I'd prefer to run through the existing Cyro with a white flag, being able to neither take damage from or inflict damage on other players. I don't want to participate in the war (siege, keeps, blahblah) - I just want to do the quests there.
The toxicity of some PvP folks makes it a completely unappealing aspect of this game. It'd be nice to see what's going on in Cyro tho, PvE wise.
And I absolutely would not want AP for any of this; that currency should be reserved for PvP folks.
xxthir13enxx wrote: »I'd prefer to run through the existing Cyro with a white flag, being able to neither take damage from or inflict damage on other players. I don't want to participate in the war (siege, keeps, blahblah) - I just want to do the quests there.
The toxicity of some PvP folks makes it a completely unappealing aspect of this game. It'd be nice to see what's going on in Cyro tho, PvE wise.
And I absolutely would not want AP for any of this; that currency should be reserved for PvP folks.
Yaaa...no...PvP servers tend to have enough population issues without adding a bunch of people who Cannot serve their Alliance
God this, like why fight each other when there’s a literal invasion in the city as well-It'll probably never happen, OP considering that the PvP playerbase can be like Gollum from LOTR. They don't want their precious to be given to PvE'ers.
I personally just want a PvE Imperial City and PvP Imperial City...It'll probably actually bring some life to that dead and unused zone...I can also finally do the story without getting distracted. It makes no sense storywise either, "Yeah this transkalpic demon of a Daedric Prince is conquering literally everything and killing all of us in this city, but yeah...Let's continue fighting each other even though he's slaying us both."
10/10 plot and people wonder why the AvA plot which was planned died as quick as it started. Lol
There are other ways around that, you know?Merlin13KAGL wrote: »Not everyone ganks. Also, turns out you can enter Cyrodiil / IC with 23 (or more) of your closest friends.Reistr_the_Unbroken wrote: »So is the argument of “I just want to gank people who have no interest in fighting and steal half there well earned TV stones while I did nothing"There are 28 PvE zones, plus dungeons, plus Trials
There are 2 PvP zones
The argument that 'I want the Cyrodiil and Imperial City skyshards and quests with no risk' is an argument based on pure greed.
Plenty of non-PvP'ers have managed to navigate the whole of Cyrodiil and survived without the need for a white balloon tied to their arm and pre-picnic kerosene soaked rags around their ankles.
Should probably take this thread a step further, because the "I don't want to have to group" people will want solo instances of the same.
Nothing prevents PvE'ers from entering and navigating Cyrodiil right now, no need for the participation trophy version of an intended warzone.
Just as with PvE, there are ways to make it work. Find one.
Why do you think PvE players want a seperate PvE Cyrodiil? I can tell you one thing; it isn't because of the PvP players who just do the Alliance War....
The very fact that if you want to do PvE in Cyrodiil you're put at a severe disadvantage shows why the entire system doesn't work, sharing PvE and PvP doesn't work, and the blame is, ironically, with the PvP playerbase always attacking the PvE playerbase. You'll never hear PvE players complain about PvP players attacking a Keep, or something like that, you'll only hear words of annoyance over remote locations where PvP players would literally only go to gank PvE players.
Merlin13KAGL wrote: »There are other ways around that, you know?Merlin13KAGL wrote: »Not everyone ganks. Also, turns out you can enter Cyrodiil / IC with 23 (or more) of your closest friends.Reistr_the_Unbroken wrote: »So is the argument of “I just want to gank people who have no interest in fighting and steal half there well earned TV stones while I did nothing"There are 28 PvE zones, plus dungeons, plus Trials
There are 2 PvP zones
The argument that 'I want the Cyrodiil and Imperial City skyshards and quests with no risk' is an argument based on pure greed.
Plenty of non-PvP'ers have managed to navigate the whole of Cyrodiil and survived without the need for a white balloon tied to their arm and pre-picnic kerosene soaked rags around their ankles.
Should probably take this thread a step further, because the "I don't want to have to group" people will want solo instances of the same.
Nothing prevents PvE'ers from entering and navigating Cyrodiil right now, no need for the participation trophy version of an intended warzone.
Just as with PvE, there are ways to make it work. Find one.
Why do you think PvE players want a seperate PvE Cyrodiil? I can tell you one thing; it isn't because of the PvP players who just do the Alliance War....
