Ouch. It's not very often one is accused of griefing when one is playing the game entirely as intended.Those blocking the PvP players from entering the region while refusing to take part in the designated purpose of the map are griefing, as simple as that. Griefing is a banable offense.
I'm the same. I've tried to participate in attacks/defences recently, but the lag has forced me to skirt around them most of the time and stay away from the big battles. I'm also hopeless at 1v1 against players, so I do admit to trying to avoid PvP when I'm in Cyrodiil right now. I can't participate in the sieges because of the lag, I can't hold my own in a 1v1, so PvE is all that is left to me in Cyrodiil.As an EP player on Azuras star EU, and one who prefers PVE for many reasons, I gotta say I wont be stopping just because of this thread. I always try to take part if I see a keep or resource being attacked, but lately there hasn't been any.
Fact is, my character is VR4, so I can't really take on the NPC guards unless its one on one, let alone another real player. I would love it if there was a PVE campaign for those who want to do the PVE elements in Cyrodil...but it will be a while before I can afford to buy my way out of Azuras star anyway. But if there was one, I'd rather be there instead.
@pppontus what's that add-on you have there where you have "Fort Warden Nave has been taken by [faction]"?
Keeping PvE in Cyrodiil keeps the population spread out and gives reason for ganking and assassination. On the other hand, the server can't handle it yet, just because of a lot of AoE math going on for the other side of the aisle.bloodenragedb14_ESO wrote: »bloodenragedb14_ESO wrote: »While i wouldnt mind a pve only campaign of cyrodiil, i understand that is apart of the game, and if i have the upper hand, i will indeed also attack the enemy faction member.
What i was referring to, SHADOW2KK, what the OP's comments on removing the pve from cyrodiil entirely, completely disregarding he only represents one demographic that plays this game.
This is not just a mmo, indeed, before it is a mmo, it is a Elder Scrolls game, set in TES world. More than just a handful of players play the game just for that reason. And in TES, exploration has always been the biggest part of the series, sidequests, bits of lore in books, random stories in notes, and in more recent games, hunting deer and other wildlife for pelts or souls.
cyrodiil represents not only pvp, but the only place currently ingame that scales lower level players to be able to tackle the pve elements within cryodiil, allowing friends of differing levels to have a fullfilling pve experiance, allowing rp'ers to have a fullfilling dungeon delve or what have you.
cyrodiil is much more than pvp. and its time close minded players, not unlike the OP, acknowledge that.
Aye very true, well said.
As long as PvE, RP peeps take into account, as you have, that they are in mortal danger for the duration of time they spend in Cyrodill from other players as it is a war zone and to be careful.
Some of the schism between PvE and PvP peeps, and I must admit, it irritates the hell out of me too, is a number of PvE people whine about having no buffs for PvE yet do nothing to help at all, in fact a good number do not go anywhere near Cyrodill and bleat about not having buffs, which really annoys me and others, and the PvE element who come in and not do even a token bit of support for their alliance.
As said, I do not have any problems with people role playing, sightseeing or w/e, but I do wish more people would give us a hand for the war as well, even a wee bit.
One of the reasons i wish a pve only campaign of cyrodiil would open up, would solve alot of this in my opinion. that way people who go to pvp, actually pvp, and we pve'ers or what have you, can have our own little cubbyhole to do our thing in.
Not everyone cares for the faction war, for roleplayers it goes deeper, those that wish to be neutral, its almost on the level of a second personality to not get involved.
I have characters in 2 of the 3 factions, and have played though them all what with cadwells gold and silver. I can honestly say from the beginning i didnt care for the faction war, or even pvp in general, i just want to roam free in cyrodiil, without the fear of getting ganked. I want to explore every nook and cranny, i want to roleplay on the borders of colovia, i want to have a pint in the tavern in chorral, i want to delve into the deepest parts of cyrodiil, all without being ganked every step of the way.
But i will never cry for the devs to remove pvp from cyrodiil, as the op has cried for hte removal of pve from cyrodiil..
The faction war is apart of this game, and the lag needs to be fixed for you guys, but not at the cost of removing things from cyrodiil, never that. They are just going to have to find a way to make it work, with all hte nuts and bolts. It may take a while, but the game is now B2P, you have access to cyrodiil no matter if you have a sub or not, BE PATIENT.
