It is the PvP version of Craglorn. Groups only.
Ironically, all the PvE'rs that whined to have open access to for all alliances only ended up hurting themselves. Requiring your alliance to own majority of keeps would have allowed PvE'rs to PvE in relative peace until they lost control. No it's a free for all.
SuraklinPrime wrote: »Actually had some fun in IC once I realised cloak was not functioning as promised and adjusted back to SNAFU mode.
There were fairly even players for all 3 alliances in my campaign and fights were rolling and getting to and from quests was exciting if somewhat dangerous - I just avoided stones hunting so as not to lose much if I died and banked between quests.
However as the evening has progressed (EU) I have noticed a trend that AD zergs are not seeming to play the content but are actively zerging around quest encounters and objectives - i.e. they are not taking the encounters themselves just mass attacking singles or small groups that are clearly questing.
Obviously there is nothing against ZOS rules in this but i bothers me that this is going to be a trend, there has always been the pathetic PvP type who lurked around the Cyro quest hubs and ganked PvE players going after quests but now we seem to have a system that encourages doing this ion groups and rewards rare currency for doing it.
Are ZOS simply going to end up forcing decent (by which I mean decent in human terms not decent in skill terms) players out of the game by creating a system that rewards low lives (by which I mean scum bags) for behaving badly?
nobertpaulb16_ESO wrote: »SuraklinPrime wrote: »Actually had some fun in IC once I realised cloak was not functioning as promised and adjusted back to SNAFU mode.
There were fairly even players for all 3 alliances in my campaign and fights were rolling and getting to and from quests was exciting if somewhat dangerous - I just avoided stones hunting so as not to lose much if I died and banked between quests.
However as the evening has progressed (EU) I have noticed a trend that AD zergs are not seeming to play the content but are actively zerging around quest encounters and objectives - i.e. they are not taking the encounters themselves just mass attacking singles or small groups that are clearly questing.
Obviously there is nothing against ZOS rules in this but i bothers me that this is going to be a trend, there has always been the pathetic PvP type who lurked around the Cyro quest hubs and ganked PvE players going after quests but now we seem to have a system that encourages doing this ion groups and rewards rare currency for doing it.
Are ZOS simply going to end up forcing decent (by which I mean decent in human terms not decent in skill terms) players out of the game by creating a system that rewards low lives (by which I mean scum bags) for behaving badly?
IC is almost an open world PvP area. Kinda sortta. The " DLC " was geared towards PvP. So PvE players will have to wait for the next " DLC ".
SuraklinPrime wrote: »nobertpaulb16_ESO wrote: »SuraklinPrime wrote: »Actually had some fun in IC once I realised cloak was not functioning as promised and adjusted back to SNAFU mode.
There were fairly even players for all 3 alliances in my campaign and fights were rolling and getting to and from quests was exciting if somewhat dangerous - I just avoided stones hunting so as not to lose much if I died and banked between quests.
However as the evening has progressed (EU) I have noticed a trend that AD zergs are not seeming to play the content but are actively zerging around quest encounters and objectives - i.e. they are not taking the encounters themselves just mass attacking singles or small groups that are clearly questing.
Obviously there is nothing against ZOS rules in this but i bothers me that this is going to be a trend, there has always been the pathetic PvP type who lurked around the Cyro quest hubs and ganked PvE players going after quests but now we seem to have a system that encourages doing this ion groups and rewards rare currency for doing it.
Are ZOS simply going to end up forcing decent (by which I mean decent in human terms not decent in skill terms) players out of the game by creating a system that rewards low lives (by which I mean scum bags) for behaving badly?
IC is almost an open world PvP area. Kinda sortta. The " DLC " was geared towards PvP. So PvE players will have to wait for the next " DLC ".
Meh, I find that argument dry and dull. They put quests in, the area is full of mobs and there are key crafting things that all players who craft will want here. And despite what a couple of devs said the material advertising IC stresses story content, crafting, new monsters and other pretty PvE focused stuff. This is NOT in any way PvP only.
But that does not have to be a bad thing, if done right this content could entice players into PvP to enjoy it and stay instead of being victimised and leaving.
But that will not happen if the meta becomes rewards based on getting in the way of the play experience of others.
When I stab someone in the face in PvP I'd like them to be a 'willing' victim who wants to play PvP, i've got better things to do than beat up PvE players trying to quest... how does that approach help anyone?
nobertpaulb16_ESO wrote: »SuraklinPrime wrote: »nobertpaulb16_ESO wrote: »SuraklinPrime wrote: »Actually had some fun in IC once I realised cloak was not functioning as promised and adjusted back to SNAFU mode.
There were fairly even players for all 3 alliances in my campaign and fights were rolling and getting to and from quests was exciting if somewhat dangerous - I just avoided stones hunting so as not to lose much if I died and banked between quests.