The very fact that if you want to do PvE in Cyrodiil you're put at a severe disadvantage shows why the entire system doesn't work, sharing PvE and PvP doesn't work, and the blame is, ironically, with the PvP playerbase always attacking the PvE playerbase. You'll never hear PvE players complain about PvP players attacking a Keep, or something like that, you'll only hear words of annoyance over remote locations where PvP players would literally only go to gank PvE players.
If you go skipping merrily along the roads between keeps while whistling a PvE toon, of course you're going to get nabbed. Same with IC. The danger was intended to be part of the allure.
You can stealth, you can make builds that can't kill another player, but also make it not worth their time to try to kill you.
When I first really set foot into Cyrodiil, I literally walked/stealthed the majority of the map, found every nook, cranny, delve, hiding spot, and easter egg there was to be had. I wanted to know the layout before I ever attempted to properly PvP.
You don't have to engage just because you see someone. Avoidance can be part of the draw too, at first. You get to feel like a spy behind enemy lines sometimes.
A lot of people that didn't initially PvP started just that way. Then something happens. You join up with a group, a small man, you pitch in in a small fight you happen across, and suddenly it starts growing on you. This was back with Cyro Delve bosses could hand you your ass, or hand the ass of the opposing alliance member that happened in after you but didn't notice your presence.
Does it suck when you die? Sure. Does it suck a whole lot when you're litterally at the front door of the opposing Alliance gate and have to start completely back at the beginning? Definitely.
That's part of the reason why it's there.
Do people get just as upset when they die to an NPC enemy? Do they then make threads asking for zones with no enemy presence, or do they find a way to manage?
Go stealth. Go with a buddy. Go with 23 buddies. Go with a PvP guild that knows what they're doing. If you get too frustrated in a given time, give it a break (just like PvE content).
You might accidentally end up having fun.
EDIT: You're going to have the occasional *** that camps Quest turn in spots, etc, but, at least overland, they tend to be the exception more than the rule. If you're truly PvE'ing and going out of your way to not engage PC enemies, you'll generally get left alone. IC has different rules and requires a different setup and approach, but so does half a dozen PvE instances, as well.
Adjust and you can still make it work, without the safety net that's being requested here.
EDIT to the EDIT: When you do find such an ***, announcing location and details in zone chat will often find same Alliance assistance arrive on sight to help eliminate said asshattery.
I truly loathe pvp and forcing players to do pve content in a pvp zone is completely asinine. I never pvp when I do go there and try to avoid people as much as possible. The only people that enjoy pvers going to a pvp zone are the ganking jerks that get off on being bullies. It really gives terrible people power over others and it's just a sad place to be.
It also doesn't seem to occur in most people's minds that chose no (unsurprisingly) that there are actual quests that require reading to do there. If you want to see the story it's a total gamble if some fool will try to interrupt you, as you can see from the replies here. Enjoying story content should not be a hassle, thus the need to separate them is obvious.
1+, the game isn’t supposed to be a chore or stressful eitherI truly loathe pvp and forcing players to do pve content in a pvp zone is completely asinine. I never pvp when I do go there and try to avoid people as much as possible. The only people that enjoy pvers going to a pvp zone are the ganking jerks that get off on being bullies. It really gives terrible people power over others and it's just a sad place to be.
It also doesn't seem to occur in most people's minds that chose no (unsurprisingly) that there are actual quests that require reading to do there. If you want to see the story it's a total gamble if some fool will try to interrupt you, as you can see from the replies here. Enjoying story content should not be a hassle, thus the need to separate them is obvious.
Reistr_the_Unbroken wrote: »1+, the game isn’t supposed to be a chore or stressful eitherI truly loathe pvp and forcing players to do pve content in a pvp zone is completely asinine. I never pvp when I do go there and try to avoid people as much as possible. The only people that enjoy pvers going to a pvp zone are the ganking jerks that get off on being bullies. It really gives terrible people power over others and it's just a sad place to be.
It also doesn't seem to occur in most people's minds that chose no (unsurprisingly) that there are actual quests that require reading to do there. If you want to see the story it's a total gamble if some fool will try to interrupt you, as you can see from the replies here. Enjoying story content should not be a hassle, thus the need to separate them is obvious.
You mean spent 2+ years getting ganged in the sewers trying to get the elusive Soul-Shriven skin? No thanks, tried that once. I’m already out of that crap hole and saving money to eventually buy it.Stovahkiin wrote: »Reistr_the_Unbroken wrote: »1+, the game isn’t supposed to be a chore or stressful eitherI truly loathe pvp and forcing players to do pve content in a pvp zone is completely asinine. I never pvp when I do go there and try to avoid people as much as possible. The only people that enjoy pvers going to a pvp zone are the ganking jerks that get off on being bullies. It really gives terrible people power over others and it's just a sad place to be.