The current limit is more in the range of 200 per faction. Official numbers have been refused multiple times, so I cannot give a source.On the original issue:
- Cyrodiil Campaigns are limited at about 1800 players per Campaign, which is 600 players per alliance.
- Let's assume that was pre-nerf to the limit and it's now 1500 (500 per).
On this, read my posts again. Also, the original purpose of Cyrodiil is PvP. Confirmed by Developers, the purpose of Cyrodiil PvE is to drag people in there that would not originally be interested in PvP - it is a means to an end, even @Sharee confirmed this. The intent (like so many of ZOS, at least in my personal opinion) has failed. It only serves to create a rift in the player base as very much shown in this discussion.Ouch. It's not very often one is accused of griefing when one is playing the game entirely as intended.Those blocking the PvP players from entering the region while refusing to take part in the designated purpose of the map are griefing, as simple as that. Griefing is a banable offense.
@pppontus what's that add-on you have there where you have "Fort Warden Nave has been taken by [faction]"?
On the original issue:Since the initial issue in the OP is PvE players taking spaces in the Pop Counter, I raise you my oft-hated Alliance War Citizen suggestion again, with an additional part:
- Cyrodiil Campaigns are limited at about 1800 players per Campaign, which is 600 players per alliance.
- Let's assume that was pre-nerf to the limit and it's now 1500 (500 per).
- Under the above suggestion of Citizens, since they have their own zone chat channel and essentially function as a fourth faction, Citizens could be given their own pop cap of 300, which would restore the original 1800 players but not actually affect the current status of the three alliances' limits, thereby maintaining the reason ZOS reduced it. Then anyone who only wants to PvE in Cyrodiil would flag themselves as a Citizen and would not be taking up a spot in the faction's counter.
Confirmed by Developers, the purpose of Cyrodiil PvE is to drag people in there that would not originally be interested in PvP - it is a means to an end, even @Sharee confirmed this. The intent - like so many of ZOS - has failed.
Sure, which means that having PvE in Cyrodiil is intended, even if it's perhaps not being used as intended. What I was really griping at was your use of "griefing" to label players who are participating in a legitimate gameplay activity, as though they are maliciously restricting people who want to PvP.On this, read my posts again. Also, the original purpose of Cyrodiil is PvP. Confirmed by Developers, the purpose of Cyrodiil PvE is to drag people in there that would not originally be interested in PvP - it is a means to an end, even @Sharee confirmed this. The intent - like so many of ZOS - has failed. It only serves to create a rift in the player base as very much shown in this discussion.Ouch. It's not very often one is accused of griefing when one is playing the game entirely as intended.
The risk of PvP is still there; under my suggestion, Citizens have a yellow glow instead of a red glow, but can still be killed. The attacker just gets no AP for the kill, because they have killed someone who does not affect the war.The issue with your suggestion is that the rewards for Cyrodiil content is way too high for it not to include the risk of PvP. You can complete the quests in 30 seconds per quest and get a large amount of gold and xp, and the grinding spots are amazing in terms of XP. Which is a reward for players who go face the danger, and I love this aspect of Cyrodiil as it is what makes it "open world pvp" and not just siege keep, siege keep, siege keep. Don't get me wrong, I like the PvP as it is but it gets so repetetive - at which point you can go into a delve to get a buff and meanwhile kill some people farming there - etc.
Technically, it takes X more players to capture a keep than there are opposing players defending it (and depending on the individual player respectively group skill, X can be negative).Technically it only takes two skilled players to capture a keep. Even if we assume that PvE'rs make up a high percentage of cyrodiil's population(something i absolutely do not agree with), it would not interfere with the PvP'ers ability to capture anything. The only thing that interferes is having less PvP players actively participating in the siege than the opposition - but that is hardly the PvE contents' fault, as the PvE content affects both sides' amount of PvE'rs equally.
We are not talking about empty Cyrodiil and PvDoor.
That's exactly what i was saying. "The only thing that interferes [with a keep capture] is having less PvP players actively participating in the siege than the opposition". It does not matter how few of you there are (as long as it is not less than 2). Only thing that matters is that you either outnumber or outskill the opposition.
