DreamsUnderStars wrote: »[snip]
Yeah, but it goes to show that another topic like this has come up (seen many over the years) and there is no solution for players who don't want to 'Play versus players', but are confronted to do so by quests/achievements.
A simple solution for Cyrodiil would be to implement the same rule as in Imperial City -> You have a blue aura after passing a door and you are invulnerable until you choose to not be. This system could be applied to the questing areas of Cyrodiil.
Either way it would be nice to see if the producer would acknowledge the ongoing demand (years now) for a simpler and less violent solution for the questers
@Mushroomancer
You convinced me, this can’t be fun for some people. I think everyone should have fun and not be forced to do things they don’t like.
Let’s have all pvp sets available by doing any content. Monster masks, trial sets, dungeon sets and arena sets too. You should be able to craft any sets even if you never got to loot it by doing content. Add sets loot table to fishing too, PVF guilds will finally be able to farm sets doing what they like. Make every sets drop from excavation, thieving, assassination, chests of any regions and every mobs.
Let’s also reward titles, skins, motifs and leads this way too, doing anything should give you everything because, if you can’t get everything doing anything, your experience as a player can’t be as good as for a player that challenge themselves to do harder or different content. We should make sure that every player is rewarded equally and that there are no way for a player to feel like they have accomplished something because it would mean that another player might feel that they haven’t accomplished something.
Play as you like and get everything even if you like to play first person with one hand on a laptop without a mouse by only light attacking.
[snip]
Mushroomancer wrote: »@Mushroomancer
You convinced me, this can’t be fun for some people. I think everyone should have fun and not be forced to do things they don’t like.
Let’s have all pvp sets available by doing any content. Monster masks, trial sets, dungeon sets and arena sets too. You should be able to craft any sets even if you never got to loot it by doing content. Add sets loot table to fishing too, PVF guilds will finally be able to farm sets doing what they like. Make every sets drop from excavation, thieving, assassination, chests of any regions and every mobs.
Let’s also reward titles, skins, motifs and leads this way too, doing anything should give you everything because, if you can’t get everything doing anything, your experience as a player can’t be as good as for a player that challenge themselves to do harder or different content. We should make sure that every player is rewarded equally and that there are no way for a player to feel like they have accomplished something because it would mean that another player might feel that they haven’t accomplished something.
Play as you like and get everything even if you like to play first person with one hand on a laptop without a mouse by only light attacking.
[snip]
[snip]
The entire point of the suggestion was not to "skip content and still get the rewards", it was to be able to do the content PvErs already do in PvP areas, which is not in any way related to PvP mind you [snip], but without being able to be ganked by the one random *** who seems to always be present in the most remote places in Cyrodiil just to screw with you, not to mention those very charming people that farm quest-givers. I'm sorry, how is that engaging gameplay in any way? [snip]
[snip]
And if you are referencing the fact that I am lamenting having to get PvE sets out of PvP, I was not suggesting they should be available by crafting or some *** [snip]. I was merely pointing out that it's kinda dumb, and that saying "If you don't like the content, then don't engage in it" is a non-argument, when the thing you get from that content might be needed to do the stuff you like. Kinda like, you know, if you had to do trials to get PvP gear, but that's not the case of course.
[edited for baiting & to remove quote]
Mushroomancer wrote: »The entire point of the suggestion was not to "skip content and still get the rewards"
Mushroomancer wrote: »I'm sorry, how is that engaging gameplay in any way?
Mushroomancer wrote: »I was merely pointing out that it's kinda dumb, and that saying "If you don't like the content, then don't engage in it" is a non-argument, when the thing you get from that content might be needed to do the stuff you like. Kinda like, you know, if you had to do trials to get PvP gear, but that's not the case of course.
VaranisArano wrote: »So while you might find it unengaging to have PVP happen in the middle of PVP activity in a PvPvE zone...that's how Cyrodiil and Imperial City are supposed to work. Sorry, but nobody out in Cyro or Imperial City should have the expectation that they are doing a "PVE-only" activity.
