spartaxoxo wrote: »@BuildMan
To be honest certain systems encourage and even reward that kind of behavior, and OPT-IN PvP is one of those. I have had exactly two types of experiences with multiple times over many years of playing.
1) The system is rampant with grief
2) The sysrem is barely used
I don't see either outcome being valuable.
I am still doubtful, if we are aware of the observed behavioral risks of the system then build the system to dissuade them.
Alinhbo_Tyaka wrote: »The few PvEers that talk about Cyrodiil are asking for a separate PvE-only instance, while the few PvPers that talk about open world PvP want it in the default PvE zones. There's a difference in that respect. What is common to both requests, however, is that the overwhelming majority are opposed to the idea. Neither idea will ever happen.Kiralyn2000 wrote: »
If the system was opt in then how would it inflict PvP on the PvE crowd?
I've seen plenty of "opt-in" systems in the past. Having a pvp fight rampaging through your PvE questing area/NPCs/etc, is "inflicting" PvP on others.
And then there's all the tricks & exploits that 'opt-in' griefers come up with to flag people who don't intend to participate.
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Meanwhile, another issue with opt-in world PvP in this game is that, while we have "pvp factions", we don't have faction-segregated territory in the open world. Sure, your character might be defined as "Daggerfall Covenant" for Cyro purposes, but when they're in other faction PvE zones, the system considers them to be part of the local faction. So all the things that open-world PvPers use to attract PvP - attacking cities of the opposing faction, obstructing questgivers & travel points, etc - aren't an option here. Because the only "opposing" NPCs there are to attack are the ones defined by the PvE/zone story as the 'invaders'.. which are enemies to everyone, because they're just regular hostile PvE mobs.
I disagree, but it is all the same arguments from both sides.
PvE wants to creep into Cyrodiil, PvP wants to creep into overland.
Both sides claim the other wants to much. Both sides are defensive of defending "their" game.
And also please don't use exploiter as an argument against OPT-IN pvp. Thats like saying trials shouldn't be a thing because people can exploit to get rewards with no effort. Its against the rules, and the people exploiting will risk ramifications. They also do not represent the entirety of this demographic of players who this option.
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For the final point, who is to say factions have anything to do with it. Maybe I just want pillage willing participants because my character is a bandit. Maybe not every encounter in ESO has to be friendly, maybe for those who want it there can be additional unexpected risks when encountering someone you do not know.
In a universe where the NPC have varying moral and ethical stances, why does every player encounter have to be friendly.
As to your final sentence, not every encounter in ESO is friendly, but in PvE encounters have to be with NPCs while in PvP encounters have to be with other players. That is the basis on which the game was designed, ZOS tried mixing the encounters with Imperial City and failed. They won't repeat that again. However, there are other games that offer open world PvP so there's no reason why ESO should be turned into one, just as there are other games that offer multiple classes per character with no reason why ESO should be turned into one. ESO is what it is.
Yeah the comparisons aren't 1 to 1. Not all, but a decent portion of the PvE Cyrodiil crowd wants access to the rewards though which takes away from the achievement of getting them for PvPers. Kinda in the same way some PvP crowd want town attacks etc. That would disrupt PvE.
From my point of I could pvp in Overland with willing participants I would be fine with PvE Cyrodiil.
But I'm also thinking small scale 4-10 not 40 man zerg battles in stormhaven.
As I recall, scarcely any PvEer wants access to the PvP rewards in Cyrodiil, but you can't blame PvEers who want access to e.g. the skyshards and rare fish that are only found in Cyrodiil, especially as you can't achieve Master Angler without them. Personally I have no interest in PvP and don't support changing Cyrodiil, but in return I don't expect PvPers to support changing Overland. So the only real difference between us is that you would be happy with the status of both areas changing, while I'd be happy with the status of both areas staying the same.
I've gotten 2 master anglers and got attacked while doing so exactly zero times except when I picked the fight. Fishing in Cyrodiil is low risk. (IC, on the other hand, gets kinda sketchy since half the fishing spots are below the flags).
I don't PvP all but do go into Cyrodill during MYM to do some of the PvE activities. I have never been killed or even bothered going after the Master Angler even for the fishing holes that are on top of the opposing faction areas. My experience in delves has also been generally positive but it does take a bit of care of avoiding AOE's and putting pets away if opposing players are present. I think when you go into Cyrodiil you are more than likely to pickup griefers at the daily quest locations. I handle these a couple of different ways. One is I call out in zone chat that there is a player ganking questers and usually a few PvP types pop up to handle them. The other way I handle it is to move on to another area or leave and come back another time. Either way there is nothing so pressing in Cyrodiil that I can't work around PvP in a PvP area.
