VaranisArano wrote: »Remove ALL of the rewards from PvPvE zones like skyshards, currency, and achievements. Then, sure, have a PVP-free toggle.
All those rewards are designed to be obtained with the risk of PVP. Players should not be able to get those rewards without the risk.
Anotherone773 wrote: »why are people so afraid of dying in this game? Its not like you die in real life???
It isn't the dying. Its the fact that some of the pvp players won't just kill you and move on; they will continue killing you and preventing you from playing. Dying in the game is fine; being harassed by being continually killed because the uber competitive pvp player gets some kind of satisfaction by screwing with your game isn't.VaranisArano wrote: »VaranisArano wrote: »Remove ALL of the rewards from PvPvE zones like skyshards, currency, and achievements. Then, sure, have a PVP-free toggle.
All those rewards are designed to be obtained with the risk of PVP. Players should not be able to get those rewards without the risk.
Questing and exploration is the best reward of all. Wanna remove that too, I guess?
Considering that this entire argument is over "can we quest, explore, AND get rewarded (skyshards, AP, Tel Var, achievements) without the risk of PVP", I think you are a little too quick to try to score cheap points in this conversation.
My requirement: Take out the rewards (skyshards, AP, Tel Var, and achievements), then remove the PVP risk and let the questing and exploration be its own reward.
Thing is, that's not what many PVEers want. They don't want questing and exploration to be its own reward. They want all those other rewards with no risk.
Questing and exploration is the best reward?
Fine. Have your toggle to avoid PVP. Just remove the other rewards that are intended to be gotten through the risk of PVP, including the AP, Tel Var, skyshards, and achievements.
The players who obtain those rewards by questing and exploring WITH the threat of PVP as intended can enjoy those rewards.
No, you're not quite right. Take out anything that is directly earned through pvp activity only; alliance ranks, AP and telvar for instance. However for the the story quests, the dungeons/skyshards, you still have to fight through hostile enemy npcs to do the content. If I clear a delve of all the npcs, the group challenge, the bosses, then why shouldn't I get the skyshard? Granted, I didn't pvp other players but I did do the same thing as I do outside Cyrodiil to get the same rewards, so..... Any direct pvp involved benefit, yes, remove. Benefits that are the same as outside Cyrodiil for the same efforts, imo, no.
VaranisArano wrote: »VaranisArano wrote: »Remove ALL of the rewards from PvPvE zones like skyshards, currency, and achievements. Then, sure, have a PVP-free toggle.
All those rewards are designed to be obtained with the risk of PVP. Players should not be able to get those rewards without the risk.
Questing and exploration is the best reward of all. Wanna remove that too, I guess?
Considering that this entire argument is over "can we quest, explore, AND get rewarded (skyshards, AP, Tel Var, achievements) without the risk of PVP", I think you are a little too quick to try to score cheap points in this conversation.
My requirement: Take out the rewards (skyshards, AP, Tel Var, and achievements), then remove the PVP risk and let the questing and exploration be its own reward.
Thing is, that's not what many PVEers want. They don't want questing and exploration to be its own reward. They want all those other rewards with no risk.
Questing and exploration is the best reward?
Fine. Have your toggle to avoid PVP. Just remove the other rewards that are intended to be gotten through the risk of PVP, including the AP, Tel Var, skyshards, and achievements.
The players who obtain those rewards by questing and exploring WITH the threat of PVP as intended can enjoy those rewards.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
VaranisArano wrote: »Anotherone773 wrote: »why are people so afraid of dying in this game? Its not like you die in real life???
It isn't the dying. Its the fact that some of the pvp players won't just kill you and move on; they will continue killing you and preventing you from playing. Dying in the game is fine; being harassed by being continually killed because the uber competitive pvp player gets some kind of satisfaction by screwing with your game isn't.VaranisArano wrote: »VaranisArano wrote: »Remove ALL of the rewards from PvPvE zones like skyshards, currency, and achievements. Then, sure, have a PVP-free toggle.