The whole point of adding a dedicated Cyro + IC PvE sv is exactly that. ZoS could change anything they wanted in both without having to take PvE ppl into account since they would've already got a dedicated experience. They could also remove skyshards and some other redundant stuff from pvp servers so the experience is more focused around PvP.Add another server just for pve? Nope, throw those resources to pvp thank you, it's needed.
etchedpixels wrote: »You could just skip the event. It's a lot simpler 8)
The event exacerbates the problem, but this isn't specifically about the event. There are skyshards, PvE missions (including 1 in IC that grants a skill point), and PvE achievements (such as Imperial Anchor Shatterer and Tamriel Anchor Destroyer) that players must go to those zones for.
There are plenty of players who can solo world bosses, but won't last 5 seconds against a PvP regular 1v1. When you adventure in a PvE zone and encounter a tough enemy, you can avoid them. If the wrong player spots you in Imperial City, they will hunt you down and kill you. When you die in a PvE zone, you can respawn where you stand. If you're killed by a player in Cyrodiil and no one in your faction is nearby, your only choice is to respawn far from your objective.
It ruins the gaming experience when you're focused on a mission objective, and you get ambushed by someone you stand no chance against. And for the PvP player, where's the honor in killing a player who isn't there to fight?
I wouldnt really care if they gave you guys a pve Cyrodiil and IC.
But no, you can't have ghost mode in competitive pvp.
Hvíthákarl wrote: »The whole point of adding a dedicated Cyro + IC PvE sv is exactly that. ZoS could change anything they wanted in both without having to take PvE ppl into account since they would've already got a dedicated experience. They could also remove skyshards and some other redundant stuff from pvp servers so the experience is more focused around pvpAdd another server just for pve? Nope, throw those resources to pvp thank you, it's needed.
I myself love the event and some aspects of PVP.
But I can see why others would want a PVE version of the event.
What annoys me most is those that say no to this then moan that pvers are ruining their PVP experience. Not pointing fingers at anyone in this current thread but I have seen this before.
People can't have it both ways.
@Remathilis
Quick question - why did you not pick up a quest from each quest giver at the same time? Would have reduced your total time spent questing.
Sadly though the delve one is a pain, she takes a long time to respawn.
You aggroing a guard would.not cause yellows to pour into the town for free AP. You probably run into a yellow questor who fancied himself as a PvPer
Remathilis wrote: »
Moral of tale is there needs to be a better way to hand in quests if ZoS intends to keep PVE stuff to Cyrodiil, especially for Mayhem. One that allows you to hand in the quest after you've gotten it.
...
5 Items: You become impervious to damage and snares from enemy players, and are unable to damage or snare them yourself. You cannot heal other players. You cannot capture flags, and all AP gain from group player kills or flag capture is disabled....
As a PvE player, there are few things more frustrating than having to venture into a PvP zone for skyshards/skillpoints, or to earn Event Tickets, only to be swiftly killed by another player when you clearly aren't there for PvP combat. I'm only half joking in this suggestion, because I don't think ZOS would ever add it to the game, but I would use the hell out of it if they did.
Crafted Set: Skyshard Hunter
Location: All faction bases in Cyrodiil, Imperial City, and any future PvP zones.
2 Items: Whatever
3 Items: Whatever
4 Items: Whatever
5 Items: You become impervious to damage and snares from enemy players, and are unable to damage or snare them yourself. You cannot heal other players. You cannot capture flags, and all AP gain from group player kills or flag capture is disabled.
The set could have a unique visual effect -- such as a long pole with a white flag -- to identify non-combatants to other players. And if they could make it so you can only equip/unequip this set while inside your faction base, that could stem abuse. Alternately, a font placed in faction bases that grants this same function as a 2hr "I'm Only Here For the Skyshards" buff would also be acceptable.
Remathilis wrote: »
Moral of tale is there needs to be a better way to hand in quests if ZoS intends to keep PVE stuff to Cyrodiil, especially for Mayhem. One that allows you to hand in the quest after you've gotten it.
The quest you were doing is not PvE nor is it designed for PvErs. It's a quest, inside a PvP zone, that requires you to perform PvP related tasks in order to access the quest giver, and receive PvP gear as a reward. The event is not a PvE event, thus ZOS is not "keeping" anything from anyone.
