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Roleplaying, PvP/PK in a Persistent, Lore-Rich World: A Sorely Missed Opportunity

rb2001
rb2001
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Hi everyone,

I like to keep my idea threads simple and to the point: I feel like an overwhelmingly great heap of potential is currently missing within ESO (and it could be added).

In a world that has lore, players, factions, opposing forces of many kinds, different types of cultists, enemies, etc., we are given the most generic type of PvP possible: Covenant-based capture the flag in a totally separate area.

Imagine, if you will, that those pesky, super-dangerous necromancer groups you keep getting told about were actually also played by other players. It would be a faction.

This is not a new concept. Every MUD has this. It works. Every player can start and become whatever they want. You could become one of those Red Rooks, and waylay travelers in the woods. You could join the daedra summoners. You could follow Faolchu.

The potential is endless.
The lag would be less.
The spread (ok PK and zone usage) would be greater.
The world would be more dynamic and surprising.
You would have new things happening in old zones.
The use of the rich lore would be higher, because players could -be- these things that we fight and hear about.
The roleplay would be greater.
The flow of economy and player-player interactions would be much more rich.

The systems would self-regulate and we would have an actual world, rather than just having to pop over to some other area and enter a war that you may have no personal interest in.

Every player would have freedom to do what they want to do, instead of being essentially formed into the "hero role" and all be the same as each other, with no one to fight but hapless npcs. Those could be other players in other walks of life.

There is a lot more that could be said on this.

Thanks for reading.
  • Hexyl
    Hexyl
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    Yeah..
    I have a dream about an open world and cross faction and a pvp megaserver..
  • Romo
    Romo
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    Just no to Pvp in the open world.

    If enough peeps want it, just demand a totally separate PvP server..... where gankers can just gank each other.
  • rb2001
    rb2001
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    Romo wrote: »
    Just no to Pvp in the open world.

    If enough peeps want it, just demand a totally separate PvP server..... where gankers can just gank each other.

    I have personal experience with, and understand your concerns, but they are not without solutions.
  • Sallington
    Sallington
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    Romo wrote: »
    Just no to Pvp in the open world.

    If enough peeps want it, just demand a totally separate PvP server..... where gankers can just gank each other.

    I'd sub twice for a PvP server.
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • rb2001
    rb2001
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    It boggles the mind that players are okay with walking into the woods knowing that bandits are there, but not if they are player controlled.

    Fears of "ganking", etc. are not a valid reason for these to not be players. Those issues can be handled.

    It seems to me like everyone is okay with the opposition being really stupid, mindless npc mobs who they can easily thwart, and is afraid of real challenge from other humans, but then at the same time, everyone I talk to complains that the game is too easy..
  • MornaBaine
    MornaBaine
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    Just give us dueling and area fighting ZOS and be done with it! Though it would be awesome if you could form a group and flag yourself for PvP and other groups could do the same. Then you could have squads of people killing each other all over the place with the exception of city hubs and inside buildings. Having these things would add IMMEASURABLY to roleplay and immersion and would just be a lot of fun for people in general who enjoy PvP.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • RDMyers65b14_ESO
    RDMyers65b14_ESO
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    rb2001 wrote: »
    Hi everyone,

    I like to keep my idea threads simple and to the point: I feel like an overwhelmingly great heap of potential is currently missing within ESO (and it could be added).

    In a world that has lore, players, factions, opposing forces of many kinds, different types of cultists, enemies, etc., we are given the most generic type of PvP possible: Covenant-based capture the flag in a totally separate area.

    Imagine, if you will, that those pesky, super-dangerous necromancer groups you keep getting told about were actually also played by other players. It would be a faction.

    This is not a new concept. Every MUD has this. It works. Every player can start and become whatever they want. You could become one of those Red Rooks, and waylay travelers in the woods. You could join the daedra summoners. You could follow Faolchu.

    The potential is endless.
    The lag would be less.
    The spread (ok PK and zone usage) would be greater.
    The world would be more dynamic and surprising.
    You would have new things happening in old zones.
    The use of the rich lore would be higher, because players could -be- these things that we fight and hear about.
    The roleplay would be greater.
    The flow of economy and player-player interactions would be much more rich.