However as the evening has progressed (EU) I have noticed a trend that AD zergs are not seeming to play the content but are actively zerging around quest encounters and objectives - i.e. they are not taking the encounters themselves just mass attacking singles or small groups that are clearly questing.
Obviously there is nothing against ZOS rules in this but i bothers me that this is going to be a trend, there has always been the pathetic PvP type who lurked around the Cyro quest hubs and ganked PvE players going after quests but now we seem to have a system that encourages doing this ion groups and rewards rare currency for doing it.
Are ZOS simply going to end up forcing decent (by which I mean decent in human terms not decent in skill terms) players out of the game by creating a system that rewards low lives (by which I mean scum bags) for behaving badly?
IC is almost an open world PvP area. Kinda sortta. The " DLC " was geared towards PvP. So PvE players will have to wait for the next " DLC ".
Meh, I find that argument dry and dull. They put quests in, the area is full of mobs and there are key crafting things that all players who craft will want here. And despite what a couple of devs said the material advertising IC stresses story content, crafting, new monsters and other pretty PvE focused stuff. This is NOT in any way PvP only.
But that does not have to be a bad thing, if done right this content could entice players into PvP to enjoy it and stay instead of being victimised and leaving.
But that will not happen if the meta becomes rewards based on getting in the way of the play experience of others.
When I stab someone in the face in PvP I'd like them to be a 'willing' victim who wants to play PvP, i've got better things to do than beat up PvE players trying to quest... how does that approach help anyone?
No, I agree with that, but it is a PvP dominant area.
nobertpaulb16_ESO wrote: »SuraklinPrime wrote: »nobertpaulb16_ESO wrote: »SuraklinPrime wrote: »Actually had some fun in IC once I realised cloak was not functioning as promised and adjusted back to SNAFU mode.
There were fairly even players for all 3 alliances in my campaign and fights were rolling and getting to and from quests was exciting if somewhat dangerous - I just avoided stones hunting so as not to lose much if I died and banked between quests.
However as the evening has progressed (EU) I have noticed a trend that AD zergs are not seeming to play the content but are actively zerging around quest encounters and objectives - i.e. they are not taking the encounters themselves just mass attacking singles or small groups that are clearly questing.
Obviously there is nothing against ZOS rules in this but i bothers me that this is going to be a trend, there has always been the pathetic PvP type who lurked around the Cyro quest hubs and ganked PvE players going after quests but now we seem to have a system that encourages doing this ion groups and rewards rare currency for doing it.
Are ZOS simply going to end up forcing decent (by which I mean decent in human terms not decent in skill terms) players out of the game by creating a system that rewards low lives (by which I mean scum bags) for behaving badly?
IC is almost an open world PvP area. Kinda sortta. The " DLC " was geared towards PvP. So PvE players will have to wait for the next " DLC ".
Meh, I find that argument dry and dull. They put quests in, the area is full of mobs and there are key crafting things that all players who craft will want here. And despite what a couple of devs said the material advertising IC stresses story content, crafting, new monsters and other pretty PvE focused stuff. This is NOT in any way PvP only.
But that does not have to be a bad thing, if done right this content could entice players into PvP to enjoy it and stay instead of being victimised and leaving.
But that will not happen if the meta becomes rewards based on getting in the way of the play experience of others.
When I stab someone in the face in PvP I'd like them to be a 'willing' victim who wants to play PvP, i've got better things to do than beat up PvE players trying to quest... how does that approach help anyone?
No, I agree with that, but it is a PvP dominant area.
SuraklinPrime wrote: »
Are ZOS simply going to end up forcing decent (by which I mean decent in human terms not decent in skill terms) players out of the game by creating a system that rewards low lives (by which I mean scum bags) for behaving badly?
Cervanteseric85ub17_ESO wrote: »What is funny is that players killing is actually the slowest way to earn tel-var stones. I spent about 5 hours playing IC yesterday, both the sewers and the districts. At the end of my session I banked almost 5k stones, would be more if I finished all the district quests. I am by definition what you would call a hardcore pvp player, I live and play pretty much solely to PK. In my 5 hours of play I died ONCE to a player group of 8, and maybe killed less then 10 players that entire time. I maybe aquirred 600-800 stones through player kills and the other 4k+ were all from PVE. The best place to grind stones is in the sewers and its definitly not spending your time hunting other players.
Cervanteseric85ub17_ESO wrote: »What is funny is that players killing is actually the slowest way to earn tel-var stones. I spent about 5 hours playing IC yesterday, both the sewers and the districts. At the end of my session I banked almost 5k stones, would be more if I finished all the district quests. I am by definition what you would call a hardcore pvp player, I live and play pretty much solely to PK. In my 5 hours of play I died ONCE to a player group of 8, and maybe killed less then 10 players that entire time. I maybe aquirred 600-800 stones through player kills and the other 4k+ were all from PVE. The best place to grind stones is in the sewers and its definitly not spending your time hunting other players.