VaranisArano wrote: »PVP is struggling primarily because persistent performance issues sap the will of players who love PVP to keep playing and make it that much harder for new players who like PVP to enjoy playing. And since that's an issue that started back when ZOS made dramatic code changes to counter cheaters, and since ZOS is still working on tests for performance fixes, its hard to agree that PVP is suffering because its insufficiently welcoming to players who don't really want to PVP in the first place.
spartaxoxo wrote: »VaranisArano wrote: »PVP is struggling primarily because persistent performance issues sap the will of players who love PVP to keep playing and make it that much harder for new players who like PVP to enjoy playing. And since that's an issue that started back when ZOS made dramatic code changes to counter cheaters, and since ZOS is still working on tests for performance fixes, its hard to agree that PVP is suffering because its insufficiently welcoming to players who don't really want to PVP in the first place.
They don't want to pvp because it's not fun. And one of the biggest reasons cited consistently is "I was there because I had to in order to do x pve thing, and couldn't get it done because of pvp"
It's not about deserve or risk or any of that. It's about psychology of gaming. People are less likely to enjoy things they feel forced into, and are even less likely if on top of being forced into it they don't have a good time.
Performance issues exist in pretty much any mmo out there as far as pvp goes. And people will put up with them if they have a good time. Right now, there is little way for new and inexperienced players to have a good time. These people have laid out how to fix it for them and I have seen other games move away from that type of reward structure for that reason to great success.
None of those ideas should happen. This would imbalance the factions in those PvP areas, as they would have 'neutral' players hold a PvP player's spot.
If ZOS ever does something to aid PvE players in regards to PvP zones, they should simply make it a new zone with full PvE.
What I would like to see changed about the IC: Allow us to respawn in the district we died in, to remove the load to sewerbase and load to correct district loadings. And place ALL three alliance spawn spots the same distance from the flag in each district.
VaranisArano wrote: »Its only human to want what we want without getting out of our comfort zone.
They're choosing to travel a route during a parade and then wondering why traffic is slow?spartaxoxo wrote: »VaranisArano wrote: »spartaxoxo wrote: »VaranisArano wrote: »Sure. Mark yourself safe from PVP in a PvPvE zone so you can quest and explore to your heart's content in safety. But there needs to be one additional effect.
"You get no AP, no event tickets, no leads, no loot, no quest rewards, no skyshards, and no achievements."
What? No rewards?!
Yeah! Why do you think you deserve rewards when you marked yourself safe from most of the intended risk of getting those rewards?
If you really just want to quest and explore, then you'll be happy to let those be their own reward. If you really want those other rewards after all, then what you are really asking for is the rewards of a PvPvE zone with none of the risk of PVP.
And giving the context of the event going on right now and the OP's comment that "yet again PVE players are struggling with the dailies"... I'm sorry, but players don't get to mark themselves safe from PVP and still reap the rewards of Midyear Mayhem, a celebration of all things PVP.
You want the rewards? You need to get them as intended - with the risk of PVP.
The entire point of this suggestion is to let pve people get their event tickets in imo, as that's an annual issue and drives a metric ton of people away from pvp. It's one of the biggest reasons PvP has received little new content since Morrowind, because new people joining is at a trickle. And a MASSIVE part of that is people participating in events having a disgustingly infuriating time and never stepping foot into pvp again.
This solution should change that. Agree about AP and Telvar, but the pve quests should still give their non-telvar rewards including event tickets. Skyshards should also be gettable.
If people couldn't get rare drops, telvar, ap, non-quest achievements that should be enough incentive to want to turn on pvp.
Its a PVP event taking place in a PvPvE zone. Why do you think you deserve event tickets after you turn off the intended risk of PvP?
Those skyshards are in a PvPvE zone. 4 of them require PvP actions on the part of your alliance to gain access. Why do you think you deserve skyshrds after you turn off the intended risk of PVP?
Those towns are PvPvE battle zones. 3 of them are capturapble transit points for their alliance. The other two are along scroll running routes. Their quests are short because of the risk of enemy players, and they sometimes involve delves, which grant an AP buff that's important for emperorship. Why do you think you deserve town quest rewards after you turn off the intended risk of PVP?