    The systems would self-regulate and we would have an actual world, rather than just having to pop over to some other area and enter a war that you may have no personal interest in.

    Every player would have freedom to do what they want to do, instead of being essentially formed into the "hero role" and all be the same as each other, with no one to fight but hapless npcs. Those could be other players in other walks of life.

    There is a lot more that could be said on this.

    Thanks for reading.


    As someone with 20 years of experience on MU*s, I can tell you except for one system, everything you have stated is already in the game. There is a large RP community already on the game ranging from Dark Brotherhood to the priesthood. I personally know people who play worm cultists. The only thing really missing is a action resolve system (ie, dice) although rolz.org and there is a player made DM system are utilized. Housing would go a long way on the game to help but except for the dice system, everything you have wanted is already here. Mind you, it's all consent based.

    Check out teso-rp.enjin.com and you can see all of this for yourself.
  • Sallington
    Sallington
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    rb2001 wrote: »
    It boggles the mind that players are okay with walking into the woods knowing that bandits are there, but not if they are player controlled.

    Fears of "ganking", etc. are not a valid reason for these to not be players. Those issues can be handled.

    It seems to me like everyone is okay with the opposition being really stupid, mindless npc mobs who they can easily thwart, and is afraid of real challenge from other humans, but then at the same time, everyone I talk to complains that the game is too easy..

    People are cool with an NPC killing them, but not another player because that hurts their ego.
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • rb2001
    rb2001
    ✭✭✭✭
    rb2001 wrote: »
    Hi everyone,

    I like to keep my idea threads simple and to the point: I feel like an overwhelmingly great heap of potential is currently missing within ESO (and it could be added).

    In a world that has lore, players, factions, opposing forces of many kinds, different types of cultists, enemies, etc., we are given the most generic type of PvP possible: Covenant-based capture the flag in a totally separate area.

    Imagine, if you will, that those pesky, super-dangerous necromancer groups you keep getting told about were actually also played by other players. It would be a faction.

    This is not a new concept. Every MUD has this. It works. Every player can start and become whatever they want. You could become one of those Red Rooks, and waylay travelers in the woods. You could join the daedra summoners. You could follow Faolchu.

    The potential is endless.
    The lag would be less.
    The spread (ok PK and zone usage) would be greater.
    The world would be more dynamic and surprising.
    You would have new things happening in old zones.
    The use of the rich lore would be higher, because players could -be- these things that we fight and hear about.
    The roleplay would be greater.
    The flow of economy and player-player interactions would be much more rich.

    The systems would self-regulate and we would have an actual world, rather than just having to pop over to some other area and enter a war that you may have no personal interest in.

    Every player would have freedom to do what they want to do, instead of being essentially formed into the "hero role" and all be the same as each other, with no one to fight but hapless npcs. Those could be other players in other walks of life.

    There is a lot more that could be said on this.

    Thanks for reading.


    As someone with 20 years of experience on MU*s, I can tell you except for one system, everything you have stated is already in the game. There is a large RP community already on the game ranging from Dark Brotherhood to the priesthood. I personally know people who play worm cultists. The only thing really missing is a action resolve system (ie, dice) although rolz.org and there is a player made DM system are utilized. Housing would go a long way on the game to help but except for the dice system, everything you have wanted is already here. Mind you, it's all consent based.

    Check out teso-rp.enjin.com and you can see all of this for yourself.

    It's good to know, and all the more reason that this should be implemented mechanically. I am personally not interested in the freeform MUSH style creation that is not within mechanics.
    Edited by rb2001 on July 1, 2015 6:07PM
  • rb2001
    rb2001
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    Sallington wrote: »
    rb2001 wrote: »
    It boggles the mind that players are okay with walking into the woods knowing that bandits are there, but not if they are player controlled.

    Fears of "ganking", etc. are not a valid reason for these to not be players. Those issues can be handled.

