Also what about achivments? o.O Will they be impossible to complete since I'm still lacking a few
Franchise408 wrote: »You know, I don't understand the talking point about PVP'ers having to PVE for gear and sets, nor do I see it as particularly relevant.
This is a PVE centric game, in a PVE centric IP, designed for a PVE centric audience. PVP is an addition to the game design, not the focus. Of course you gave to PVE to get your sets and skills. It's a PVE game, not a PVP game.
VaranisArano wrote: »Franchise408 wrote: »You know, I don't understand the talking point about PVP'ers having to PVE for gear and sets, nor do I see it as particularly relevant.
This is a PVE centric game, in a PVE centric IP, designed for a PVE centric audience. PVP is an addition to the game design, not the focus. Of course you gave to PVE to get your sets and skills. It's a PVE game, not a PVP game.
PVP was not an addition to the original ESO. Consider that all achievents and titles which require you to complete ALL of the base game include the requirement that you go to PvPvE Cyrodiil. Master Angler, Tamriel Skyshard Hunter, Savior of Nirn, Explorer, and Tamriel Hero...all require you to play the entire base game of which Cyrodiil is an integral part, not some slapped on addition.
I don't understand the PVE players who try to treat PVP as though it's an addition to ESO - as if it's some optional extra that they should be able to avoid and still get all the rewards or worse, that it should be removed entirely.
So of course you have to PVP in Cyrodiil, and later got the options for IC and Battlegrounds, for the skill lines and other rewards that ZOS stuck in those zones. (And yes, of course you have to PVE to get the rewards in PVE zones.)
This is a game that was built to feature both PVE and PVP, and is currently designed for an audience of both types of players. It's not a singleplayer PVE-only game, and it certainly wasn't and never has been designed to be PVE-only.
Franchise408 wrote: »VaranisArano wrote: »Franchise408 wrote: »You know, I don't understand the talking point about PVP'ers having to PVE for gear and sets, nor do I see it as particularly relevant.
This is a PVE centric game, in a PVE centric IP, designed for a PVE centric audience. PVP is an addition to the game design, not the focus. Of course you gave to PVE to get your sets and skills. It's a PVE game, not a PVP game.
PVP was not an addition to the original ESO. Consider that all achievents and titles which require you to complete ALL of the base game include the requirement that you go to PvPvE Cyrodiil. Master Angler, Tamriel Skyshard Hunter, Savior of Nirn, Explorer, and Tamriel Hero...all require you to play the entire base game of which Cyrodiil is an integral part, not some slapped on addition.
I don't understand the PVE players who try to treat PVP as though it's an addition to ESO - as if it's some optional extra that they should be able to avoid and still get all the rewards or worse, that it should be removed entirely.
So of course you have to PVP in Cyrodiil, and later got the options for IC and Battlegrounds, for the skill lines and other rewards that ZOS stuck in those zones. (And yes, of course you have to PVE to get the rewards in PVE zones.)
This is a game that was built to feature both PVE and PVP, and is currently designed for an audience of both types of players. It's not a singleplayer PVE-only game, and it certainly wasn't and never has been designed to be PVE-only.
It was never designed to be PVE only, but it is certainly PVE first and foremost.
PVP is not the focus of this game, nor has it ever been.
Just because PVP was in the game from the beginning doesn't mean it's a PVP game.
Call Of Duty has a single-player campaign as well, but that is a PVP centric IP.
ESO is not that and it never has been.
Franchise408 wrote: »VaranisArano wrote: »Franchise408 wrote: »You know, I don't understand the talking point about PVP'ers having to PVE for gear and sets, nor do I see it as particularly relevant.
This is a PVE centric game, in a PVE centric IP, designed for a PVE centric audience. PVP is an addition to the game design, not the focus. Of course you gave to PVE to get your sets and skills. It's a PVE game, not a PVP game.
PVP was not an addition to the original ESO. Consider that all achievents and titles which require you to complete ALL of the base game include the requirement that you go to PvPvE Cyrodiil. Master Angler, Tamriel Skyshard Hunter, Savior of Nirn, Explorer, and Tamriel Hero...all require you to play the entire base game of which Cyrodiil is an integral part, not some slapped on addition.
I don't understand the PVE players who try to treat PVP as though it's an addition to ESO - as if it's some optional extra that they should be able to avoid and still get all the rewards or worse, that it should be removed entirely.
So of course you have to PVP in Cyrodiil, and later got the options for IC and Battlegrounds, for the skill lines and other rewards that ZOS stuck in those zones. (And yes, of course you have to PVE to get the rewards in PVE zones.)
This is a game that was built to feature both PVE and PVP, and is currently designed for an audience of both types of players. It's not a singleplayer PVE-only game, and it certainly wasn't and never has been designed to be PVE-only.
It was never designed to be PVE only, but it is certainly PVE first and foremost.