I see two reasons given:
1. New players will have a better introduction to PvPvE zones if they get the rewards they want with none of the risk they don't want. Or shorter, new players will have a great time if they don't actually have to deal with PVP in a PvPvE zone.
2. Look, I just want the event tickets, skyshards, and quest rewards without the risk of PvP, okay?
I already gave the reason, to make pvp an enjoyable experience you opt-in to for the chance of pvp exclusive rewards. Not something you feel forced into to get the kinds of minor rewards that you get everywhere else without trouble doing PvE.
I have seen other games have a healthier pvp base when people don't feel forced into it. Forcing people seldom works, enticing them and then rewarding them does better at making an activity more enjoyable.
But go ahead and cling to the skyshards and tickets for pvp, I guess. Just know that they are a big reason so few people want to pvp. They feel forced into their first experiences to get pve stuff done, have an absolutely horrendous time, and vow not to do it outside events. It's a metric ton of pve'ers with that experience.
You can toss the all the outrageous ad hominem you want about people being "entitled" but at the end of the day, if people aren't having fun they aren't gonna play the content. And if nobody plays that content, new stuff don't get added. It's that simple
Merlin13KAGL wrote: »This won't inspire people to PvP any more than the current setup does. You don't get better by avoidance.
spartaxoxo wrote: »VaranisArano wrote: »Its only human to want what we want without getting out of our comfort zone.
It befuddles you because you're looking at it purely from your own pov, which is why you think this sums up the issue when it does not.
People are NOT questioning why something happened that was designed to happen, they are questioning why it's designed that way in the first place.
I have played other MMOs that were far more successful at attracting people into PvPvE by keeping things that casuals and newbies would want OUT of content where they interact a lot with veterans. They don't do this because it sets up the new player to feel forced into doing something they are doomed to fail at, and that's not a good design for enticing people into trying new things and stepping out of their comfort zone.
You don't tie those kinds of rewards into pvp. You give PvPvE it's own exclusive rewards that are either cosmetic or improve the experience of PvPvE. You also create some pvp system that is primarily designed at matching newbies with newbies OR give newbies some kind of noob cannon so they can get the occasional kill on a vet.
In this way people feel like they are opt-in and that they can actually do things in there. And when they can do that they are likely to explore more.
Other = nonespartaxoxo wrote: »The entire point of this suggestion is to let pve people get their event tickets in imo, as that's an annual issue and drives a metric ton of people away from pvp.
No, it doesn't. Quite the opposite, actually.
Yet again PvE players are struggling with getting dailies done, with them constantly being killed over and over again. Meanwhile I've been doing some thinking for possible additions to get the PvE players to enjoy questing a bit more:
1. Tabard of Neutrality (Cosmetic Slot)2. Tome of Neutality (Interactable open world item, idea came from the Veteran Hard Mode Dungeon triggers.)Antiquity (Mythic, 5 pieces)
While wearing this item you are marked safe from other players in the Cyrodiil and Imperial City campaigns. All alliances can heal and resurrect you. Alliance Guards and Honor Guards will not attack you. You cannot use Siege Engines, Capture Keeps, Outposts, Resources, Towns and Imperial City Districts. You can only equip and un-equip it inside your Alliance Border Keeps, Alliance Sewer Base, outside of Cyrodiil and Imperial City.3. Meal/Drink of Neutrality (Won't replace your buff-food)"This tome bears the insignia of the Imperial Legion and a potent spell. When invoked, the tome will make you appear as a regular citizen of Tamriel to the fighters of Cyrodiil." — Tome of Neutrality
Can be found next to the Border Keep Transitus Shrines and at your alliance's respawn shrine in the Imperial City Sewers.
Effect:
You are marked safe from other players in the Cyrodiil and Imperial City campaigns. All alliances can heal and resurrect you. Alliance Guards and Honor Guards will not attack you. You cannot use Siege Engines, Capture Keeps, Outposts, Resources, Towns and Imperial City Districts. You can only equip and un-equip it inside your Alliance Border Keeps, Alliance Sewer Base, outside of Cyrodiil and Imperial City.Purchasable from Alliance vendors.