    It seems to me like everyone is okay with the opposition being really stupid, mindless npc mobs who they can easily thwart, and is afraid of real challenge from other humans, but then at the same time, everyone I talk to complains that the game is too easy..

    People are cool with an NPC killing them, but not another player because that hurts their ego.

    They should get over it.
  • LegionIsAll
    The small group of guys playing together would be screwed. Also the lone wolf . These two things make up most of the players in the game. Big groups would camp quest waiting to take out these small groups of people . It would be abused to high hell . Also to be honest I prefer to be what I make it not have to look like the others because it is part of lore
  • JamilaRaj
    JamilaRaj
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    rb2001 wrote: »
    Sallington wrote: »
    rb2001 wrote: »
    It boggles the mind that players are okay with walking into the woods knowing that bandits are there, but not if they are player controlled.

    Fears of "ganking", etc. are not a valid reason for these to not be players. Those issues can be handled.

    It seems to me like everyone is okay with the opposition being really stupid, mindless npc mobs who they can easily thwart, and is afraid of real challenge from other humans, but then at the same time, everyone I talk to complains that the game is too easy..

    People are cool with an NPC killing them, but not another player because that hurts their ego.

    They should get over it.

    But they would quit instead and go play something else. The idea that they could be killed anytime, anywhere is simply too much for many (including those that would describe themselves as PvPers), it would scare them off and the suits would be in turn scared off by scaring off players.
    Also note that, unlike MUDs, the game is P2W now; open PvP would be fun for whales, not so much for the rest.
  • GreySix
    GreySix
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    Second the recommendation for a PvP server, opening the entire world of Tamriel to those wanting PvP.
    Crotchety Old Man Guild

    "Hey you, get off my lawn!"
  • rb2001
    rb2001
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    JamilaRaj wrote: »
    rb2001 wrote: »
    Sallington wrote: »
    rb2001 wrote: »
    It boggles the mind that players are okay with walking into the woods knowing that bandits are there, but not if they are player controlled.

    Fears of "ganking", etc. are not a valid reason for these to not be players. Those issues can be handled.

    It seems to me like everyone is okay with the opposition being really stupid, mindless npc mobs who they can easily thwart, and is afraid of real challenge from other humans, but then at the same time, everyone I talk to complains that the game is too easy..

    People are cool with an NPC killing them, but not another player because that hurts their ego.

    They should get over it.

    But they would quit instead and go play something else. The idea that they could be killed anytime, anywhere is simply too much for many (including those that would describe themselves as PvPers), it would scare them off and the suits would be in turn scared off by scaring off players.
    Also note that, unlike MUDs, the game is P2W now; open PvP would be fun for whales, not so much for the rest.

    You raise good points.

    I wish people would be man enough to live with their choices (e.g. failure to consider the road ahead, go out unprepared, etc.), and just.. accept it. Everyone is so entitled ("I get to win, I bought the game I get to be awesome").
  • JD2013
    JD2013
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    GreySix wrote: »
    Second the recommendation for a PvP server, opening the entire world of Tamriel to those wanting PvP.

    Absolutely not. The servers barely handle the strain as it is.

    However I would be all for neutral zones with quests for all three alliances with PVP that can be flagged or unflagged, maybe an arena and something that all factions can fight over.

    And as a change, maybe something that the alliances have to fight together for.
    Edited by JD2013 on July 1, 2015 6:58PM
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

    Elder of The Black
    Order of Sithis
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    @TamrielTraverse - For Tamriel related Twitter shenanigans!
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    Crafting bag OP! ZOS nerf pls!
  • J2JMC
    J2JMC
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    rb2001 wrote: »
    [

    They should get over it.

    They do. They go play another game. Then people like you go to said games and complain there is no open world pvp. Even though you left a game that had exactly what you wanted.

    You know there isn't open world pvp. You believe that the majority of the players don't want open-pvp. Yet, you expect a company to implement something you believe a majority of the players do not want?

    I'm always amazed, even though I should be used to it by now, how people can get mad when others don't like playing the game the way they do. Especially when the game doesn't support the play style in the first place. Why buy the game knowing it wasn't going to have what you were looking for? I don't join open world pvp games and post on their forums about how things should be pve.