PVP is not the focus of this game, nor has it ever been.
Just because PVP was in the game from the beginning doesn't mean it's a PVP game.
Call Of Duty has a single-player campaign as well, but that is a PVP centric IP.
ESO is not that and it never has been.
IndigoDreams wrote: »Really displeased with this move.
So, for however long this goes on, I get to miss out on all that bonus experience and rewards.
Awesome, great.
Was it really impossible to create a more detailed que system?
This is a bad deal for myself and many other players.
Long thread since I lasted looked.
Any Offical updates on this and how long the DM only test will be on?
Franchise408 wrote: »CameraBeardThePirate wrote: »If you *really* wanted to win most of the objective modes, you would just make full 100% tank characters. You could have a team of 4 of them, and you'd be widely successful in every game mode. You can do no damage, pay no attention to whats coming, and just tank and heal yourself and walk towards the objective.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
You keep saying this, but I have never been a part of a capture or flag game that was won without anybody fighting anyone else and nobody getting killed.
I really think this is all a theoretical "IT COULD HAPPEN" that actually doesn't play out in reality all that often, if at all, but is being made the poster boy to demonize alternate styles of play.
The question then becomes: why are you so against having various options of gameplay which - if ZOS did things how they SHOULD and just make separate queues for the different match types, like they used to have - you'd never even have to play?
Franchise408 wrote: »CameraBeardThePirate wrote: »If you *really* wanted to win most of the objective modes, you would just make full 100% tank characters. You could have a team of 4 of them, and you'd be widely successful in every game mode. You can do no damage, pay no attention to whats coming, and just tank and heal yourself and walk towards the objective.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
You keep saying this, but I have never been a part of a capture or flag game that was won without anybody fighting anyone else and nobody getting killed.
I really think this is all a theoretical "IT COULD HAPPEN" that actually doesn't play out in reality all that often, if at all, but is being made the poster boy to demonize alternate styles of play.
The question then becomes: why are you so against having various options of gameplay which - if ZOS did things how they SHOULD and just make separate queues for the different match types, like they used to have - you'd never even have to play?
@Franchise408 I bet you dont play a lot of BGs. I did a break because of the low chance for DM and now when I read the news I came back. Today I had a few games just to warm up for tomorrow and check this one. Is this PvP? How many kills have the winners?
Franchise408 wrote: »CameraBeardThePirate wrote: »If you *really* wanted to win most of the objective modes, you would just make full 100% tank characters. You could have a team of 4 of them, and you'd be widely successful in every game mode. You can do no damage, pay no attention to whats coming, and just tank and heal yourself and walk towards the objective.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
You keep saying this, but I have never been a part of a capture or flag game that was won without anybody fighting anyone else and nobody getting killed.
I really think this is all a theoretical "IT COULD HAPPEN" that actually doesn't play out in reality all that often, if at all, but is being made the poster boy to demonize alternate styles of play.
The question then becomes: why are you so against having various options of gameplay which - if ZOS did things how they SHOULD and just make separate queues for the different match types, like they used to have - you'd never even have to play?
Franchise408 I bet you dont play a lot of BGs. I did a break because of the low chance for DM and now when I read the news I came back. Today I had a few games just to warm up for tomorrow and check this one. Is this PvP? How many kills have the winners?
VaranisArano wrote: »Franchise408 wrote: »CameraBeardThePirate wrote: »If you *really* wanted to win most of the objective modes, you would just make full 100% tank characters. You could have a team of 4 of them, and you'd be widely successful in every game mode. You can do no damage, pay no attention to whats coming, and just tank and heal yourself and walk towards the objective.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
You keep saying this, but I have never been a part of a capture or flag game that was won without anybody fighting anyone else and nobody getting killed.
I really think this is all a theoretical "IT COULD HAPPEN" that actually doesn't play out in reality all that often, if at all, but is being made the poster boy to demonize alternate styles of play.
The question then becomes: why are you so against having various options of gameplay which - if ZOS did things how they SHOULD and just make separate queues for the different match types, like they used to have - you'd never even have to play?
Franchise408 I bet you dont play a lot of BGs. I did a break because of the low chance for DM and now when I read the news I came back. Today I had a few games just to warm up for tomorrow and check this one. Is this PvP? How many kills have the winners?
Even your example doesn't show the winners making it without fighting anyone and nobody getting killed.
It seems like the winner Storm Lord's fought, and largely lost those fights. Of course, being that this isn't a Deathmatch, that's fine as long as they held the objectives.
However, I note that they have less deaths than the Fire Lord's, which suggests that the winning team was either better at stalemating or otherwise escaping bad fights to focus on objectives (those are fine PVP skills), or that the other teams ignored the objectives where the winning team was.
