Personofsecrets wrote: »
Not PvE and PvP... but rather PvP/PvE, i.e.
From the IC Copy:A brand new PvP/PvE space that includes six Imperial City Districts
... meaning combined. Cannot be split. Merged. One and the same.
kendellking_chaosb14_ESO wrote: »vamp_emily wrote: »How could average players be competitive if not running a big group? They wiuld obviously lose to group with same numbers, but more skills. I think everyone that disagrees with the OP is above the average regarding skills. We have to consider this game is not only for high skilled players, even casuals would like to enjoy winning and having v16 gear before Orsinium.
I have to admit i played a bit in a duo with a guildie of mines, in a sorc duo. Made like 3/4k Tel Var stones in a couple of hours, between mobs and other players. But not everybody is above average, not everybody is Nb or Sorc, think about it.
I'm a below average player when I am playing 1v1. I went to IC with a group, and proud to say I actually banked 140 stones. I died often.
With that being said, I disagree with "everyone that disagrees with the OP is above average".
This game is crazy:
- Players don't want to learn traits for crafting because it takes to long.
- Players want fast mounts but don't want to train/feed their mounts everyday.
- Players don't play pvp because someone hit them once and they died.
- Players yell nerf when they feel a class has a special skill that prevents them from being killed.
- Players can't kill someone and blame it on CP
-Players don't want to lose their telvar stones after dying in IC
I play PvP 95% of the time, only quest when i have too. Everyday in pvp I die often, get back on my mount and travel to the fight. Sometimes when i get there i get attacked by a large group and have to get back on my mount and try it again. If I am not dying, then more than likely I am crashing. The worst part is when i think i am winning a fight and then crash and log back in just to find my character laying there dead.
No matter how many times I die I get up and try again and I don't want everything to be nerfed, I want action, power, and fun. IC is part of PvP, its about fighting each other and getting rewarded.
I think if you die you should lose all of your stones and even gold you have on hand.
The real problem is reward I dismissed the whole city it's a zergs safe haven VR 16 gear when Decon is just one when normal Decon is 1-9 mats the stones can but sets at VR15 for 1k and 8k for a small upgrade not needed the small change is not worth the work and the new sets drop rates are so low that a week in and I have yet to get so much as one so I don't care what they do with the city not much risk and Zerg warfare with little and in my case for the dropped sets no reward their is really no point if you don't spend hours farming mobs and I'm not that kind of gamer
kendellking_chaosb14_ESO wrote: »vamp_emily wrote: »How could average players be competitive if not running a big group? They wiuld obviously lose to group with same numbers, but more skills. I think everyone that disagrees with the OP is above the average regarding skills. We have to consider this game is not only for high skilled players, even casuals would like to enjoy winning and having v16 gear before Orsinium.
I have to admit i played a bit in a duo with a guildie of mines, in a sorc duo. Made like 3/4k Tel Var stones in a couple of hours, between mobs and other players. But not everybody is above average, not everybody is Nb or Sorc, think about it.
I'm a below average player when I am playing 1v1. I went to IC with a group, and proud to say I actually banked 140 stones. I died often.
With that being said, I disagree with "everyone that disagrees with the OP is above average".
This game is crazy:
- Players don't want to learn traits for crafting because it takes to long.
- Players want fast mounts but don't want to train/feed their mounts everyday.
- Players don't play pvp because someone hit them once and they died.
- Players yell nerf when they feel a class has a special skill that prevents them from being killed.
- Players can't kill someone and blame it on CP
-Players don't want to lose their telvar stones after dying in IC
I play PvP 95% of the time, only quest when i have too. Everyday in pvp I die often, get back on my mount and travel to the fight. Sometimes when i get there i get attacked by a large group and have to get back on my mount and try it again. If I am not dying, then more than likely I am crashing. The worst part is when i think i am winning a fight and then crash and log back in just to find my character laying there dead.
No matter how many times I die I get up and try again and I don't want everything to be nerfed, I want action, power, and fun. IC is part of PvP, its about fighting each other and getting rewarded.