All those rewards are designed to be obtained with the risk of PVP. Players should not be able to get those rewards without the risk.
Questing and exploration is the best reward of all. Wanna remove that too, I guess?
Considering that this entire argument is over "can we quest, explore, AND get rewarded (skyshards, AP, Tel Var, achievements) without the risk of PVP", I think you are a little too quick to try to score cheap points in this conversation.
My requirement: Take out the rewards (skyshards, AP, Tel Var, and achievements), then remove the PVP risk and let the questing and exploration be its own reward.
Thing is, that's not what many PVEers want. They don't want questing and exploration to be its own reward. They want all those other rewards with no risk.
Questing and exploration is the best reward?
Fine. Have your toggle to avoid PVP. Just remove the other rewards that are intended to be gotten through the risk of PVP, including the AP, Tel Var, skyshards, and achievements.
The players who obtain those rewards by questing and exploring WITH the threat of PVP as intended can enjoy those rewards.
No, you're not quite right. Take out anything that is directly earned through pvp activity only; alliance ranks, AP and telvar for instance. However for the the story quests, the dungeons/skyshards, you still have to fight through hostile enemy npcs to do the content. If I clear a delve of all the npcs, the group challenge, the bosses, then why shouldn't I get the skyshard? Granted, I didn't pvp other players but I did do the same thing as I do outside Cyrodiil to get the same rewards, so..... Any direct pvp involved benefit, yes, remove. Benefits that are the same as outside Cyrodiil for the same efforts, imo, no.
I think we've got a fundamental difference of approach here.
Yours seems to be "I'm doing essentially the same thing as I would in a PVE-Only zone, so why should I have to deal with the extra threat of PVP to get the same rewards/achievements?"
Mine is "Those rewards/achievements are intended to be acquired in a PVP-enabled zone, so why would you expect the same reward/achievement when you aren't taking on the full risk of that zone as ZOS intended."
I'll use the Imperial City Arena because its a very clear-cut example of what I'm talking about.
There's an achievement, Imperial Arena Champion, for completing the PVE boss fight as a part of the Quest. This seems like a perfectly normal PVE achievement, right?
Except that IC is designed explicitly as a PvPvE zone and there's another achievement for killing 100 enemy players in the Arena. Imperial Arena Champion, while superficially PVE, is intended by ZOS to be completed in the same area as ZOS explicitly encourages enemy players to kill each other.
So a PVE-only-Toggled player or a player in a PVE-only IC doesn't actually complete the same achievement as a player who plays with the risk of PVP. They complete a far easier version of that achievement because they never have the risk of fighting an enemy player.
The same is true of the Cyrodiil achievements. Using a PVE-toggle or a PVE-only version of Cyrodiil means that players aren't actually completing the same delves, the same quests, the same towns, or the same skyshards as players who accept the risk of PVP in Cyrodiil as ZOS intended and indeed deliberately incorporated those superficially PVE objectives directly into the Alliance War. Why do they expect the same rewards as the players who accept the risk of PVP as intended?
If you complete a Cyrodiil Delve with a PVE-toggle, you don't complete the same Cyrodiil delve as the player who plays with the risk of PVP as ZOS intended. Why should you expect the same reward?
There's a couple possibilities, and I'll explore what they look like using the Imperial Arena Champion as an example.
1. ZOS' approach - You want the rewards/achievements? Then do the content as intended, with the risk of PVP. There is no PVE-only toggle or zone. The only way to get Imperial Arena Champion is to play in PVP-enabled Imperial City.
2. PVE-only suggestions: we should get the same rewards/achievements as players who accept the intended risk of PVP even though we are not completing those rewards/achievements as ZOS intended. We should be able to get Imperial Arena Champion even though we are avoiding the intended threat from enemy players.
