We're all forgetting the elephant in the room:
Players, new to the PVP scene, *have to have an actual chance of surviving and succeeding*. Getting steamrollered and ganked all the time, to the point where one's only hope of making any sort of "achievement" is surviving and avoiding enemy players for long enough to complete the meagre PVE objectives in a PVP area, is just Not Fun.
In other words, a newbie - even in mismatched, inferior gear and with few skills to speak of - has to actually stand a chance of surviving against a veteran, and possibly even winning. Or at least, not be punished for dying: the whole "get sent back to base, when base is a hell of a long way away from where you actually want to be", is a major punishment that cannot be borne when it happens over and over again.
And "get better" is not always the answer, not when "get better" requires huge amounts of time and often real money to get the actual gear needed. Whether that's farming the gear, or donating for crowns to sell for gold to buy gear with, or whatever.
Perhaps it's possible to survive when there is a critical mass of other lowbies in the same situation as you, where there is a ratio of Very Few powerful players to Very Many newbies: a position where if, even if you are awful at PVP, the chances are that if you meet another player, they will be as awful as you.
Once you get a critical mass of people who are better than that, a player who is new to PVP just isn't going to be in that situation. They aren't going to get a chance: they get killed, in seconds, over and over again, often without even seeing who killed them.
Honestly, it *needs* churn - it needs veterans to leave, so that new players can enjoy competing against each other without veterans stuffing up the place and mowing people down who don't have a chance to fight back.
And it needs less of a difference between newbie and veteran: say, a situation where five newbies even in mismatched gear and only a few skills between them, should be able to fight on equal footing against a fully equipped veteran, and if you had ten such newbies, the veteran should not have a chance of survival.
Movement speed differences are a serious thing, especially with short-range teleports like Streak, which belong to only one class. If you are not literally fast enough, you cannot catch another player to damage them.
Franchise408 wrote: »EdmondDontes wrote: »Franchise408 wrote: »WhyMustItBe wrote: »Missing "Other" option: Most people drawn to a fantasy RPG MMO, specifically with the lore/background of the Elder Scrolls franchise, will not be the type of people who are particularly interested in PVP.
This, which is why I never understand why PVP'ers always complain about having to do PVE content. This is a PVE game within a PVE IP, catered to a PVE audience.
Quite frankly, I don't find PVP to be very good in this game. It's less about skill and more about gear setups. I do PVP on occasion because I am typically driven to PVP style gaming (online leagues in sports games so I'm playing humans instead of computer, first person shooter games, even MMO PVP), but I find I can't do it much beyond about 30 minutes at a time, and maybe for only a week or so until I'm done with it for another 6 months. PVP in this game isn't very enjoyable to me, and so I stay out of it. The PVP that I do find some form of enjoyment from, is either 1. Cyrodiil, which is laggy to the point of frustration to try to play, or 2. Battlegrounds, which have now taken away all of the interesting modes and left us with only Deathmatch, which I couldn't care less about.
So I do think there is an aspect of "ZOS doesn't create enough PVP content so players don't play it", but the reason why there isn't enough PVP content is because this isn't a PVP game. It's a PVE first game, with some additional PVP content.
ESO was developed to be and advertised as a PvP game as endgame content. Just look at the box it came in. PvP is practically all it talks about. All the trailers in the beginning were PvP oriented. The PvE focus is a shift from the originally advertised focus.
It was not advertised that way.
^ This is just for Tamriel Unlimited, but I will give an example from the original release box when I get home. PVP absolutely was not the main focus of the advertising.
And, if the focus has shifted away from PVP to PVE, then that also is very telling.
The fact is, you can play this game and avoid PVP entirely and have a complete experience. You cannot play PVP entirely and avoid PVE entirely and have a complete experience. Even when PVP was the end-game, PVP could be avoided entirely. This is a PVE game first, PVP second.
