There is nothing stopping them from being able to do it from a technical standpoint, but from a economical standpoint it would be a huge waste of resources, time and effort due to the PvP population being a kekwew level of small when compared to the mainstay casual pve side of things
Do you mean why can't they allow players to choose between a pure PvP version of the game (or possibly PvPvE) and a pure PvE one?
I suspect they can, but choose not to because it's proven unpopular in other games. There's relatively few people who only ever play PvP or never play PvP under any circumstances so completely separating them inconveniences more people than it benefits. Even if you can still play on both the need to have seperate characters, log out of one server and into the other (and for ESO having crown store purchases separated by server) makes it more annoying, and less likely people who only rarely play PvP (or PvE) will bother.
What we've got now is basically a more convenient version of that. PvP and PvE are still seperate - you'll never accidentally find yourself in the wrong type of zone, but it's also easy to move between them on any character you want.
Do you mean why can't they allow players to choose between a pure PvP version of the game (or possibly PvPvE) and a pure PvE one?
I suspect they can, but choose not to because it's proven unpopular in other games. There's relatively few people who only ever play PvP or never play PvP under any circumstances so completely separating them inconveniences more people than it benefits. Even if you can still play on both the need to have seperate characters, log out of one server and into the other (and for ESO having crown store purchases separated by server) makes it more annoying, and less likely people who only rarely play PvP (or PvE) will bother.
What we've got now is basically a more convenient version of that. PvP and PvE are still seperate - you'll never accidentally find yourself in the wrong type of zone, but it's also easy to move between them on any character you want.
Exactly. In summary, because essentially no one would use it.
Do you mean why can't they allow players to choose between a pure PvP version of the game (or possibly PvPvE) and a pure PvE one?
I suspect they can, but choose not to because it's proven unpopular in other games. There's relatively few people who only ever play PvP or never play PvP under any circumstances so completely separating them inconveniences more people than it benefits. Even if you can still play on both the need to have seperate characters, log out of one server and into the other (and for ESO having crown store purchases separated by server) makes it more annoying, and less likely people who only rarely play PvP (or PvE) will bother.
What we've got now is basically a more convenient version of that. PvP and PvE are still seperate - you'll never accidentally find yourself in the wrong type of zone, but it's also easy to move between them on any character you want.
Exactly. In summary, because essentially no one would use it.
No one? How you know that?
Albion Online, has 8k players on steam only. ESO has 13k
A little game that can't crutch on a big IP and has full loot pvp zones and is pvp centric has 8k players.
Those numbers don't prove anything on their own... of the 8k players of Albion, how many do actually engage in PvP or even enter the PvP zones at all?
New World, for example, has supposedly 12k players and while wars frequently happen, you rarely see anyone flagged for PvP in the world unless an "influence race" happens. And even then, the number of people flagging is limited.
A PvP server simply wouldn't be economically viable.
Veryamedliel wrote: »Do you mean why can't they allow players to choose between a pure PvP version of the game (or possibly PvPvE) and a pure PvE one?
I suspect they can, but choose not to because it's proven unpopular in other games. There's relatively few people who only ever play PvP or never play PvP under any circumstances so completely separating them inconveniences more people than it benefits. Even if you can still play on both the need to have seperate characters, log out of one server and into the other (and for ESO having crown store purchases separated by server) makes it more annoying, and less likely people who only rarely play PvP (or PvE) will bother.
What we've got now is basically a more convenient version of that. PvP and PvE are still seperate - you'll never accidentally find yourself in the wrong type of zone, but it's also easy to move between them on any character you want.
Exactly. In summary, because essentially no one would use it.
No one? How you know that?
Albion Online, has 8k players on steam only. ESO has 13k
A little game that can't crutch on a big IP and has full loot pvp zones and is pvp centric has 8k players.
He/she should have said "almost no one'. And that's relative to the amount of PvE players. Other than that, I think he has a point. The cost of a separate PVP server simply won't justify the gains, if any are to be had at all.
Your Steam player base arguments are irrelevant to the subject. ESO is simply not a PvP game and most likely never will be. You're comparing apples to bananas.
Those numbers don't prove anything on their own... of the 8k players of Albion, how many do actually engage in PvP or even enter the PvP zones at all?
New World, for example, has supposedly 12k players and while wars frequently happen, you rarely see anyone flagged for PvP in the world unless an "influence race" happens. And even then, the number of people flagging is limited.
A PvP server simply wouldn't be economically viable.
Do you even know the game? Have you ever played it?
Seems to me a lot of you have your agenda, continue to say that a PvP sever is not viable because you don't want that to happen.
Don't worry, they will never do it, but saying that there aren't many people interested in good PvP out there is totally false.
What does even mean ESO is not a PvP game? A game is what developers offer, they could totally offer interesting PvP in ESO.
That would require some resource investment, it's clear they are happy with investing little resource just to mantain the playerbase that spend money in clown crates and just want a casual theme park.
There are different developers instead that have a greater vision, just to name one, BDO, a totally not PvP centric game, has just introduced a new 300Vs300 PvP mode.
Do you mean why can't they allow players to choose between a pure PvP version of the game (or possibly PvPvE) and a pure PvE one?
I suspect they can, but choose not to because it's proven unpopular in other games. There's relatively few people who only ever play PvP or never play PvP under any circumstances so completely separating them inconveniences more people than it benefits. Even if you can still play on both the need to have seperate characters, log out of one server and into the other (and for ESO having crown store purchases separated by server) makes it more annoying, and less likely people who only rarely play PvP (or PvE) will bother.