There is a big difference between Cyrodiil and the PvE open world though. I expect that my PvE activity can be affected by PvP as I am the guest in a PvP area. I do not expect my play in open world PvE to be impacted by PvP but every game I have played where open world PvP is allowed I have been affected. The fact is not that many players flag for PvP in the open world in the games that allow it. Even a good majority of the PvP players opt out when they want to quest or do PvE activities. The result is a small but significant group turn to griefing in the hope of stimulating PvP combat. I think WoW is the best example of the lack of interest in open world PvP with the death and merger of their PvP only servers. It is also a good example of the griefing that takes place by the PvP griefing/ganking subset. Though it is small compared to the overall PvP player base it is large enough to disrupt the play of many PvE players and PvP players who just want to get some PvE time in in peace. Keeping PvP and PvE segregated works best for both groups in the long run.
I can respect your opinion, but if the system was opt in how would PvE players be griefed? I keep seeing that argument but no one actually explains it. If the system was opt in then the only grief method would by present currently, no? Since right now no one can engage in combat with each other.
Maybe the healing aspect may be an issue but possible fix, make it to so when you are flagged for pvp you can only heal yourself and group members, likewise with receiving heals.
There are always a few bad apples in the bunch but it shouldn't represent everyone.
Alinhbo_Tyaka wrote: »I gave an example in a previous post but have no problem repeating it. I played WoW on a normal server. In other words the default was PvE and you had to flag for PvP. I would be out fishing and a PvP player would come along and block my view to the bobber, continually use combat actions or drag mobs to my location. The only way to end it was to interrupt my activity by leaving or flagging and dying only to have them corpse camp. In other cases they would go around the quest paths killing quest givers or the one million NPCs we were expected to kill to complete the quest. Again this was all in an attempt to get players to lose their temper and flag for PvP. The fact is open world PvP is not very popular in MMOs that are not specifically designed to be PvP and instead decided to put their emphasis on PvE. The result is the an open world PvP player might not ever find another flagged player to compete against. It is this lack of PvP that triggers a subset to grief and troll other players in an attempt to force a PvP situation. Yes the PvE player can avoid the situation by leaving but that in itself is often looked at as a victory by the griefer. Why, as a paying customer, do I have to interrupt and alter my play for the sake of someone who plays a part of the game I have no desire to? I shouldn't and in ESO and Final Fantasty XIV I don't have to.
Sylvermynx wrote: »Alinhbo_Tyaka wrote: »I gave an example in a previous post but have no problem repeating it. I played WoW on a normal server. In other words the default was PvE and you had to flag for PvP. I would be out fishing and a PvP player would come along and block my view to the bobber, continually use combat actions or drag mobs to my location. The only way to end it was to interrupt my activity by leaving or flagging and dying only to have them corpse camp. In other cases they would go around the quest paths killing quest givers or the one million NPCs we were expected to kill to complete the quest. Again this was all in an attempt to get players to lose their temper and flag for PvP. The fact is open world PvP is not very popular in MMOs that are not specifically designed to be PvP and instead decided to put their emphasis on PvE. The result is the an open world PvP player might not ever find another flagged player to compete against. It is this lack of PvP that triggers a subset to grief and troll other players in an attempt to force a PvP situation. Yes the PvE player can avoid the situation by leaving but that in itself is often looked at as a victory by the griefer. Why, as a paying customer, do I have to interrupt and alter my play for the sake of someone who plays a part of the game I have no desire to? I shouldn't and in ESO and Final Fantasty XIV I don't have to.
Yep, that was one of my many experiences in WoW and RIFT. Not interested in open world pvp, ever. When I did pvp in WoW, it was in a friend's guild on a pvp server. I hated every minute of it, it was NOT fun.
[snip]
This is hardly a new idea and the answer is no. If this was implemented it could be done three ways.
1. Compulsory to all players
2. Optional to all players
3. PvP instance of the game.
Let's look at these.
1. Compulsory - so cities are safe zones? OK griefers will just flock to those areas of high traffic such as Alikr Dolmens, Spellscar, etc. And of its Compulsory then individuals trying to level up at Dolmens would be getting killed by everyone else as well as the monsters. Cue lots of players leaving the game.
2. Optional - this is even worse than Compulsory believe it or not from a Devs point of view. All that work put into the feature only for 99.9% of the playerbase to turn it off.
3. PvP instance. Again a lot of work and for what? So the three players that want to PvP can run around an empty world with no one tonplay against while they try to find each other to kill?