Yes one ad says it all lol. I have been following this game since it was just an idea. It was marketed heavily towards PvPers and more so to DAoC players who were looking for a home. This is a fact.
https://m.youtube.com/watch?v=VHj5VvFWbtE



https://m.youtube.com/watch?v=uq1o2VG1ogYIt's interesting because, when we say MMO, we just say the word as if it means something. And I know what you mean, but for us, the first thing is that it has to be a compelling game - a compelling RPG. So first, we plan out a number of hours. So when we're planning internally, we'll say, "OK, here's the number of hours where we really have enough content." Then what we look at is what's repeatably fun
Agreed. Group size reduction made Cyrodiil very PUG unfriendly. I don't get why people complained about zergs back then (those 24-man pug groups weren't unstoppable forces, they made mistakes and it was hilarious and fun sometimes). If that lead to poor server performance then that's server's fault, not zergs'. I mean Cyrodiil is advertised as Alliance vs Alliance, not small group vs small group, or 1vX zone.It would also be great if ZOS brought 24-man groups back. They made for much more fun fights. And before anyone shouts about ZEEEERGS, remember that ESO pvp war is made to resemble middle-ages wars where you had actual ARMIES.
Joy_Division wrote: »WhyMustItBe wrote: »Missing "Other" option: Most people drawn to a fantasy RPG MMO, specifically with the lore/background of the Elder Scrolls franchise, will not be the type of people who are particularly interested in PVP.
That is fine by the way, and the devs should embrace it TBH. It seems trendy at this point for every MMO released to NEED to devote time to developing and balancing PVP as a major aspect of the game, even making it non-optional after a certain level in open world questing areas like many eastern titles opening the door to griefing and other toxic experiences.
Not every game in the world HAS to be all about PVP. It is OK for a game to exist that focuses on lore, dungeons/raids, and RPG elements. They are called GENRES. Not everything has to be a melting pot.
Besides, anytime an MMO starts shoehorning PVP it inevitably leads to PVE systems being wrecked and the abilities/playstyle of that part of the game being "streamlined," nerfed, and generally made un-fun, all in the name of "balance," since for whatever reason no game developer in the universe seems capable of balancing PVP and PVE separately.
What is the basis for believing the people drawn to a fantasy RPG MMO will not be the type of people who are interested in PVP? Are you just assuming that people who like PvP aren;t interested in ES lore? Why make such an assumption?
When this game was launch, when there was no Crown Store, when it wasn't $10 bargain bin, when there was no PvE endgame to speak of, there was a huge population of PvP players.
EdmondDontes wrote: »We're all forgetting the elephant in the room:
Players, new to the PVP scene, *have to have an actual chance of surviving and succeeding*. Getting steamrollered and ganked all the time, to the point where one's only hope of making any sort of "achievement" is surviving and avoiding enemy players for long enough to complete the meagre PVE objectives in a PVP area, is just Not Fun.
In other words, a newbie - even in mismatched, inferior gear and with few skills to speak of - has to actually stand a chance of surviving against a veteran, and possibly even winning. Or at least, not be punished for dying: the whole "get sent back to base, when base is a hell of a long way away from where you actually want to be", is a major punishment that cannot be borne when it happens over and over again.
And "get better" is not always the answer, not when "get better" requires huge amounts of time and often real money to get the actual gear needed. Whether that's farming the gear, or donating for crowns to sell for gold to buy gear with, or whatever.
Perhaps it's possible to survive when there is a critical mass of other lowbies in the same situation as you, where there is a ratio of Very Few powerful players to Very Many newbies: a position where if, even if you are awful at PVP, the chances are that if you meet another player, they will be as awful as you.
Once you get a critical mass of people who are better than that, a player who is new to PVP just isn't going to be in that situation. They aren't going to get a chance: they get killed, in seconds, over and over again, often without even seeing who killed them.
Honestly, it *needs* churn - it needs veterans to leave, so that new players can enjoy competing against each other without veterans stuffing up the place and mowing people down who don't have a chance to fight back.
And it needs less of a difference between newbie and veteran: say, a situation where five newbies even in mismatched gear and only a few skills between them, should be able to fight on equal footing against a fully equipped veteran, and if you had ten such newbies, the veteran should not have a chance of survival.
Movement speed differences are a serious thing, especially with short-range teleports like Streak, which belong to only one class. If you are not literally fast enough, you cannot catch another player to damage them.
No. Just no.
You just made the case for playing Candy Crush or some other mindless game with no learning curve.
There is supposed to be a skill gap between someone who just started playing and someone who's been playing since beta. That's how it's supposed to be.
GreenhaloX wrote: »Then, comes the non-proc; I'm sure that turned a lot of players off as well.