And neither of those two condition is lessened by the presence of PvE content in cyrodiil, because that content affects both sides equally.
It was your opinion which I was commenting on directly. If, as you say, ZOS' intention with this content was to get PvE players into Cyrodiil and encourage them to PvP, my opinion is that it is working as intended, so there's no need to change it. That's why I'm in Cyrodiil at all - came for the PvE, stayed for the PvP, recently abandoned the PvP because the lag makes it unplayable, now living off the PvE until the PvP is playable again.So a failed intent, or something not being used as intended, is reason enough to not change it? I don't understand you people. At all.
Rune_Relic wrote: »Technically, it takes X more players to capture a keep than there are opposing players defending it (and depending on the individual player respectively group skill, X can be negative).Technically it only takes two skilled players to capture a keep. Even if we assume that PvE'rs make up a high percentage of cyrodiil's population(something i absolutely do not agree with), it would not interfere with the PvP'ers ability to capture anything. The only thing that interferes is having less PvP players actively participating in the siege than the opposition - but that is hardly the PvE contents' fault, as the PvE content affects both sides' amount of PvE'rs equally.
We are not talking about empty Cyrodiil and PvDoor.
That's exactly what i was saying. "The only thing that interferes [with a keep capture] is having less PvP players actively participating in the siege than the opposition". It does not matter how few of you there are (as long as it is not less than 2). Only thing that matters is that you either outnumber or outskill the opposition.
And neither of those two condition is lessened by the presence of PvE content in cyrodiil, because that content affects both sides equally.
But faction dont PM each other and say...'hey we have 100 people playing PVE today so can you do the same'
kthnxbye
And there is a pop lock. If there is only 30 PVP players poplocked because everyone else PVE and the opposition has 60 PVP defending when 50% population there is nothing we can do except lose all keeps and resources.
We have lost the campaign by default because PVE tourists wont help....but pop lock the game.
Rune_Relic wrote: »Technically, it takes X more players to capture a keep than there are opposing players defending it (and depending on the individual player respectively group skill, X can be negative).Technically it only takes two skilled players to capture a keep. Even if we assume that PvE'rs make up a high percentage of cyrodiil's population(something i absolutely do not agree with), it would not interfere with the PvP'ers ability to capture anything. The only thing that interferes is having less PvP players actively participating in the siege than the opposition - but that is hardly the PvE contents' fault, as the PvE content affects both sides' amount of PvE'rs equally.
We are not talking about empty Cyrodiil and PvDoor.
That's exactly what i was saying. "The only thing that interferes [with a keep capture] is having less PvP players actively participating in the siege than the opposition". It does not matter how few of you there are (as long as it is not less than 2). Only thing that matters is that you either outnumber or outskill the opposition.
And neither of those two condition is lessened by the presence of PvE content in cyrodiil, because that content affects both sides equally.
But faction dont PM each other and say...'hey we have 100 people playing PVE today so can you do the same'.
I'm pretty much a PVP guy myself. Decided to actually try some PVE in Cyrodiil the other day yknow, just to get myself some xp...go into Bruma...boom, ganked. Let out an exasperated sigh, waited a few minutes, went back to Bruma. Tried sneaking this time. Boom, ganked again. Guess who's still not doing PVE content. Why does PVE in Cyrodiil even exist? You can't do any of the quests properly because gankers know that the questing zones are prime spots to pick off solo players, so what's the point?
I changed my mind. Since you are so adamant that the pop indicators are correct, the only explanation left is that half to three quarters of the population playing on EP Azura EU is doing dolmens or ERPing in some far out corner. Get rid of them. Remove any and all PvE content from Cyrodiil that may interest a PvE player in coming to that map for any purpose other than PvP. Also, remove all Skill Points from alliance ranks and make all Alliance Warfare skills only work in Cyrodiil. Remove all Skyshards, Quests, Delves, Dolmens, Achievements, Stories, POIs or whatever has nothing to do with the purpose of this map (and that I hope is PvP).
Alternatively and preferrable from my point of view is kick and ban every player that does not attack an opposing faction player within 15 minutes. That would also get rid of those just idling in keeps for dee ticks.
Yes, I'm slightly miffed at the game right now, but this opinion stands irrespective of my mental state. Do something.