So to be blunt, yes, it's PVP. It's objective-based PVP. Deathmatch is not the only form of PVP, distilled down into the purest of the pure kill/death ratios. And if the Pit Demons of your match haven't figured that out, then they deserved to come in 3rd Place in a non-Deathmatch mode.
The point is, if you want to win in a domination game the best option is if you avoid PvP. This is the best option. Anyway I am glad that DM queue is finally back and ppl can play what they want.
VaranisArano wrote: »Franchise408 wrote: »CameraBeardThePirate wrote: »If you *really* wanted to win most of the objective modes, you would just make full 100% tank characters. You could have a team of 4 of them, and you'd be widely successful in every game mode. You can do no damage, pay no attention to whats coming, and just tank and heal yourself and walk towards the objective.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
You keep saying this, but I have never been a part of a capture or flag game that was won without anybody fighting anyone else and nobody getting killed.
I really think this is all a theoretical "IT COULD HAPPEN" that actually doesn't play out in reality all that often, if at all, but is being made the poster boy to demonize alternate styles of play.
The question then becomes: why are you so against having various options of gameplay which - if ZOS did things how they SHOULD and just make separate queues for the different match types, like they used to have - you'd never even have to play?
Franchise408 I bet you dont play a lot of BGs. I did a break because of the low chance for DM and now when I read the news I came back. Today I had a few games just to warm up for tomorrow and check this one. Is this PvP? How many kills have the winners?
Even your example doesn't show the winners making it without fighting anyone and nobody getting killed.
It seems like the winner Storm Lord's fought, and largely lost those fights. Of course, being that this isn't a Deathmatch, that's fine as long as they held the objectives.
However, I note that they have less deaths than the Fire Lord's, which suggests that the winning team was either better at stalemating or otherwise escaping bad fights to focus on objectives (those are fine PVP skills), or that the other teams ignored the objectives where the winning team was.
So to be blunt, yes, it's PVP. It's objective-based PVP. Deathmatch is not the only form of PVP, distilled down into the purest of the pure kill/death ratios. And if the Pit Demons of your match haven't figured that out, then they deserved to come in 3rd Place in a non-Deathmatch mode.
I've seen 500+ hours of ESO vids including lots of PVP. I've seen dudes run around rocks and trees and towers for hours and people call them great players, yet someone who stays alive while winning an objective game is somehow doing PVP wrong. And check out the red team, who are obviously getting killed a lot by losing green team, so what exactly is the point of this pic.
MurderMostFoul wrote: »VaranisArano wrote: »Franchise408 wrote: »CameraBeardThePirate wrote: »If you *really* wanted to win most of the objective modes, you would just make full 100% tank characters. You could have a team of 4 of them, and you'd be widely successful in every game mode. You can do no damage, pay no attention to whats coming, and just tank and heal yourself and walk towards the objective.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
You keep saying this, but I have never been a part of a capture or flag game that was won without anybody fighting anyone else and nobody getting killed.
I really think this is all a theoretical "IT COULD HAPPEN" that actually doesn't play out in reality all that often, if at all, but is being made the poster boy to demonize alternate styles of play.
The question then becomes: why are you so against having various options of gameplay which - if ZOS did things how they SHOULD and just make separate queues for the different match types, like they used to have - you'd never even have to play?
Franchise408 I bet you dont play a lot of BGs. I did a break because of the low chance for DM and now when I read the news I came back. Today I had a few games just to warm up for tomorrow and check this one. Is this PvP? How many kills have the winners?
Even your example doesn't show the winners making it without fighting anyone and nobody getting killed.
It seems like the winner Storm Lord's fought, and largely lost those fights. Of course, being that this isn't a Deathmatch, that's fine as long as they held the objectives.
However, I note that they have less deaths than the Fire Lord's, which suggests that the winning team was either better at stalemating or otherwise escaping bad fights to focus on objectives (those are fine PVP skills), or that the other teams ignored the objectives where the winning team was.
So to be blunt, yes, it's PVP. It's objective-based PVP. Deathmatch is not the only form of PVP, distilled down into the purest of the pure kill/death ratios. And if the Pit Demons of your match haven't figured that out, then they deserved to come in 3rd Place in a non-Deathmatch mode.
I've seen 500+ hours of ESO vids including lots of PVP. I've seen dudes run around rocks and trees and towers for hours and people call them great players, yet someone who stays alive while winning an objective game is somehow doing PVP wrong. And check out the red team, who are obviously getting killed a lot by losing green team, so what exactly is the point of this pic.
It illustrates the problem with BG objective of modes: they de-emphasize PvP combat.
People who prefer DM prefer BGs where succeeding in PvP combat is essential to victory.
The point is, if you want to win in a domination game the best option is if you avoid PvP. This is the best option. Anyway I am glad that DM queue is finally back and ppl can play what they want.
