chessalavakia_ESO wrote: »Game development is a mixture of people following their passions and people trying to make money.
As a result, you have elements that primarily reflect each.
For example, I doubt Crown Crates exist because someone was really passionate about the idea of people opening crates.
I'd suggest the Imperial City represents the passionate side.
I'd question if any "suit" would be stupid enough to think that using one of the most iconic cities in their intellectual property as a PvP/PvE Hybird area where you lose things when you die would be a good idea when the majority of your intellectual properties audience is causal without some serious convincing from someone else.
I'd suggest the event is just more of the style of passion.
That would lock almost the entire playerbase out of being able to get tickets. That would be a hard no, from me! And terrible PR for the game.Aardappelboom wrote: »The problem, as I see it is that the tickets for the PVP event are behind quests, which are PVE quests, in the first place.
They should be behind PVP objectives, take a keep, scout a resource, kill x players,...
For me this is the other way around. I dislike PvP, and never kill anyone I see. There are exceptions ofcourse: Unless they attack me, attack someone of my alliance, or if they are trying to take a town I am questing in.Aardappelboom wrote: »First, I love PVP and I kill everyone I see.
Personally I feel none of those reasons are why the PvP population has declined. I see the same issue in PvE, where most high CP players stop playing as they feel like they have already 'finished' the game. But the difference is, PvE more easily attracts new players. And I always see low CP players in PvE towns/zones. But PvP is a whole different animal, it requires practice, time, and a different build/gear. Making it much less accessible for new players. And as a result has fewer players flow into PvP, while it does have the normal rate of players flowing out. Meaning the PvP population keeps declining.VaranisArano wrote: »Imperial City was developed during a time when PVP was ESO's endgame, not PVE trials. Moreover, just like how Cyrodiil is modeled after Dark Age of Camelot's Realm v Realm, Imperial City was originally modeled after Darkness Falls.
It wasn't a stupid decision at the time. Its just that thanks to changes they've made to IC over time, the steady deterioration of PVP performance for years, and the move towards a more traditional TES experience in PVE means that IC is pretty deserted. It used to be quite popular with PVPers, but there's just not as many PVPers as there used to be.
I think events like this PvP event actually ensure more players will stay away from PvP forever, because of gankers. PvP needs a major change. It is strange that players can do well over 100k DPS, compared to the amount of hp/resists we have. Making it a gankers paradise, as players die in 0.4 seconds. This leaves no room for improving, and just leaves a bad taste in everyone's mouth. PvPers can't be proud they killed someone, and the person who died just feels bad as they had no chance to even fight back.
in my opinion PvP events are only created to feed players to the PvPers, which is just stupid. Even more so as they spread out the event tickets and only drop the styles from the IC bosses. Which can be a real pain to farm, especially for non-PvP players.
PvP needs a major change, one PvPers will very very much dislike. So that PvP will open up to everyone.
PS: Another thing that should not be possible is restealthing again and again, after attacking someone and failing. Damage from stealth is WAY too high for that.
PvP needs a major change, one PvPers will very very much dislike. So that PvP will open up to everyone.
MrBrownstone wrote: »The number of people who try out PvP and like it is higher than the number of people who try and hate it. ZoS has access to all the data, they know how many people start playing PvP after an event, they literally know that the encouragement to try the content works. Otherwise they wouldn't be doing these events at all.
So you might get ganked repeatedly because you insisted to do that same quest in the same area guarded by others but that's not the experience of the majority. Most people who PvP for the first time like it and actually give it a try. By giving it a try i mean doing research, making builds etc. instead of just getting killed until getting their tickets.
Btw most PvErs take it personal there but believe me, PvPers in IC just queue and roam the place looking for targets, pvp or pve players it doesnt matter. They're not there to specifically kill you. They just attack any enemy. They forget about you 3 seconds after the fight, you can forget about them too. Killing and getting killed is a common part of the PvP and nobody cares about it except for some PvErs who got so used to the overland where they feel immortal and they get shocked when they realize that any enemy with some proper attacks can actually kill them.
so many boon boxes and tickets. I don't even have room for this stuff. is there a dumpster somewhere?
all I did was zerg and hunt nightblades. detect pots are your friend
so many boon boxes and tickets. I don't even have room for this stuff. is there a dumpster somewhere?
all I did was zerg and hunt nightblades. detect pots are your friend
This ... my crafter has used up a huge amount of ingredients selling detects in one of my guild stores .....
Auldwulfe
VaranisArano wrote: »chessalavakia_ESO wrote: »Game development is a mixture of people following their passions and people trying to make money.
As a result, you have elements that primarily reflect each.
For example, I doubt Crown Crates exist because someone was really passionate about the idea of people opening crates.
I'd suggest the Imperial City represents the passionate side.
I'd question if any "suit" would be stupid enough to think that using one of the most iconic cities in their intellectual property as a PvP/PvE Hybird area where you lose things when you die would be a good idea when the majority of your intellectual properties audience is causal without some serious convincing from someone else.
