a single server) which will lead to performance loss.
FAIRNESS:
I fully expect AT LEAST 2/3rds of the population to disagree with me because this is a non-issue for EP or AD players unless they take a very wide and long view of population imbalance and performance described above.
But please remember you are not yet offering an alliance change at this time, be it free or in the crown store. I am a Dedicated DC player. Many players I know also have only DC characters. I don't believe DC players should have dramatically less access to paid DLC. I don't believe they should be forced to create new character, level them, and play in an alliance they don't enjoy to access the paid DLC.
PROFIT:
I LOVE IMPERIAL CITY. LOVE LOVE LOVE IT. I'm not currently subscribed, but I'm absolutely going to resubscribe UNLESS THERE IS A GATE OF ACCESS.
As a DC player with ZERO access in game right now under proposed plans (some or all versions), I can't possibly justify buying a DLC I won't be able to play. I can't imagine many other players doing so either. If an access gate like this goes live, the only DC players that will buy it will be those who don't understand the requirements.
But it get's worse. I'm not going to grind and struggle in vanilla ESO (rare mat drops in pledges) or buy the Imperial City products (from traders) at a premium to compete with players who have access to Imperial City. That's a bridge too far.
CONCLUSION:
The fewer keeps that an alliance controls, the greater the distance through enemy territory one must travel to access the Imperial City sewers. To me, that is enough of a barrier! If any additional barrier to entry was established I would BEG you to make it a SINGLE KEEP ONLY!
Right now on Thornblade, DC has zero keeps. What could a single player be expected to do in such a circumstance? Perhaps gather enough people to capture a keep to gain access, but you cannot expect a losing side in a low-population campaign to rally support for a march across the map from ZERO keeps to 3 or 4 or 5.
It takes hours to take 3 keeps with a medium sized group, by the time you siege, kill NPCs, repair, and travel between them. If you encounter resistance it can take all day to accomplish gaining home keeps. I know because I've spent most of my time doing exactly that, struggling against greater numbers on a low-population campaign to get "a few" keeps. You will leave players in that circumstance no choice but to rehome to a different campaign, which will only exacerbate the population imbalance they are fleeing!
TLDR:
Please make Imperial City accessible to all alliances at all times. To do otherwise is unfair to players of the DC alliance (and perhaps one day other alliances) that could have literally NO ACCESS whatsoever at certain times of the day depending on the access gate requirements. 100% across all campaigns for AD players and ZERO% across all campaigns for DC players is something that can't be tolerated. Nobody can be expected to pay for DLC they will have severely reduced access to.
I believe it may increase population imbalance and/or lag problems. Mass alliance migration and buff servers will be worse than ever before even with the new restrictions because players will have NO OTHER CHOICE. Medium sized conflicts will cease to exist as low populations won't have access to the battlefield at all, which leaves only giant populations that ensure access to meet.
This will also continue to trickle down into imbalance in PvE leaderboards for trials as well, due to dramatically reduced access to new gear for DC players. There has already been a migration of top PvE players months ago to other alliances.
STILL TLDR:
Nobody is going to pay for DLC they can't access. DC would have no access across ALL campaigns at this time, and this is a frequent condition. I REALLY LOVE the Imperial City DLC, but there is ZERO chance I would buy it with access gates.
EDIT: A BLANKET REPLY TO THE MOST COMMON ARGUMENTS CAN BE FOUND HERE
EDIT: BLANKET REPLY #2 HERE
EDIT 2: 12 hours later 1pm EST
Haderus: AD (8) Access, EP (6) Access, DC (4) NO Access. Chillrend: AD (7) Access, EP (8) Access, DC (3) NO Access. Azura's Star: AD (5) Access, EP (8) Access, DC (3) NO Access. Thornblade: AD (16) Access. EP (2) NO Access, DC (0) NO Access. All AD players have access. 75% chance for EP players to have access. ZERO DC players with access across all campaigns.
EDIT: A COMPROMISE I COULD SUPPORT
This post by another user is the only "compromise" I've seen so far that would really satisfy me. I believe all paying customers of this DLC should have unfettered access, but if Zos insists on some type of access gate, I believe a plan like he outlines in this post as an alternative way to access the Imperial City would be acceptable. Not ideal, but acceptable imho.
