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Why have ZOS created an area where intefering with playing is more rewarding than playing?

Tavore1138
Tavore1138
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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?
GM - Malazan
Raid Leader - Hungry Wolves
Legio Mortuum
  • AshTal
    AshTal
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    That's the game. Anyone actually trying to do the quests is most likely to just get stabbed in the back and be dead before they know it.

    I know IC is new but I can't see it getting any better just less crowded. Groups will still hunt other groups doing quests the group trying to actually get the stones will be punished while the group who are just killing other players will win. So what happens no one does the quests and we just fight under each others respawn points. I am sure others have a better experience but that's what I got from tonight.

    The most fun I had was when I abandoned imperial city and did some old fashion PvP protecting a keep.

    It will probably not happen for months but I suspect we might see a PvE imperial city for when all the hard core PvPers have got their loot and the PvEers are still waiting on Orcsium.
  • WebBull
    WebBull
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    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. Now it's a free for all.
    Edited by WebBull on September 1, 2015 10:50PM
  • Tavore1138
    Tavore1138
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    I found the rolling battles earlier in the evening to be quite fun trying to coordinate quest objectives with battles but as the DC pop shrank the yellows just turned to spoiler play - not popping at them especially as an alliance as I am sure ther will be reports of red and blues doing the same.

    Overall I even came out ahead on the TV scores.

    But IC needs some actual PvP objectives other than 'annoy questers', I remember talk of controlling districts - is that still a things?

    GM - Malazan
    Raid Leader - Hungry Wolves
    Legio Mortuum
  • Tavore1138
    Tavore1138
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    WebBull wrote: »
    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.

    Yeah Craglorn wasn't great apart from trials.

    The great think about PvP in Cyrodill proper is that you can run solo or mob-handed and do well with either if you have some idea of what you are doing AND that apart feom silly post death emotes and the odd loser camping quest hubs there was no real incentive to spoil anyone elses game... apart from, you know... wiping their alliance off the map.
    GM - Malazan
    Raid Leader - Hungry Wolves
    Legio Mortuum
  • WebBull
    WebBull
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    [quote="SuraklinPrime;2207585"

    But IC needs some actual PvP objectives other than 'annoy questers', I remember talk of controlling districts - is that still a things?

    [/quote]

    I couldn't agree more and even started a thread on this earlier today. There has to be some sort of meaningful PvP objectives added to IC.
  • Inactive Account
    Inactive Account
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    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 ".
  • Tavore1138
    Tavore1138
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    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?
    Edited by Tavore1138 on September 1, 2015 11:07PM
    GM - Malazan
    Raid Leader - Hungry Wolves
    Legio Mortuum
  • Inactive Account
    Inactive Account
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    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.
  • Tavore1138
    Tavore1138
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    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.

    For sure - and with some changes to how the dominant PvP mingles with the PvE it could be epic.
    GM - Malazan
    Raid Leader - Hungry Wolves
    Legio Mortuum
  • Volkodav
    Volkodav
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    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.

    However,it WAS stressed that it is for BOTH PvP AND PvE players.
  • Ommamar
    Ommamar
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    Well it appears to me that the actual sewers are more PvE focused although still open PVP. From what I have seen the upper zones are just a gank fest but with minimal reward after the initial kill of a player. I agree that it is putting the focus more on group play as well as high level (I haven't yet tried the nonVR zone) as anything less then VR9 is going to struggle particularly solo. There is only one build that I feel can even possibly survive but since it is all about stealth and opportune strikes it has the benefit of avoiding the conflict until I choose to engage.

    As for the OP complaint by the description it really shouldn't come as a surprise to see large zerg groups. As for the idea of the zones having meaning I would say by controlling them you are allowing your faction a greater chance to finish the PvE content that has the potential by design to reward the most Tel Vary stone (is that spelling right?). From a PvP perspective I would like at least a campaign where control of critical points in the IC reward AP points similar to what they have done with the resource/keep campaigns.
  • Cervanteseric85ub17_ESO
    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.
    Edited by Cervanteseric85ub17_ESO on September 2, 2015 12:23AM
  • Sil
    Sil
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    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?


    You have to be careful. As I said something similar about people who do this and warned that the telvanni stones bring such people in game I got my first ( out of 2 now ) warning, so that i am now level 2 warned. But maybe it was just my face the moderator didnt like....
    * auch wenn ich mich aufrege, rege ich mich nicht auf*
  • vaagventje17eb17_ESO
    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.

    Grind stone in the sewers?

    there is a full zerg also runnng aroung killing everything in the sewers, tehre is no difference with there or upper ic
  • Rikal
    Rikal
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    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.

    For some it's not about "faster" but "easier". And something extra they get out of it that I probably can't describe here without getting banned.

    Rikal on NA-PC (aka Rhaulikko)
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