I'd suggest the event is just more of the style of passion.
Imperial City was developed during a time when PVP was ESO's endgame, not PVE trials. Moreover, just like how Cyrodiil is modeled after Dark Age of Camelot's Realm v Realm, Imperial City was originally modeled after Darkness Falls.
It wasn't a stupid decision at the time. Its just that thanks to changes they've made to IC over time, the steady deterioration of PVP performance for years, and the move towards a more traditional TES experience in PVE means that IC is pretty deserted. It used to be quite popular with PVPers, but there's just not as many PVPers as there used to be.
VaranisArano wrote: »chessalavakia_ESO wrote: »Game development is a mixture of people following their passions and people trying to make money.
As a result, you have elements that primarily reflect each.
For example, I doubt Crown Crates exist because someone was really passionate about the idea of people opening crates.
I'd suggest the Imperial City represents the passionate side.
I'd question if any "suit" would be stupid enough to think that using one of the most iconic cities in their intellectual property as a PvP/PvE Hybird area where you lose things when you die would be a good idea when the majority of your intellectual properties audience is causal without some serious convincing from someone else.
I'd suggest the event is just more of the style of passion.
Imperial City was developed during a time when PVP was ESO's endgame, not PVE trials. Moreover, just like how Cyrodiil is modeled after Dark Age of Camelot's Realm v Realm, Imperial City was originally modeled after Darkness Falls.
It wasn't a stupid decision at the time. Its just that thanks to changes they've made to IC over time, the steady deterioration of PVP performance for years, and the move towards a more traditional TES experience in PVE means that IC is pretty deserted. It used to be quite popular with PVPers, but there's just not as many PVPers as there used to be.
It also encourages grouping with others for those just getting into PvP, which can benefit everyone with education concerning good builds and learning how to improve one's play style for PvP. This part will enhance someone's experience PvP and help make the difference between an enjoyable experience or it being a train wreck.
VaranisArano wrote: »chessalavakia_ESO wrote: »Game development is a mixture of people following their passions and people trying to make money.
As a result, you have elements that primarily reflect each.
For example, I doubt Crown Crates exist because someone was really passionate about the idea of people opening crates.
I'd suggest the Imperial City represents the passionate side.
I'd question if any "suit" would be stupid enough to think that using one of the most iconic cities in their intellectual property as a PvP/PvE Hybird area where you lose things when you die would be a good idea when the majority of your intellectual properties audience is causal without some serious convincing from someone else.
I'd suggest the event is just more of the style of passion.
Imperial City was developed during a time when PVP was ESO's endgame, not PVE trials. Moreover, just like how Cyrodiil is modeled after Dark Age of Camelot's Realm v Realm, Imperial City was originally modeled after Darkness Falls.
It wasn't a stupid decision at the time. Its just that thanks to changes they've made to IC over time, the steady deterioration of PVP performance for years, and the move towards a more traditional TES experience in PVE means that IC is pretty deserted. It used to be quite popular with PVPers, but there's just not as many PVPers as there used to be.
IC was released well over a year after the third trial and second section of Craglorn were added to the game. Even then, the first trials were added only a couple months after the game was released. So Cyrodiil, which allows lvl 10 players to enter, was the only end game for a couple months, not a couple years.
Bold and italics - mineAmottica is quite correct about this, your mindset and having company will make a huge difference in your experience.
We have done more education, build advice, and grouping during this event than most of the rest of the time. This is a much more fun event if you hook up with PvP savvy people in your guild and go in with a group. It really sucks getting killed and feeling helpless when you're by yourself, so don't do it that way.
The first time I did this event with my friend, we had no idea about PvP and naturally got wrecked in IC. I didn't ever want to do it again, but found myself watching PvP streamers to try to learn what it was about. The next time Mayhem came around, I dedicated myself to doing ONLY PvP for the whole event because knowledge and practice is the only way to get better and I had learned a lot by watching in the run up to the event, now it was time to practice.
Still got wrecked a bunch, but it was with my friends and guild mates and we could laugh it off and go again, and sometimes get some payback. I had a lot more fun that time around because I got fully out of my comfort zone and gave it a genuine shot. I refused to be afraid of it, and now I no longer am. It's also made me a better PvE player because I understand combat mechanics much better, and how different sets, abilities, class passives, weapons, and bar composition work together for better effect.
This Mayhem, I'm helping others, advising on builds, taking people into IC and Cyrodiil, teaching them what to watch for, how to keep alive, time their attacks, etc. We've got a 12 year old under level 50 coming with us into CP areas and having a blast. He's even killed a few CP level players (probably PvE'ers who paniced or felt brave against a below-50 ). I still do mostly PvE outside of the event, but again I've dedicated myself fully to the event and it's even more fun than last time (except for the lag in Cyrodiil, omg the lag).(...).