It also doesn't seem to occur in most people's minds that chose no (unsurprisingly) that there are actual quests that require reading to do there. If you want to see the story it's a total gamble if some fool will try to interrupt you, as you can see from the replies here. Enjoying story content should not be a hassle, thus the need to separate them is obvious.
If it’s that much of an issue for you then stay out of the *one* pvp zone we have. If you really want your achievements that badly, then you’ll be willing to do a bit of slogging to get them.
So, aside from the the area behind Alliance gates, when's the last time you had to siege a keep to get access to a delve, shard, or PvE content of any kind?Merlin13KAGL wrote: »There are other ways around that, you know?Merlin13KAGL wrote: »Not everyone ganks. Also, turns out you can enter Cyrodiil / IC with 23 (or more) of your closest friends.Reistr_the_Unbroken wrote: »So is the argument of “I just want to gank people who have no interest in fighting and steal half there well earned TV stones while I did nothing"There are 28 PvE zones, plus dungeons, plus Trials
There are 2 PvP zones
The argument that 'I want the Cyrodiil and Imperial City skyshards and quests with no risk' is an argument based on pure greed.
Plenty of non-PvP'ers have managed to navigate the whole of Cyrodiil and survived without the need for a white balloon tied to their arm and pre-picnic kerosene soaked rags around their ankles.
Should probably take this thread a step further, because the "I don't want to have to group" people will want solo instances of the same.
Nothing prevents PvE'ers from entering and navigating Cyrodiil right now, no need for the participation trophy version of an intended warzone.
Just as with PvE, there are ways to make it work. Find one.
Why do you think PvE players want a seperate PvE Cyrodiil? I can tell you one thing; it isn't because of the PvP players who just do the Alliance War....
The very fact that if you want to do PvE in Cyrodiil you're put at a severe disadvantage shows why the entire system doesn't work, sharing PvE and PvP doesn't work, and the blame is, ironically, with the PvP playerbase always attacking the PvE playerbase. You'll never hear PvE players complain about PvP players attacking a Keep, or something like that, you'll only hear words of annoyance over remote locations where PvP players would literally only go to gank PvE players.
If you go skipping merrily along the roads between keeps while whistling a PvE toon, of course you're going to get nabbed. Same with IC. The danger was intended to be part of the allure.
You can stealth, you can make builds that can't kill another player, but also make it not worth their time to try to kill you.
When I first really set foot into Cyrodiil, I literally walked/stealthed the majority of the map, found every nook, cranny, delve, hiding spot, and easter egg there was to be had. I wanted to know the layout before I ever attempted to properly PvP.
You don't have to engage just because you see someone. Avoidance can be part of the draw too, at first. You get to feel like a spy behind enemy lines sometimes.
A lot of people that didn't initially PvP started just that way. Then something happens. You join up with a group, a small man, you pitch in in a small fight you happen across, and suddenly it starts growing on you. This was back with Cyro Delve bosses could hand you your ass, or hand the ass of the opposing alliance member that happened in after you but didn't notice your presence.
Does it suck when you die? Sure. Does it suck a whole lot when you're litterally at the front door of the opposing Alliance gate and have to start completely back at the beginning? Definitely.
That's part of the reason why it's there.
Do people get just as upset when they die to an NPC enemy? Do they then make threads asking for zones with no enemy presence, or do they find a way to manage?
Go stealth. Go with a buddy. Go with 23 buddies. Go with a PvP guild that knows what they're doing. If you get too frustrated in a given time, give it a break (just like PvE content).
You might accidentally end up having fun.
EDIT: You're going to have the occasional *** that camps Quest turn in spots, etc, but, at least overland, they tend to be the exception more than the rule. If you're truly PvE'ing and going out of your way to not engage PC enemies, you'll generally get left alone. IC has different rules and requires a different setup and approach, but so does half a dozen PvE instances, as well.
Adjust and you can still make it work, without the safety net that's being requested here.
EDIT to the EDIT: When you do find such an ***, announcing location and details in zone chat will often find same Alliance assistance arrive on sight to help eliminate said asshattery.
The bolded part proves my entire point. PvE players have no issue with death in Cyrodiil, so long as that death comes from something which they chose to participate in. They went there for PvE, not PvP. You dont'see them complaining over PvE deaths because that's part of the PvE, it's the enviroment that they wanted to go up against.