ESO was not designed with Openworld PvP in mind, there is too much space, too few choke points.
If it was introduced I would leave the game as would many many other players who just don't want it.
I would respectfully suggest that if you want openworld PvP you go play a game designed for it rather than trying to introduce it into a game played by millions, many of whom play it because it doesn't have openworld PvP
[edited for baiting]
A PvEr is merely someone that has yet to discover the joys of PvP.
Kiralyn2000 wrote: »
This idea that PvE'ers are just ignorant, and if they'd just try it and become Enlightened, they'll love PvP; the idea that PvP is the end achievement of gaming and what all should aspire to... is one of the more annoying attitudes that PvPers have.
EDIT: The justice system was suppose to have the players be part of the justice. Game can't handle it without gutting performance. Devs said that back in 2015.
This doesn't make sense if there's an option to set the PvP flag.TheImperfect wrote: »I doubt that it would work in Eso, it's a very different world. It would drive role-playing pvers crazy if pvp fights got in the way of quest givers and objects.
LightningWitch wrote: »This doesn't make sense if there's an option to set the PvP flag.TheImperfect wrote: »I doubt that it would work in Eso, it's a very different world. It would drive role-playing pvers crazy if pvp fights got in the way of quest givers and objects.
If someone turns it on, they should expect to be ambushed at any time.
Kiralyn2000 wrote: »A PvEr is merely someone that has yet to discover the joys of PvP.
This idea that PvE'ers are just ignorant, and if they'd just try it and become Enlightened, they'll love PvP; the idea that PvP is the end achievement of gaming and what all should aspire to... is one of the more annoying attitudes that PvPers have.
Kiralyn2000 wrote: »A PvEr is merely someone that has yet to discover the joys of PvP.
This idea that PvE'ers are just ignorant, and if they'd just try it and become Enlightened, they'll love PvP; the idea that PvP is the end achievement of gaming and what all should aspire to... is one of the more annoying attitudes that PvPers have.
I once saw someone take it a step further and claim that the ultimate goal of all computer games is for players to compete against each other, and that single-player games either revolve around competition in the form of high scores, speed runs etc. or exist purely as "training" to prepare their players for competitive games.
Even weirder the basis for this claim was them thinking Pong was the first ever computer game, and of course that's competitive, therefore apparently all games ever made have been building on that and are therefore ultimately about competing against other players.
LightningWitch wrote: »This doesn't make sense if there's an option to set the PvP flag.TheImperfect wrote: »I doubt that it would work in Eso, it's a very different world. It would drive role-playing pvers crazy if pvp fights got in the way of quest givers and objects.
If someone turns it on, they should expect to be ambushed at any time.
If you are immersed in the story and role-playing a conversation with a quest giver, then yes it would really be bizarre if two or more people are suddenly fighting and bouncing on, siege engines going off around or between the player and the quest giver. Its not about being flagged or not in all cases.
Kiralyn2000 wrote: »A PvEr is merely someone that has yet to discover the joys of PvP.
This idea that PvE'ers are just ignorant, and if they'd just try it and become Enlightened, they'll love PvP; the idea that PvP is the end achievement of gaming and what all should aspire to... is one of the more annoying attitudes that PvPers have.
The more specific issue in ESO is also that PvE players are regularly invited to try out PvP - during events. Which are the times that have the worst of PvP players gather like flies around the spots PvE players tend to frequent. The bad image is often not just from hearsay but actual experience - even if it's not typical PvP, it is PvP.
PvP can be fun. In a tightly sealed environment, with groups guided by experienced leaders.
LightningWitch wrote: »This doesn't make sense if there's an option to set the PvP flag.TheImperfect wrote: »I doubt that it would work in Eso, it's a very different world. It would drive role-playing pvers crazy if pvp fights got in the way of quest givers and objects.
If someone turns it on, they should expect to be ambushed at any time.
The more specific issue in ESO is also that PvE players are regularly invited to try out PvP - during events. Which are the times that have the worst of PvP players gather like flies around the spots PvE players tend to frequent. The bad image is often not just from hearsay but actual experience - even if it's not typical PvP, it is PvP.
PvP can be fun. In a tightly sealed environment, with groups guided by experienced leaders.
Not sure about PC since I haven't been in MYM on here yet, but PSN whenever you got ganked as a PvEr if you would say something in chat people would ride there just to kill and t-bag the gankers. Most of us know PvErs are kind of a protected class in Cyrodiil. We want more players and trolling the people who barely step in to begin with doesn't sit well for the longevity of PvP.