    Romo wrote: »
    Just no to Pvp in the open world.

    If enough peeps want it, just demand a totally separate PvP server..... where gankers can just gank each other.

    That's the thing. Gankers don't want to gank each other. Too difficult. They just form groups and then just go on about how "rewarding" and "challenging" it was to kill a player mining a rock lol. There's a reason a lot of them don't play in actual open world pvp games. At least not without a guild.
    Edited by J2JMC on July 1, 2015 7:58PM
    Knee Jerk, L2P, Obtuse, Casual, Entitled, All The Best, unnecessary mention of CoD

    Battle leveling for pve content defeats the idea of progression. Remove CP

    "Apparently the players are more informed than we are"-Richard Lambert

  • rb2001
    rb2001
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    J2JMC wrote: »
    rb2001 wrote: »
    [

    They should get over it.

    They do. They go play another game. Then people like you go to said games and complain there is no open world pvp. Even though you left a game that had exactly what you wanted.

    You know there isn't open world pvp. You believe that the majority of the players don't want open-pvp. Yet, you expect a company to implement something you believe a majority of the players do not want?

    I'm always amazed, even though I should be used to it by now, how people can get mad when others don't like playing the game the way they do. Especially when the game doesn't support the play style in the first place. Why buy the game knowing it wasn't going to have what you were looking for? I don't join open world pvp games and post on their forums about how things should be pve.

    Romo wrote: »
    Just no to Pvp in the open world.

    If enough peeps want it, just demand a totally separate PvP server..... where gankers can just gank each other.

    That's the thing. Gankers don't want to gank each other. Too difficult. They just form groups and then just about how "rewarding" and "challenging" it was to kill a player mining a rock lol. There's a reason a lot of them don't play in actual open world pvp games. At least not without a guild.

    You make good points ("I don't join open world pvp games and post on their forums about how things should be pve."). The thing is, ESO is sort of a hybrid of many things. It does have PVE. It does offer a rich world for RP. It does offer PVP. It could offer open world PVP.

    You make a few assumptions about me that aren't true. For instance, I'm not the type to leave games for a few things that I don't like.

    I pick a game that I research and know I will love, and then I play that until completion. With ESO, I'm in it for the long haul, even if there are a lot of things that I would be happy to see changed.

    My intent isn't to make ESO not what it is, but it is to try to shape it toward a direction that I like.

    Truly, if enough of the active players want that, then there will be 10000 agrees on the thread, and maybe it'll get into the developer's lap, or that might not happen, and that's fine, too, because I'm still here enjoying the game.

    With ESO in particular, I bought the game because I knew that I would love 90%+ of it, and I do, but it doesn't hurt to throw an idea out that I honestly believe is a missed opportunity.
  • JamilaRaj
    JamilaRaj
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    rb2001 wrote: »
    The thing is, ESO is sort of a hybrid of many things. It does have PVE. It does offer a rich world for RP. It does offer PVP. It could offer open world PVP.

    Ironically, ESO's PvP component is so well separated from the rest of the game (pretty much the only thing that connects it are PvP buffs that carry over to PvE as well, but that was stupid design decision and will be reverted according to Brian Wheeler) that it proves ZOS's general intent to make a game for masses, contrary to making open PvP and therefore more niche game.
  • rb2001
    rb2001
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    JamilaRaj wrote: »
    rb2001 wrote: »
    The thing is, ESO is sort of a hybrid of many things. It does have PVE. It does offer a rich world for RP. It does offer PVP. It could offer open world PVP.

    Ironically, ESO's PvP component is so well separated from the rest of the game (pretty much the only thing that connects it are PvP buffs that carry over to PvE as well, but that was stupid design decision and will be reverted according to Brian Wheeler) that it proves ZOS's general intent to make a game for masses, contrary to making open PvP and therefore more niche game.

    Yeah, it's tacked on. It's like a minigame thrown on at the end. "Campaign" -- what in Oblivion.. Ah, a man can dream.
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