It's a bit unfair to make PvE players suffer at the expense of PvP players. What's so bad about a PvE Cyrodiil? Shouldn't good and honest PvP players not give a damn that gank targets are leaving? After all, most PvE deaths in Cyrodiil are a direct results of ganking.
PvP players don't have to do anything in regards to PvE in Cyrodiil, yet PvE players have to endure the risk of PvP constantly. What good is a mixed zone when it so blatantly favors one side over the other?
Merlin13KAGL wrote: »There are other ways around that, you know?Merlin13KAGL wrote: »Not everyone ganks. Also, turns out you can enter Cyrodiil / IC with 23 (or more) of your closest friends.Reistr_the_Unbroken wrote: »So is the argument of “I just want to gank people who have no interest in fighting and steal half there well earned TV stones while I did nothing"There are 28 PvE zones, plus dungeons, plus Trials
There are 2 PvP zones
The argument that 'I want the Cyrodiil and Imperial City skyshards and quests with no risk' is an argument based on pure greed.
Plenty of non-PvP'ers have managed to navigate the whole of Cyrodiil and survived without the need for a white balloon tied to their arm and pre-picnic kerosene soaked rags around their ankles.
Should probably take this thread a step further, because the "I don't want to have to group" people will want solo instances of the same.
Nothing prevents PvE'ers from entering and navigating Cyrodiil right now, no need for the participation trophy version of an intended warzone.
Just as with PvE, there are ways to make it work. Find one.
Why do you think PvE players want a seperate PvE Cyrodiil? I can tell you one thing; it isn't because of the PvP players who just do the Alliance War....
The very fact that if you want to do PvE in Cyrodiil you're put at a severe disadvantage shows why the entire system doesn't work, sharing PvE and PvP doesn't work, and the blame is, ironically, with the PvP playerbase always attacking the PvE playerbase. You'll never hear PvE players complain about PvP players attacking a Keep, or something like that, you'll only hear words of annoyance over remote locations where PvP players would literally only go to gank PvE players.
If you go skipping merrily along the roads between keeps while whistling a PvE toon, of course you're going to get nabbed. Same with IC. The danger was intended to be part of the allure.
You can stealth, you can make builds that can't kill another player, but also make it not worth their time to try to kill you.
When I first really set foot into Cyrodiil, I literally walked/stealthed the majority of the map, found every nook, cranny, delve, hiding spot, and easter egg there was to be had. I wanted to know the layout before I ever attempted to properly PvP.
You don't have to engage just because you see someone. Avoidance can be part of the draw too, at first. You get to feel like a spy behind enemy lines sometimes.
A lot of people that didn't initially PvP started just that way. Then something happens. You join up with a group, a small man, you pitch in in a small fight you happen across, and suddenly it starts growing on you. This was back with Cyro Delve bosses could hand you your ass, or hand the ass of the opposing alliance member that happened in after you but didn't notice your presence.
Does it suck when you die? Sure. Does it suck a whole lot when you're litterally at the front door of the opposing Alliance gate and have to start completely back at the beginning? Definitely.
That's part of the reason why it's there.
Do people get just as upset when they die to an NPC enemy? Do they then make threads asking for zones with no enemy presence, or do they find a way to manage?
Go stealth. Go with a buddy. Go with 23 buddies. Go with a PvP guild that knows what they're doing. If you get too frustrated in a given time, give it a break (just like PvE content).
You might accidentally end up having fun.
EDIT: You're going to have the occasional *** that camps Quest turn in spots, etc, but, at least overland, they tend to be the exception more than the rule. If you're truly PvE'ing and going out of your way to not engage PC enemies, you'll generally get left alone. IC has different rules and requires a different setup and approach, but so does half a dozen PvE instances, as well.
Adjust and you can still make it work, without the safety net that's being requested here.
EDIT to the EDIT: When you do find such an ***, announcing location and details in zone chat will often find same Alliance assistance arrive on sight to help eliminate said asshattery.
No
The ONLY acceptable way for a PvE Cyrodil would be with the following caveats
NO AP gain whatsoever
NO alliance rank gain
NO alliance skill gain
NO way to get Emperor whatsoever
NO Telvar
ONLY quests and delves for the same sort of rewards that regular quests in PvE land have: some gold and a green, blue or purple item.
Thats it
AP is a PVP currency
Emperor is a PVP achievement and should not be gotten with PvE, Period
If you want AP rewards and Emperor, spend time in PvP like everyone else that got it did
.