SeaGtGruff wrote: »@Pepegrillos, thanks for the awesome video link. I had to run it back and watch in slow motion after doing a double take at the scene from 0:36 to 0:37 because it looked like someone firing a pistol, but it was a small handheld crossbow.
Joy_Division wrote: »WhyMustItBe wrote: »Missing "Other" option: Most people drawn to a fantasy RPG MMO, specifically with the lore/background of the Elder Scrolls franchise, will not be the type of people who are particularly interested in PVP.
That is fine by the way, and the devs should embrace it TBH. It seems trendy at this point for every MMO released to NEED to devote time to developing and balancing PVP as a major aspect of the game, even making it non-optional after a certain level in open world questing areas like many eastern titles opening the door to griefing and other toxic experiences.
Not every game in the world HAS to be all about PVP. It is OK for a game to exist that focuses on lore, dungeons/raids, and RPG elements. They are called GENRES. Not everything has to be a melting pot.
Besides, anytime an MMO starts shoehorning PVP it inevitably leads to PVE systems being wrecked and the abilities/playstyle of that part of the game being "streamlined," nerfed, and generally made un-fun, all in the name of "balance," since for whatever reason no game developer in the universe seems capable of balancing PVP and PVE separately.
What is the basis for believing the people drawn to a fantasy RPG MMO will not be the type of people who are interested in PVP? Are you just assuming that people who like PvP aren;t interested in ES lore? Why make such an assumption?
When this game was launch, when there was no Crown Store, when it wasn't $10 bargain bin, when there was no PvE endgame to speak of, there was a huge population of PvP players.
I looked up when trials were added to ESO at it seems it was added a little more than a month after the game launched. At that, it seems it was intended as an end game zone along with the end game trials. It is not like that type of content is really needed on day one. So while you are very much correct that there was no end game PvE at launch that was not a big deal and it seems it was still very much designed heavily towards PvE.
Also, since we only have to be level 10 to enter Cyrodiil, assuming that was always the case, Cyrodiil is technically not end game but everything.
While I do agree with you that PvP players can be interested in this type of game and I believe you that the game had a much larger PvP audience at launch which is not surprising, I think do not think trials being added to the game about a month after launch makes this game any less of a PvE game than it is today.
Neither.
The PvP population is low because it is not very good, so does not actually appeal to most PvP gamers. Which to be fair to ESO is pretty much the issue with PvP in MMORPGs full stop, though some MMORPGs do a bit better job than ESO does on that front.
The basis of good, skilled and most importantly fun PvP is competitiveness, not in some "e-sports" sense, but simply that a match, a fight, etc is contested between reasonable equal players / groups / teams so that you get interesting engaging, challenging gameplay, as opposed to tedious faceroll / getting facerolled that is barely gameplay at all.
ESO's various PvP options are terrible at producing even vaguely competitive PvP, so what you get is mostly bad, one sided, very dull PvP that only really appeals to people who are fine with what is essentially trash tier PvP.
Then add balance is always going to be a car crash in a game like this, so cheese becaomes very, very important and there is even less reason to play it for anyone who wants actual decent PvP.
Hence it is never going to be popular.
Which is why PvP in MMORPGs is basically considered a joke in gaming.
HidesInPlainSight wrote: »jedtb16_ESO wrote: »
Because they lowered total population allowed in cyrodill.
markulrich1966 wrote: »SeaGtGruff wrote: »@Pepegrillos, thanks for the awesome video link. I had to run it back and watch in slow motion after doing a double take at the scene from 0:36 to 0:37 because it looked like someone firing a pistol, but it was a small handheld crossbow.
this is "silver bolts", the first of the fighters guild skills.
Gives you a ranged attack even on melee setups (dual wield/2 hand).
I did not notice it for years as I always focussed on class/weapon skills.
But fighters guild skills are really worth a look, e.g. the passives, too. There is one passive that increases weapon damage by 3% for each fighters guild ability slotted.
So I meanwhile have a dual wield setup that uses only bloodthirst as non-fighters guild skill, the rest is FG to benefit from the increased weapon damage.
Parasaurolophus wrote: »WhyMustItBe wrote: »Missing "Other" option: Most people drawn to a fantasy RPG MMO, specifically with the lore/background of the Elder Scrolls franchise, will not be the type of people who are particularly interested in PVP.
