Everyone notices that PvP is packed during MyM and then becomes a ghost town (1 bar last night on EP GH NA). Why is that?
ESO is an economy. Players are the "workers" and ZOS the owners. We "work" and get paid with rewards: loot, money (AP in PvP) and titles. Clearly the titles and the campaign victory no longer motivates players to PvP.
However, simply doubling the pay (AP per action) massively increased demand for the supply of "jobs" (slots in PvP).
The message is clear: if you want to boost PvP participation, increase the rewards to players just as in MyM. The "pay" for PP "jobs" is too low. The rewards are not sufficient to boost demand for the supply of PvP slots.
You could either make the AP gain of MyM permanent or otherwise boost the rewards.
Or if there was a special dungeon that you can only do when your alliance has Emp.
Agree, its like an huge sale, you will get more sales and event tickets but they are fast to get.MreeBiPolar wrote: »It is not the actual amount of AP gained, but the word "double" that makes people rush in. You increase it, you will get it bounce back to the baseline in a month if not a week.
(That, and event drops.)
SeaGtGruff wrote: »Personally, I enjoyed the event a lot, although perhaps the streamer (Deltia?) who people said had recommended delaying WSM2 until later in the year was correct about players being a bit burned out after WSM1.
Everyone notices that PvP is packed during MyM and then becomes a ghost town (1 bar last night on EP GH NA). Why is that?
ESO is an economy. Players are the "workers" and ZOS the owners. We "work" and get paid with rewards: loot, money (AP in PvP) and titles. Clearly the titles and the campaign victory no longer motivates players to PvP.
However, simply doubling the pay (AP per action) massively increased demand for the supply of "jobs" (slots in PvP).
The message is clear: if you want to boost PvP participation, increase the rewards to players just as in MyM. The "pay" for PP "jobs" is too low. The rewards are not sufficient to boost demand for the supply of PvP slots.
You could either make the AP gain of MyM permanent or otherwise boost the rewards.
If ZOS was interested in increasing PvP participation they'd increase the population caps and go back to 24 man group size; they'd do what it takes to make cyrodiil perform like it used to.
You could triple the rewards, and still noone would want to PvP. Practically all players only went there for the tickets, while avoiding PvP. So changing the rewards outside of MYM would only help those who always PvP to get better rewards, which should not happen.
And PvP itself is the reason noone wants to PvP. Most players don't want a high-stress and frustrating experience as an activity that is supposed to be 'fun'. As long as PvP isn't aimed at PvE players, it is going to keep declining.
Holycannoli wrote: »Or if there was a special dungeon that you can only do when your alliance has Emp.
That used to be Imperial City. You could only enter if your alliance controlled the inner circle of keeps. You went in and did as much PvE as you could before your alliance lost control of the entrance, and you'd PvP the current occupiers out because they couldn't respawn inside without control. If they died they were kicked out.
Theoretically keep control would continually change and thus access to IC. Anyone in IC counted toward your alliance's population so when your alliance had access Cyrodiil would be underpopulated. You had effectively a limited time to farm before getting kicked out.
It was designed after DAOC's Darkness Falls. That dungeon worked great in that game. When your realm had access to it people would flock to it, leaving the frontier keeps that controlled access vulnerable for another realm to capture and gain control of access, and the cycle would continue. You'd get kicked out, go back and capture keeps, enter, lose control, get PvP killed and kicked out, go back and capture keeps, etc. etc. The dungeon offered really good rewards for the danger and limited time you had so it was really popular. It worked great.
Anyway, OP is right in that current PvP does not offer enough rewards for people to participate. The Deadly set is currently great because of arcanists but in general there's nothing really meta in PvP rewards for anything but PvP content, so why bother? That's what most players seem to think. When there are rewards from MyM people flock to Cyrodiil and IC. Normal rewards need to be increased.
propertyOfUndefined wrote: »Previous MMO I played had ranked pvp seasons and rewards that were purely aesthetic, but everybody coveted because they made your character really stand out, couldn't be acquired anywhere else, and were extremely rare. Nothing close to this in ESO, unfortunately. What I find funny is how when ESO was first announced, all of my guildmates from that other game were excited because it seemed pvp would be front and center -- not to mention the emperor mechanic seemed cool as hell!
Agree that there should be better rewards for pvp... I do it because it's the only game mode I find to be engaging, but there are days where I ask myself why I even bother when there's nothing to aspire for.
You could triple the rewards, and still noone would want to PvP. Practically all players only went there for the tickets, while avoiding PvP. So changing the rewards outside of MYM would only help those who always PvP to get better rewards, which should not happen.
And PvP itself is the reason noone wants to PvP. Most players don't want a high-stress and frustrating experience as an activity that is supposed to be 'fun'. As long as PvP isn't aimed at PvE players, it is going to keep declining.
Ragnarok0130 wrote: »You could triple the rewards, and still noone would want to PvP. Practically all players only went there for the tickets, while avoiding PvP. So changing the rewards outside of MYM would only help those who always PvP to get better rewards, which should not happen.
And PvP itself is the reason noone wants to PvP. Most players don't want a high-stress and frustrating experience as an activity that is supposed to be 'fun'. As long as PvP isn't aimed at PvE players, it is going to keep declining.
Wow, just wow. I'd like every ESO activity to have a better reward structure whether it's PVP, Raiding, dungoneering, or overland activites. ESO has a horrible deficit when it comes to its content reward system compared to other MMOs and ZoS needs to take that issue seriously instead of focusing on monetizing everything that the players want. PVPers getting better rewards doesn't adversely affect your content or rewards and makes us all happier ESO players. Instead of saying "I hope it doesn't rain so my neighbor's yard doesn't look better than mine" lets advocate for better rewards across the board for the player base.
Regarding your PVP comments, as a raider who only occasionally dabbles in PVP - ie a Telvar ATM for real PVPers - the people who participate in PVP find the teamwork, stress, and strategy of PVP to be fun and fulfilling just like I enjoy the teamwork, strategy and stress of a hard mode trial. Just because a large part of the playerbase chooses not to engage in an activity doesn't mean it doesn't deserve support and attention from the neglectful parent known as ZoS. I also think the declining numbers in PVP are directly attributable to the lack of new content and attention from ZoS. So making PVP appealing to PVE players isn't the solution to declining PVP numbers; making PVP more appealing to those who want a PVP experience and supporting that experience with new content is the answer to declining PVP numbers.