I think if you die you should lose all of your stones and even gold you have on hand.
The real problem is reward I dismissed the whole city it's a zergs safe haven VR 16 gear when Decon is just one when normal Decon is 1-9 mats the stones can but sets at VR15 for 1k and 8k for a small upgrade not needed the small change is not worth the work and the new sets drop rates are so low that a week in and I have yet to get so much as one so I don't care what they do with the city not much risk and Zerg warfare with little and in my case for the dropped sets no reward their is really no point if you don't spend hours farming mobs and I'm not that kind of gamer
Maybe punctuation would have made that blurb readable?
nimander99 wrote: »So I've just come to terms with grinding Irrigation Tunnels ad nauseam for TV Stones and deco gear, occasionally I'll head to the surface and try to do the quests. But as far as enjoying the content...
I mean, It could be any-city/dungeon/anywhere there's no chance to soak up the atmosphere so I ask myself, why did the devs even bother creating storyline and atmosphere... just stick pvpers in a huge maze give 100% gear and currency loss and skull thrones and goblets filled with their slain enemies tears and everyone would be happy.
ElfFromSpace wrote: »The access system worked in DAOC and it will work here if people would stop thinking they know better and you will be able to get your stones more easily.
What is DAOC and how does your proposed access system work?
I've yet to see a single responds explaining how the current system is better balanced aside from the obvious, greed based, "I want it all" logic. The staff said they wanted players to fear dying.. do they think players would voluntarily give up even 30% of their stones willingly? Currently players are LESS afraid of dying, in fact the suiciding on NPCs is going rampant as the best way to keep your stones.
I lose respect for players who will only pick on the ones weaker than themselves and are afraid of the challenge that they'd only get a really big haul of stones by actually fighting others of the top players. Is it REALLY necessary for some players to be able to get 9000 stones an hour (or did that take a few hours) while others get 100? If you can't bring in 90 times as much as other players it's not broken enough? If you're that good, even with the change you'll easily pull down 5-10 times the stones of less experienced players.
sixuponthelot wrote: »Yeah they need limited access. The Imperial City was designed as a reward for the faction that can hold the keeps necessary for entry. Now that it became a paid DLC and many people wanted open access, Imperial City is no longer the reward. It's a necessity for everyone trying to get the new gear which is now the reward. This makes the Imperial City a quite boring grind house for anyone wanting endgame gear.
Pangnirtung wrote: »I found this thread interesting and informative.
As a PVE'er who has no interest in PVP I was tempted to use my credit crowns that were for months subscribed to purchase the IC.
The ONLY reason that I even considered the IC was to get better gear. After reading through the posts it seems that it isn't worth my while as I can just as easily purchase what I want through guild stores.
Thanks all for the info and opinions.
NewBlacksmurf wrote: »ElfFromSpace wrote: »The access system worked in DAOC and it will work here if people would stop thinking they know better and you will be able to get your stones more easily.
What is DAOC and how does your proposed access system work?
I've yet to see a single responds explaining how the current system is better balanced aside from the obvious, greed based, "I want it all" logic. The staff said they wanted players to fear dying.. do they think players would voluntarily give up even 30% of their stones willingly? Currently players are LESS afraid of dying, in fact the suiciding on NPCs is going rampant as the best way to keep your stones.
I lose respect for players who will only pick on the ones weaker than themselves and are afraid of the challenge that they'd only get a really big haul of stones by actually fighting others of the top players. Is it REALLY necessary for some players to be able to get 9000 stones an hour (or did that take a few hours) while others get 100? If you can't bring in 90 times as much as other players it's not broken enough? If you're that good, even with the change you'll easily pull down 5-10 times the stones of less experienced players.
DAoC (Dark Age of Camelot) is an older game that is eerily similar to this in a ton of ways.
In that game the equivalent of Imperial City was called Darkness Falls
In that game access was obtained by owning x amounts of keeps in the Frontier which is comparable to Cyrodil.