That is fine by the way, and the devs should embrace it TBH. It seems trendy at this point for every MMO released to NEED to devote time to developing and balancing PVP as a major aspect of the game, even making it non-optional after a certain level in open world questing areas like many eastern titles opening the door to griefing and other toxic experiences.
Not every game in the world HAS to be all about PVP. It is OK for a game to exist that focuses on lore, dungeons/raids, and RPG elements. They are called GENRES. Not everything has to be a melting pot.
Besides, anytime an MMO starts shoehorning PVP it inevitably leads to PVE systems being wrecked and the abilities/playstyle of that part of the game being "streamlined," nerfed, and generally made un-fun, all in the name of "balance," since for whatever reason no game developer in the universe seems capable of balancing PVP and PVE separately.
Strongly against this opinion. Why can't people who are interested in lore and love the tes universe be interested in pvp? Why such an association? It is a big mistake to categorize players so strictly. I know a large number of high-end players who play pvp too, and decorate houses and complete quests.
No, it really doesn't. MMOs originated in PVE cooperative games with little solo content. Think things like EverQuest in 1999.
That changed over time to become more solo friendly.
Most games had servers for PVP and there would be only one of them, compared to 20-30 PVE servers.
Slap on the Elder Scrolls IP to this game and you'd expect an even greater focus on PVE than other MMos today.
No, it really doesn't. MMOs originated in PVE cooperative games with little solo content. Think things like EverQuest in 1999.
That changed over time to become more solo friendly.
Most games had servers for PVP and there would be only one of them, compared to 20-30 PVE servers.
Slap on the Elder Scrolls IP to this game and you'd expect an even greater focus on PVE than other MMos today.
Not true.
EQ had tons of PvP servers and even held annual cross server best of the best competitions.
I remember literal 3 day wars over Veeshan. Raid groups of 72 etc. etc.
Back when DAoC and EQ1 were thriving, it was like a turning point for RPG's having this inclusion of mass pvp contact. We had lan parties renting old T1's with PC's all over the house on every floor, you name it. It was nuts.
Now? You'd think with the advancement in technology things would be better 20 years later.
EdmondDontes wrote: »We're all forgetting the elephant in the room:
Players, new to the PVP scene, *have to have an actual chance of surviving and succeeding*. Getting steamrollered and ganked all the time, to the point where one's only hope of making any sort of "achievement" is surviving and avoiding enemy players for long enough to complete the meagre PVE objectives in a PVP area, is just Not Fun.
In other words, a newbie - even in mismatched, inferior gear and with few skills to speak of - has to actually stand a chance of surviving against a veteran, and possibly even winning. Or at least, not be punished for dying: the whole "get sent back to base, when base is a hell of a long way away from where you actually want to be", is a major punishment that cannot be borne when it happens over and over again.
And "get better" is not always the answer, not when "get better" requires huge amounts of time and often real money to get the actual gear needed. Whether that's farming the gear, or donating for crowns to sell for gold to buy gear with, or whatever.
Perhaps it's possible to survive when there is a critical mass of other lowbies in the same situation as you, where there is a ratio of Very Few powerful players to Very Many newbies: a position where if, even if you are awful at PVP, the chances are that if you meet another player, they will be as awful as you.
Once you get a critical mass of people who are better than that, a player who is new to PVP just isn't going to be in that situation. They aren't going to get a chance: they get killed, in seconds, over and over again, often without even seeing who killed them.
Honestly, it *needs* churn - it needs veterans to leave, so that new players can enjoy competing against each other without veterans stuffing up the place and mowing people down who don't have a chance to fight back.
And it needs less of a difference between newbie and veteran: say, a situation where five newbies even in mismatched gear and only a few skills between them, should be able to fight on equal footing against a fully equipped veteran, and if you had ten such newbies, the veteran should not have a chance of survival.
Movement speed differences are a serious thing, especially with short-range teleports like Streak, which belong to only one class. If you are not literally fast enough, you cannot catch another player to damage them.
No. Just no.
You just made the case for playing Candy Crush or some other mindless game with no learning curve.
There is supposed to be a skill gap between someone who just started playing and someone who's been playing since beta. That's how it's supposed to be.
He’s exactly right. There’s a difference between a skill gap and a system where you get one-shot instantly even when equipping tank gear.
People will tolerate losing to more skilled players. They won’t tolerate being unable to improve because they can’t survive long enough to block due to ridiculously high damage output.