FINAL EDIT: I'm ignoring this thread until something changes. Most people who posted seemed at least aware of circumstances that were making DC players (and anyone with a wide view) concerned, but most POSTS are now by the same few people trying to tell us we're all idiots. The same couple of people just filling page after page on the bottom half of this thread with the same arguments. I can't bare to respond to them directly any more. My blanket replies linked above cover everything I could say. I may post again closer to 2.1 going live.
Hiero_Glyph wrote: »FYI, you butchered the code and I was not the one that claimed what was quoted.
DaveMoeDee wrote: »As a DC player, I also find this lame.
Pirhana7_ESO wrote: »First you dont get to have everything when you want it just because you paid for it.
kevlarto_ESO wrote: »I have read through some of this thread, and it makes me wonder I buy an mmo that has progressive raids where I have to get a certain armor set or defeat certain bosses to progress, I have paid for a game that I do not have full access to unless I meet certain criteria or open gates, is the IC in this DLC not the same as that ? I don't understand the difference
olemanwinter wrote: »Get in your head that when a superior zerg force is inside the City, you have the opportunity to retake your home keeps, if all have the acces inside you are going to faceroll the zerg ever and ever. The keeps system it's like a content in the content all for pvp. Do you like lagg and zerg? ok give perma access to all alliance, i'll laugh so hard when you can't do nothing for the lagg.
Go on live RIGHT NOW and go to an uncontested campaign. They are dead. There aren't enough members on the losing side to take keeps even without resistance.
olemanwinter wrote: »kevlarto_ESO wrote: »I have read through some of this thread, and it makes me wonder I buy an mmo that has progressive raids where I have to get a certain armor set or defeat certain bosses to progress, I have paid for a game that I do not have full access to unless I meet certain criteria or open gates, is the IC in this DLC not the same as that ? I don't understand the difference
The difference is other players don't work AGAINST YOU in achieving those things. Your personal level of competence and that of your friends combined with your willingness to get those things COMPLETELY DETERMINES your access to those rewards.
It's not as if the boss at the end of Hel Ra Citadel suddenly gets an extra 200% health because of something a group from one alliance did to stop you. It's not as if suddenly you can't do the gold pledge because too many of another alliance did it.
Consider this: Even in pvp, the only single reward in the game that is contingent on the play of others and can be stopped by the opposing faction players.....is Emperor. And everybody knows (including Zos) the entire Emperor dynamic in this game is a MESS.
Literally everything else in the game has a STATIC (unchanging) degree of adversity designed into the game that you and your teammates can overcome. Trials gear, Undaunted sets, Achievements, Champion Points, Levels, Materials, EVERYTHING can be achieved by accomplishing something you know IN ADVANCE, that doesn't change, and with only the game as designed working to inhibit your progress.
Except now, other players will work actively against you to inhibit your progress to the new materials, fastest leveling, newest gear, etc.
Surely you see the difference.
For all that difference, the end result is the same - some players will never see the content they paid for.
olemanwinter wrote: »For all that difference, the end result is the same - some players will never see the content they paid for.
Right, and if someone breaks into your house and steals your computer, the end result is the same.
And if someone burns your house down with your computer in it, the end result is the same.
And if we all get killed by an asteroid tonight, the end result is the same.
So I guess none of those things are really different.
*face/palm*
olemanwinter wrote: »For all that difference, the end result is the same - some players will never see the content they paid for.
Right, and if someone breaks into your house and steals your computer, the end result is the same.
And if someone burns your house down with your computer in it, the end result is the same.
And if we all get killed by an asteroid tonight, the end result is the same.
So I guess none of those things are really different.
*face/palm*
Yes, the result is the same, but in these examples it is not ZOS who is denying you content access, and as such they are not relevant to this discussion. Let's stick to the relevant ones, shall we.
If you claim that all players who paid for content have the right to said content for no other reason than the fact they have paid, then you also have to support the claim of a very bad PvE player who never gets any better that he should be granted PvE boss loot without having to defeat the boss first. (or granted access to a final boss before defeating the prior required steps first, if you want).
You can not tell him to get better. He does not want to get better. And he shouldn't have to get better before getting the rewards, according to the popular logic - after all, he already paid for them.
Right?