SBR_QuorTek wrote: »Then lol this... I believe both yes and no voters are morons (including myself).... let the developers decide what they want to do and we should have no say to it... other then proposing actual fixes and letting them know about certain problems.
I just can't see why you'd want to REMOVE variables from pvp by making it structured like an arena. It's just (simply put) a small room, so no unexpected use of terrain, no unexpected adds, allways the same cookie cutter builds etc.
And in an MMO too, which is inherently unbalanced. When I want this kind of gameplay (and I do, trust me), I'll go play a real competative FPS/RTS/MOBA.
But I give up, to each their own. You won't be seeing me in there though.
Its less skill 'cos higher amount of random players in the team. Example; in 4vs4 you need to know exactly what your teammates (also enemys) are up to, so you need to discus with them in VOIP. Bigger the team gets, harder it will be discus what you do and when. With bigger zergs you can only discus where to go and what to do. Hard to say who to target (if there is 30player zerg against you) and harder to do max dps simultaneously on the target.
I'am also playing with group of 4. Rarely get "good" fights in Cyrodiil (Auriel's Bow and Dawnbreaker). Mostly someone ambush us or we do it to someone else. Also, sometimes when you get good 2vs2 with someone it turns to be 2vs50.
That last sentence is just rubbish. I can already see how zergfights are won by who only spamms impulse, AOEs, and ultimates fastest..
I still see no good reason to leave out Arena from this game. If Cyrodiil is going to be only PvP, even more players will quit. Hopefully ZOS realises this before its too late.
Imperator_Clydus wrote: »There's a key word in what you just said. "Bigger the team gets, harder it will be discus what you do and when." You just indirectly said that running a large group is actually harder, because of the amount of communication in voice chat needed and coordination. This is where the fallacy lies that "zergs are for bads." It's a lot easier to organize four people versus organizing twenty four.
Imperator_Clydus wrote: »I don't know if you are on the NA or EU megaserver, but on NA, Auriel's Bow is lopsided and Dawnbreaker is dead. You'll need to go to a campaign with more lively competition if you want more action.
[/quote]Imperator_Clydus wrote: »A traditional arena like WoW would not work in ESO. Cyrodiil will thrive and excel as long as ZOS resolves the many issues with it. Thankfully, most of those are easy to fix with removing campaigns, increasing transfer costs, limiting guesting, and forcing players to commit to one campaign and staying.
fredthementenrb18_ESO wrote: »
Yes, it is harder. Thats my point. There is 30 players in your group and 20 randoms teammates run next to you, how do you decide to do max DPS to single target at once? You write it fast to chat and assume everyone reads it? Half of the teammates are just running around, having no interest of helping.
I play on EU server and these 2 campaign's have most players on them. After sometime Cyrodiil starts to feel really boring place to be. Even daily Q's are always the same..
I see your point, but i personally think that there is no logic to leave arena out of the game. If they continue with Cyrodiil only even more players will quit. I dont want to play arena as compentive game mode (No need for lots of XP or gold, some title is good enough). Something to do when you have small group. Now you can only do same old daily Q's at Cyrodiil (And wait hours to get decent fight) or group dungeons that you have done 100 times.
camelot unchained
... so your reasoning is that rewards and ratings and seasons would make arenas short lived.
ok... so no rewards given. competition and bragging rights only.
done, solved. gee that was hard.
Imperator_Clydus wrote: »I just can't see why you'd want to REMOVE variables from pvp by making it structured like an arena. It's just (simply put) a small room, so no unexpected use of terrain, no unexpected adds, allways the same cookie cutter builds etc.
And in an MMO too, which is inherently unbalanced. When I want this kind of gameplay (and I do, trust me), I'll go play a real competative FPS/RTS/MOBA.
But I give up, to each their own. You won't be seeing me in there though.
There is a lot of wisdom in this post. Players keep on saying arenas require so much "skill" and are "challenging" and "rewarding." The question I have to ask is have you ever actually participated competitively in any arena in an MMO? We can even throw battlegrounds in as well to widen the range.
There is nothing competitive about this game type. It's nothing more than OP composition vs OP composition and who is better at spamming keys. To say this is skill in any regard is honestly embarrassing. If there was only one class with one build and everyone was on the same playing field, then we might be able to argue some level of skill being present.
But with the nature of MMOs, especially a sandbox, where an infinite amount of possibilities and hybrids can be developed, skill goes out the window. Arenas are best in FPS/RTS/MOBA like the poster above suggested. They rarely work in MMOs, especially if they are not part of the original vision for the game.
JoseDelgadoCub17_ESO wrote: »RvR is just spamming AoE and oil.
Edit: all the biggest PvP games are structured PvP. DAOC never hit the numbers LoL, DoTA, CoD and etc will hit because the majority prefers structured PvP. Period.