You mean 10-20% of the people will get to play what they want. BTW why is running and hiding and avoiding getting killed in all PVP areas smart play but in BGs it is 'avoiding PVP'. In that pic it looks more like 2 teams were avoiding PVP objectives and rightfully lost. One question is how did the team that died the most get 2nd place.
The point is, if you want to win in a domination game the best option is if you avoid PvP. This is the best option. Anyway I am glad that DM queue is finally back and ppl can play what they want.
You mean 10-20% of the people will get to play what they want. BTW why is running and hiding and avoiding getting killed in all PVP areas smart play but in BGs it is 'avoiding PVP'. In that pic it looks more like 2 teams were avoiding PVP objectives and rightfully lost. One question is how did the team that died the most get 2nd place.
Holly [snip], I just re-read Gina's comment and they remove the other options and make all only DM. ZoS you cannot stop surprise me. Why dont you just add the option that people can queue for random and then for DM only if they want.
Now on your question, the team that died most and were second was constantly fighting with the team that was 3rd. As you can see the team that was 3rd was better and did more kills but still they did not win. It is clear that all teams played objectives as they had points. The issue is that 2 teams were fighting on a flag to take it while the other team just flipped the other flags. They always run away. Yes many of you can consider this PvP but it is boring. If this mode is 2 teams only then they cannot run away and expect that the other teams will be busy killing each other.
One question is how did the team that died the most get 2nd place.
SimonThesis wrote: »This move will certainly stop me from Queueing for battlegrounds and I am a pvper and I only enjoy Chaosball and Capture the Relic. If I wanted to kill people I'd just go to cyrodiil.
Just one observation from a longtime fellow BG player (since Morrowind was released).
There are two modes I cannot stand: DM and Chaosball
DeathMatch is interesting in small amounts, but requires zero strategy skills and is mostly a clash on mode, so who has a better healer will win. For me, a DM to be interesting is to have equally good/bad teams. Usually that's not the case.
Chaosball could be interesting by itself. However, the current penalties make it abusable by minorities, by either hiding themselves or having tough healers and heavy armour players with no game left for others. It's quite normal to see 500-0-0 result in this mode. Other teams eventually quit and play DM.
As for the recent change, well, I will stay clear from BGs until all games become available again, as this would be a torture mode.
MurderMostFoul wrote: »VaranisArano wrote: »Franchise408 wrote: »CameraBeardThePirate wrote: »If you *really* wanted to win most of the objective modes, you would just make full 100% tank characters. You could have a team of 4 of them, and you'd be widely successful in every game mode. You can do no damage, pay no attention to whats coming, and just tank and heal yourself and walk towards the objective.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
You keep saying this, but I have never been a part of a capture or flag game that was won without anybody fighting anyone else and nobody getting killed.
I really think this is all a theoretical "IT COULD HAPPEN" that actually doesn't play out in reality all that often, if at all, but is being made the poster boy to demonize alternate styles of play.
The question then becomes: why are you so against having various options of gameplay which - if ZOS did things how they SHOULD and just make separate queues for the different match types, like they used to have - you'd never even have to play?
Franchise408 I bet you dont play a lot of BGs. I did a break because of the low chance for DM and now when I read the news I came back. Today I had a few games just to warm up for tomorrow and check this one. Is this PvP? How many kills have the winners?
Even your example doesn't show the winners making it without fighting anyone and nobody getting killed.
It seems like the winner Storm Lord's fought, and largely lost those fights. Of course, being that this isn't a Deathmatch, that's fine as long as they held the objectives.
However, I note that they have less deaths than the Fire Lord's, which suggests that the winning team was either better at stalemating or otherwise escaping bad fights to focus on objectives (those are fine PVP skills), or that the other teams ignored the objectives where the winning team was.
So to be blunt, yes, it's PVP. It's objective-based PVP. Deathmatch is not the only form of PVP, distilled down into the purest of the pure kill/death ratios. And if the Pit Demons of your match haven't figured that out, then they deserved to come in 3rd Place in a non-Deathmatch mode.
I've seen 500+ hours of ESO vids including lots of PVP. I've seen dudes run around rocks and trees and towers for hours and people call them great players, yet someone who stays alive while winning an objective game is somehow doing PVP wrong. And check out the red team, who are obviously getting killed a lot by losing green team, so what exactly is the point of this pic.
It illustrates the problem with BG objective of modes: they de-emphasize PvP combat.
People who prefer DM prefer BGs where succeeding in PvP combat is essential to victory.
Yes but just because maybe 100 people out of thousands that play PVP type games, think KILLING other players is the primary goal of those games, doesn't make it true. Every game has OBJECTIVES other than just killing players for a reason, just like those BGs. It's not a mistake that only 1 out of 5 modes is about killing other players.
I give this test 1 week when the same 30 people play over and over with unkillable meta builds then get sick of it and start complaining, while the vast majority of people who prefer PVP with objectives stop playing.