I think events like this PvP event actually ensure more players will stay away from PvP forever, because of gankers. PvP needs a major change. It is strange that players can do well over 100k DPS, compared to the amount of hp/resists we have. Making it a gankers paradise, as players die in 0.4 seconds. This leaves no room for improving, and just leaves a bad taste in everyone's mouth. PvPers can't be proud they killed someone, and the person who died just feels bad as they had no chance to even fight back.
in my opinion PvP events are only created to feed players to the PvPers, which is just stupid. Even more so as they spread out the event tickets and only drop the styles from the IC bosses. Which can be a real pain to farm, especially for non-PvP players.
PvP needs a major change, one PvPers will very very much dislike. So that PvP will open up to everyone.
PS: Another thing that should not be possible is restealthing again and again, after attacking someone and failing. Damage from stealth is WAY too high for that.
This....ALL of this.
I will add the main reason I never really got into PvP is the PAINFUL way you have to respec your Champ points, skills, and yet another gear grind for PvP gear that changes every 3 months much like PvE gear does.
I suggested in another thread that maybe the Cyro MYM event give PvE'ers a mission behind the main base gates....so if a PvE'er WANTS to engage in PvP they can, but if they dont...then they dont have to. Its just sad you have these "elite" PvPers camping town mission daily spots so they can nuke non-PvPer's.
That would lock almost the entire playerbase out of being able to get tickets. That would be a hard no, from me! And terrible PR for the game.Aardappelboom wrote: »The problem, as I see it is that the tickets for the PVP event are behind quests, which are PVE quests, in the first place.
They should be behind PVP objectives, take a keep, scout a resource, kill x players,...For me this is the other way around. I dislike PvP, and never kill anyone I see. There are exceptions ofcourse: Unless they attack me, attack someone of my alliance, or if they are trying to take a town I am questing in.Aardappelboom wrote: »First, I love PVP and I kill everyone I see.Personally I feel none of those reasons are why the PvP population has declined. I see the same issue in PvE, where most high CP players stop playing as they feel like they have already 'finished' the game. But the difference is, PvE more easily attracts new players. And I always see low CP players in PvE towns/zones. But PvP is a whole different animal, it requires practice, time, and a different build/gear. Making it much less accessible for new players. And as a result has fewer players flow into PvP, while it does have the normal rate of players flowing out. Meaning the PvP population keeps declining.VaranisArano wrote: »Imperial City was developed during a time when PVP was ESO's endgame, not PVE trials. Moreover, just like how Cyrodiil is modeled after Dark Age of Camelot's Realm v Realm, Imperial City was originally modeled after Darkness Falls.
It wasn't a stupid decision at the time. Its just that thanks to changes they've made to IC over time, the steady deterioration of PVP performance for years, and the move towards a more traditional TES experience in PVE means that IC is pretty deserted. It used to be quite popular with PVPers, but there's just not as many PVPers as there used to be.
The only thing I can see fixing this, is if there were many changes made to PvP, to open it up to the entire playerbase. Players should be able to select base PvP builds/gear/loadouts when they enter a PvP zone(templates for your classes), battles should last much longer so players can actually improve(for example battle spirit adds 1M health), fights should be less complex(no barswapping, no LA weaving, no add-ons, etc). Changes PvPers probably won't like much, but which would open up PvP to more players.
Personally I feel the PvP areas and battleground areas are actually in a good spot, it is just the PvP itself that is the problem.
It hurts people in the feels to get quickly killed by a player. Folks that are able to shrug it off and build like every player is a boss mob with one shot mechanics almost never get one shotted anymore by a single player, and that takes such a small amount of effort to do that it makes me wonder at folks. I mean the same folks who will endless hours grinding this or that style page can’t bring themselves to use the free armory station to make a build where they are very survivable, and skirt chokepoints and such?
It doesn’t compute, and tells me that at the core of it is a hangup about dying to another player. You’ve just flat got to develop a skin for that, and it doesn’t take much more than deciding to do so. And then you dig in and fight, and win a couple against those sorts you despised, and the world shifts. You can become a hunter of hunters rather than prey with a very short transition, if you make the decision to do so.
And then you are the one that can leave a fisher or a quester in peace, or punish a predator when they mistake you for one or when you witness predation. Have to take your power back by doing some homework, but its not hard to do. We are talking a few hours of prep, not days, weeks or whatever.
I told you a week ago you could do the Arena district daily without leaving the safety of your spawn point Flopsy.
I_killed_Vivec wrote: »I told you a week ago you could do the Arena district daily without leaving the safety of your spawn point Flopsy.
Yes, but yesterday someone peeped over the edge to look at the major fight that had kicked off at the foot of the base... leaned too far over and fell off into the baying mob.
I was dead as soon as I hit the floor
As a PvPer I can definitely say I have not enjoyed this event at all. PCEU has lagged all the time and when it's not lagging you get jumped by 3 gankers at once or rolled over by a zerg
I played maybe 5 hours total and of that maybe 20minutes was fun fights, tops.