Effect:
You are marked safe from other players in the Cyrodiil and Imperial City campaigns. All alliances can heal and resurrect you. Alliance Guards and Honor Guards will not attack you. You cannot use Siege Engines, Capture Keeps, Outposts, Resources, Towns and Imperial City Districts. You can only equip and un-equip it inside your Alliance Border Keeps, Alliance Sewer Base, outside of Cyrodiil and Imperial City.
If these ideas are good or bad, leave a reply to discuss it further.
Emmagoldman wrote: »Other = nonespartaxoxo wrote: »The entire point of this suggestion is to let pve people get their event tickets in imo, as that's an annual issue and drives a metric ton of people away from pvp.
No, it doesn't. Quite the opposite, actually.
Right? It literally has filled 4 new campaigns of people. Quantitatively its added more people.
Yet again PvE players are struggling with getting dailies done, with them constantly being killed over and over again. Meanwhile I've been doing some thinking for possible additions to get the PvE players to enjoy questing a bit more:
1. Tabard of Neutrality (Cosmetic Slot)2. Tome of Neutality (Interactable open world item, idea came from the Veteran Hard Mode Dungeon triggers.)Antiquity (Mythic, 5 pieces)
While wearing this item you are marked safe from other players in the Cyrodiil and Imperial City campaigns. All alliances can heal and resurrect you. Alliance Guards and Honor Guards will not attack you. You cannot use Siege Engines, Capture Keeps, Outposts, Resources, Towns and Imperial City Districts. You can only equip and un-equip it inside your Alliance Border Keeps, Alliance Sewer Base, outside of Cyrodiil and Imperial City.3. Meal/Drink of Neutrality (Won't replace your buff-food)"This tome bears the insignia of the Imperial Legion and a potent spell. When invoked, the tome will make you appear as a regular citizen of Tamriel to the fighters of Cyrodiil." — Tome of Neutrality
Can be found next to the Border Keep Transitus Shrines and at your alliance's respawn shrine in the Imperial City Sewers.
Effect:
You are marked safe from other players in the Cyrodiil and Imperial City campaigns. All alliances can heal and resurrect you. Alliance Guards and Honor Guards will not attack you. You cannot use Siege Engines, Capture Keeps, Outposts, Resources, Towns and Imperial City Districts. You can only equip and un-equip it inside your Alliance Border Keeps, Alliance Sewer Base, outside of Cyrodiil and Imperial City.Purchasable from Alliance vendors.
Effect:
You are marked safe from other players in the Cyrodiil and Imperial City campaigns. All alliances can heal and resurrect you. Alliance Guards and Honor Guards will not attack you. You cannot use Siege Engines, Capture Keeps, Outposts, Resources, Towns and Imperial City Districts. You can only equip and un-equip it inside your Alliance Border Keeps, Alliance Sewer Base, outside of Cyrodiil and Imperial City.
If these ideas are good or bad, leave a reply to discuss it further.
For me the problem with PVP - in any game that has it - isn't "new players are always dying", it's that "new players can't even kill". I mean, they don't even get to kill other new players because said kills are always being stolen by veterans. And if you can't *do* anything in PVP, then you don't want to PVP, which reduces the number of "weaker" players in PVP which means that weak players are always dumped in among a multitude of strong players with no option to play among others of their own skill and capability level.
Consider that in chess, you don't put newbies up against grandmasters in the same arena. You have carefully constructed tiers and rankings.
VaranisArano wrote: »The Devs aren't really treating ESO like they want to redesign old zones to last so much as they want to make sure players always have something to do.)
spartaxoxo wrote: »
You don't tie those kinds of rewards into pvp. You give PvPvE it's own exclusive rewards that are either cosmetic or improve the experience of PvPvE. You also create some pvp system that is primarily designed at matching newbies with newbies OR give newbies some kind of noob cannon so they can get the occasional kill on a vet.