If you want to return a cyro quest without doing any fighting, do the scout mission. Ride on your horse in the country away from keeps, arrive at the resource and stay at max range, and perform the scout. It will take you 10 min or less depending on how progressed your riding skills are.
Remathilis wrote: »Remathilis wrote: »
Moral of tale is there needs to be a better way to hand in quests if ZoS intends to keep PVE stuff to Cyrodiil, especially for Mayhem. One that allows you to hand in the quest after you've gotten it.
The quest you were doing is not PvE nor is it designed for PvErs. It's a quest, inside a PvP zone, that requires you to perform PvP related tasks in order to access the quest giver, and receive PvP gear as a reward. The event is not a PvE event, thus ZOS is not "keeping" anything from anyone.
If you want to return a cyro quest without doing any fighting, do the scout mission. Ride on your horse in the country away from keeps, arrive at the resource and stay at max range, and perform the scout. It will take you 10 min or less depending on how progressed your riding skills are.
https://en.uesp.net/wiki/Online:Death_to_the_Crone
Quick Walkthrough
Speak to Nelerien.
Travel to Nisin Cave (delve) and kill Barasatii (delve boss).
Return to Nelerien.
I'm sorry, do you consider going into a Cyrodiil delve and killing the delve boss to be PvP? Do you really think camping out on top the boss waiting for it to respawn and then handing in the quest is REMOTELY similar to taking a keep? It's a stupid PvE quest stuck in a PvP zone designed with an artificial time gate (boss respawn).
Here's an idea: set up a wandering NPC in the wilderness near each town. The NPC can accept any completed quests for the nearby town but cannot hand out new ones. That way, people who do a quest and come back to find the map has flipped in 10 minutes it takes for the boss to respawn don't have a completed quest sitting in their queue. Or maybe make the boss respawn timer in Cyrodiil only 5 minutes. Or maybe have the boss spawn when you reach the quest destination like other Cyrodiil quest encounters do. Or maybe just get rid of the damn PvE quests in Cyrodiil altogether.
Tommy_The_Gun wrote: »I had very similar idea long time ago, but it was , kinda different.
It was a crafted gear set that occupied all 12 gear slots and had an extreme kiss-curse effect. Each regular bonus to stat, was in fact a penalty. So for example 1206 max health gear set bonus was a "minus" 1206 penalty to max health.
All 12 slots occupied means that you could not use other sets. Each having a penalty means that PvE in Cyro or IC would actually be very hard. The final bonus was basically similar to what OP mentioned, but in a different way.
In order for this set to work, you would need to equip it before entering Cyro or IC. When inside a campaign, you could not unequipped it. It would be locked till you leave those zones. The set bonus would be something like this:
2 items: Takes away 1206 max health
3 items: Takes away 1487 Armor
4 items: Takes away 1096 Maximum Stamina
5 items: Takes away 1096 Maximum Magicka
6 items: Takes away 129 Weapon Damage and Spell Damage
7 items: Takes away 129 Weapon Damage and Spell Damage
8 items: Takes away 129 Health Recovery, Magicka Recovery and Stamina Recovery
9 items: Takes away 129 Health Recovery, Magicka Recovery and Stamina Recovery
10 items: Takes away 657 Critical Chance
11 items: Takes away 1487 Offensive Penetration
12 items: Adds Minor Breach, Cowardice and Defile to you.
While in Cyrodiil or Imperial City, you can not interact, see, deal damage and heal other players, but they can not also interact, see, deal damage or heal you. You can not gain Alliance Points or Collect Tel-Var stones from all sources. While in Cyrodiil or Imperial City, this set can not be unequipped. This set can only be crafted as a maximum level set.
Maximum level set, means that it would have to be CP 160 set, to avoid players running level 1 set for lower penalties.
On top of all that, you would still get Battle Spirit penalties. Basically, if you want to avoid PvP - you will get "Dark Souls" PvE
As for the player count in Cyrodiil/IC - those with this set would basically not even be rendered, so there might be a separate, hidden instance for them. Besides, they would also not be rendered for themselves, so pretty much solo PvE only - to avoid defeating bosses in large groups, as it defeats the whole idea.