What we've got now is basically a more convenient version of that. PvP and PvE are still seperate - you'll never accidentally find yourself in the wrong type of zone, but it's also easy to move between them on any character you want.
Exactly. In summary, because essentially no one would use it.
@majulook Interesting explanation.
So if I get this right, the fundamental difference between PvE zones and Cyrodiil is that the PvE zones do not have a map-state that is shared between all players in that zone, whereas Cyrodiil campaigns by necessity do. As a result, PvE players can be distributed over parallel worlds almost seamlessly, but PvP players cannot. Add to that the extra workload of combat interaction between players and it is easy to see why a PvP zone would have to be differently provisioned altogether. But is it, technically speaking? Or is it just a zone like all others, except way over-stressed?
Those numbers don't prove anything on their own... of the 8k players of Albion, how many do actually engage in PvP or even enter the PvP zones at all?
New World, for example, has supposedly 12k players and while wars frequently happen, you rarely see anyone flagged for PvP in the world unless an "influence race" happens. And even then, the number of people flagging is limited.
A PvP server simply wouldn't be economically viable.
SaffronCitrusflower wrote: »Do you mean why can't they allow players to choose between a pure PvP version of the game (or possibly PvPvE) and a pure PvE one?
I suspect they can, but choose not to because it's proven unpopular in other games. There's relatively few people who only ever play PvP or never play PvP under any circumstances so completely separating them inconveniences more people than it benefits. Even if you can still play on both the need to have seperate characters, log out of one server and into the other (and for ESO having crown store purchases separated by server) makes it more annoying, and less likely people who only rarely play PvP (or PvE) will bother.
What we've got now is basically a more convenient version of that. PvP and PvE are still seperate - you'll never accidentally find yourself in the wrong type of zone, but it's also easy to move between them on any character you want.
Exactly. In summary, because essentially no one would use it.
In 2014-2015 the population cap in Cyrodiil was 600/faction, and the campaigns still pop locked during prime time. The demand for Cyrodiil PvP has not changed since then. What's changed is support from ZOS for the zone has declined so far that it drove the PvP player population away from the game. Now the population caps are 60-80/faction and still performance is bad. It doesn't have to be this way, and if ZOS put in the effort and the server support many PvP players would come back to the game very quickly if Cyodiil went back to working even a fraction as good as it used to.
The problem absolutely is not that people wouldn't fill up the zone if performance and population caps of old were restored, the problem is that ZOS doesn't support the zone so players have given up hope that ZOS will ever again support the zone and have left the game as a result.
valenwood_vegan wrote: »I'm not sure if the topic here involves devoting more server resources to existing pvp or adding a "new" eso server where pvp is enabled everywhere?
I'm not much of a pvp'er but even I can agree that it could use more resources.
But if we're talking about the latter, it would be way more involved then just flipping a switch - the regular pve zones were not designed to accommodate pvp. Some examples: There are no pvp objectives or chokepoints... mostly just quests... but who is going to go on a pvp server to quest when you could get ganked at any time while in a quest dialogue? So what would people even do? Just run around in circles looking for other players to fight on a giant map? The world is gigantic and the pvp population is not - it would probably be hard to find anyone.
There are no provisions for "safe" areas in which to respawn / craft / interact with merchants. Players can move in and out of different instances depending on their current quest state in that area, or can walk into a dungeon or delve or a new zone at will (which could be used to easily "escape" from others). There are tons of loading screens. Players can group with others of opposing factions. PvP occurring in the middle of and interrupting quests (which are much more complex than the ones in cyro) has a high potential to lead to broken quest states. Pvp among a large number of NPC's and in more detailed environments (as compared to cyro) could cause significant performance issues. Etc., etc.
I'm not really going to get into the argument over whether it would be popular to have an open-world pvp server other than to say I wouldn't go anywhere near such a thing, just wanted to point out that it would require a lot of development work beyond "here, pvp is enabled now".
valenwood_vegan wrote: »I'm not sure if the topic here involves devoting more server resources to existing pvp or adding a "new" eso server where pvp is enabled everywhere?
I'm not much of a pvp'er but even I can agree that it could use more resources.
But if we're talking about the latter, it would be way more involved then just flipping a switch - the regular pve zones were not designed to accommodate pvp. Some examples: There are no pvp objectives or chokepoints... mostly just quests... but who is going to go on a pvp server to quest when you could get ganked at any time while in a quest dialogue? So what would people even do? Just run around in circles looking for other players to fight on a giant map? The world is gigantic and the pvp population is not - it would probably be hard to find anyone.
There are no provisions for "safe" areas in which to respawn / craft / interact with merchants. Players can move in and out of different instances depending on their current quest state in that area, or can walk into a dungeon or delve or a new zone at will (which could be used to easily "escape" from others). There are tons of loading screens. Players can group with others of opposing factions. PvP occurring in the middle of and interrupting quests (which are much more complex than the ones in cyro) has a high potential to lead to broken quest states. Pvp among a large number of NPC's and in more detailed environments (as compared to cyro) could cause significant performance issues. Etc., etc.
I'm not really going to get into the argument over whether it would be popular to have an open-world pvp server other than to say I wouldn't go anywhere near such a thing, just wanted to point out that it would require a lot of development work beyond "here, pvp is enabled now".
No, I'm talking about a specific Cyrodiil-server or PvP-server where it includes Cyrodiil, Imperial City and Battlegrounds. It would also allow ZOS to separate the functions of skills and gear, to not nerf or improve them to absurd levels.