3. My original compromise: Remove the rewards/achievements and let questing be its own reward. Players who want to experience the Arena fight in PVE-only safety can, but they won't get the achievement until they experience it as ZOS intended it with the risk of PVP.
4. A further compromise I'm willing to consider: Create separate rewards/achievements for the PVE-only version. The PVE-only player does complete a boss fight, after all, so they can have an achievement commemorating their PVE-only accomplishment which is distinct from the achievement received by players who completed the fight with the risk of PVP as ZOS intended. The current rewards/achievements remain intact, with the requirement that one must accept the risk of PVP to get them. If you want the PVE-only achievement, do it in PVE-only safety. If you want the Imperial Arena Champion, do it as intended with the threat of PVP.
Number 3 and 4 both preserve ZOS' philosophy that if you want ALL of the rewards and achievements, you have to do ALL of the content. You won't get the same rewards as the players who accepted the intended risk of PVP. You also won't get the achievements for completing all of the base game (Tamriel Skyshard Hunter, Dolmens, Master Angler, etc) because without experiencing PVP-enabled Cyrodiil, you didn't actually experience the entirety of the base game.
Thevampirenight wrote: »You know whats funny, they spend so much time killing each other while daedra walk the streets inside of the imperial city instead of dealing with the crisis that should be a priority to everyone. Its really odd the three alliances at least don't have a cease fire there to deal with the threat then go back to killing each other . Given there is a far bigger threat loaming over the city. Deal with threat to mundus should be prime priority in my opinion. But that is just me. I do know it was designed for both pve and pvp. Both pvp zones were designed with this in mind. But it doesn't make as much sense for the imperial city given everyone should be working together to drive the forces out. Stop Molag Bal before he takes the city and merges Tamriel with Coldhabour.
So Dc orc goes into city to kill Ad Altmer and Ep Dunmer. Sees all the daedra this is bad. So bad sees a Dominion soldier killing a daedra along with a nord. What they do they go and kill each other then the daedra and the daedra kill the orc, orc respawns the other two as well and they got back to killing each other distracting them while molags forces laugh and keep doing what they are doing when the Orc, could work with the ad altmer and the ep nord to take care of their common enemy. Then go back to kiling each other once all the daedra are cleared out. But not before then. That is how I would have done it. Have to drive out all the Daedra in a pve Imperial city then once its all cleared out can then pvp without daedric threat and go full on full alliance war brawl down but only after the Tthreat to the city is dealt with. Pvp should be the reward for defeating the threat in my opinion. Imperial city cleared now we are allowed to kill each other once again and try to claim the city plus the tower. I would have then made the white gold tower a pvp zone along with the center area. But have to complete the dungeon first in order to unlock that pvp location.
VaranisArano wrote: »Remove ALL of the rewards from PvPvE zones like skyshards, currency, and achievements. Then, sure, have a PVP-free toggle.
All those rewards are designed to be obtained with the risk of PVP. Players should not be able to get those rewards without the risk.
Actually I like that idea, and would even like to see it taken further. PvP should be its own reward. After all, everyone's constantly extolling its virtues and saying that if the PvEers just geared up and skilled up properly, they'd surely love it. So remove ALL rewards that have nothing to do with PvP from Cyrodiil and IC leaving only AP. No skyshards in either place, no type of achievement whatsoever that does not come from killing other players, no gold, no discoveries, no lorebooks. Just AP and Telvar stones. Then the PvE people would have ZERO reason to complain, and the PvP people would never have to encounter those who were not there for the sheer enjoyment of it and therefore would enjoy themselves a lot more.
Breton Magicka Sorcerer, Breton Magicka Templar, Dunmer Magicka DK, Bosmer Stamina NB, Nord Stamina Warden, Redguard Stamina Necro
Dunmer Magicka DK, Argonian Magicka Templar, Altmer Magicka NB, Breton Magicka Sorcerer, Orc Stamina Warden
Dunmer Magicka DK, Argonian Magicka Templar, Altmer Magicka Sorcerer