Exactly, the IC is trying, rather poorly, to keep pve'ers and pvp'ers in the same area for as long as possible. Pvp players won't get the small scale skirmishes they want since there are npc's everywhere with pve'ers fighting them, and pve players won't be able to fight or explore the space in peace since they are almost defenseless against the better optimized pvp builds. At this rate the IC will please no one by trying to entertain everyone. My own opinion.
I will not be bothering to buy the IC DLC. I am happy for the PvP'ers to have this if they want it, but nothing will entice me to do PvP when I simply don't like it, and don't want to do it. If the Devs think that forcing people is a good idea, they live in a vastly different world to a great number of people.
Sithisvoid wrote: »They might as well make it hardcore so i can kill players in my alliance as well. Farm with them an hour then ice him and bounce.
mousekime111rwb17_ESO wrote: »Sithisvoid wrote: »They might as well make it hardcore so i can kill players in my alliance as well. Farm with them an hour then ice him and bounce.
And what pray-tell would be the point of that.
Exactly, the IC is trying, rather poorly, to keep pve'ers and pvp'ers in the same area for as long as possible. Pvp players won't get the small scale skirmishes they want since there are npc's everywhere with pve'ers fighting them, and pve players won't be able to fight or explore the space in peace since they are almost defenseless against the better optimized pvp builds. At this rate the IC will please no one by trying to entertain everyone. My own opinion.
I will not be bothering to buy the IC DLC. I am happy for the PvP'ers to have this if they want it, but nothing will entice me to do PvP when I simply don't like it, and don't want to do it. If the Devs think that forcing people is a good idea, they live in a vastly different world to a great number of people.
The funny thing is the IC looks more like a massive Pve public dungeon, that's in a pvp zone, unlocked by pvp means, with pvp enabled. Its almost like ZOS is saying "Pve'ers come here! New mobs to kill and stuff to grind!" just so they can line some easy kills up for the pvp player-base.
mousekime111rwb17_ESO wrote: »Sithisvoid wrote: »They might as well make it hardcore so i can kill players in my alliance as well. Farm with them an hour then ice him and bounce.
And what pray-tell would be the point of that.
sure thing so long as there's a 5000 gold bounty on killing other players of your own faction and a bank lock out period.Sithisvoid wrote: »mousekime111rwb17_ESO wrote: »Sithisvoid wrote: »They might as well make it hardcore so i can kill players in my alliance as well. Farm with them an hour then ice him and bounce.
And what pray-tell would be the point of that.
Realism
If this were an ideal world where everyone had the same resources maybe that would make sense.
But it isn't, and we don't. Someone who's based in Australia or New Zealand is operating at a significant disadvantage compared to an American in the same state as the US server. Someone using broadband is at a disadvantage over someone using fibre. These differences will be highlighted come the patch, because of the efforts to reduce PvP burst.
Should PvPers be rewarded for killing other players? Yes, absolutely. But connecting one players loss to another players gain directly makes every act in PvP no long 'just a game'. It's personal. You are actively and deliberately preventing their progression for the sake of your own enjoyment.
mousekime111rwb17_ESO wrote: »Exactly, the IC is trying, rather poorly, to keep pve'ers and pvp'ers in the same area for as long as possible. Pvp players won't get the small scale skirmishes they want since there are npc's everywhere with pve'ers fighting them, and pve players won't be able to fight or explore the space in peace since they are almost defenseless against the better optimized pvp builds. At this rate the IC will please no one by trying to entertain everyone. My own opinion.
I will not be bothering to buy the IC DLC. I am happy for the PvP'ers to have this if they want it, but nothing will entice me to do PvP when I simply don't like it, and don't want to do it. If the Devs think that forcing people is a good idea, they live in a vastly different world to a great number of people.
The funny thing is the IC looks more like a massive Pve public dungeon, that's in a pvp zone, unlocked by pvp means, with pvp enabled. Its almost like ZOS is saying "Pve'ers come here! New mobs to kill and stuff to grind!" just so they can line some easy kills up for the pvp player-base.
I for one have guilds with players who individually like either PVE or PVP and I can tell you right now I could EASILY get 6 people together (one standard PVE group with 2 dedicated PVPers as an escort) to run around and protect us while we farm TV stones, they still get credit for the PVE as part of the group and still get to enjoy a PVP experience, and I get to feel a little bit safer.
If this were an ideal world where everyone had the same resources maybe that would make sense.
But it isn't, and we don't. Someone who's based in Australia or New Zealand is operating at a significant disadvantage compared to an American in the same state as the US server. Someone using broadband is at a disadvantage over someone using fibre. These differences will be highlighted come the patch, because of the efforts to reduce PvP burst.
Should PvPers be rewarded for killing other players? Yes, absolutely. But connecting one players loss to another players gain directly makes every act in PvP no long 'just a game'. It's personal. You are actively and deliberately preventing their progression for the sake of your own enjoyment.
that my friend is called HIGH RISK VS REWARD. if you dont like pvp you have the option not to, you are not forced to do anything. You can complain all you want but im happy its 100% of tokens and hope it stays that way for the excitement of pvp
Sithisvoid wrote: »
Should PvPers be rewarded for killing other players? Yes, absolutely. But connecting one players loss to another players gain directly makes every act in PvP no long 'just a game'. It's personal. You are actively and deliberately preventing their progression for the sake of your own enjoyment.
That's the nature of competition. I read about people running trials with all their 8 characters, filling the leaderboards and thus preventing other players' progression (if by progression you mean gear rewards).
People who can't stand being killed simply won't be satisfied, it's irrelevant how many stones they gain or lose, they will only go there to do their chore, and leave as soon as possible.
All of those people scared of losing their rewards tend to think that reducing the loot to 50% will somehow improve their situation. It will not. Look, the guy who just killed you and robbed you of all your stones, can now lose them to someone else. If you reduced the loot to 50%, he would have 25% of your stones safe in his pocket, because his killer would only take 50% of his loot. So in effect, reducing loot to 50% gives the ganker a guaranteed reward for killing you. A system with lower risk will attract more gankers, not less.
Should PvPers be rewarded for killing other players? Yes, absolutely. But connecting one players loss to another players gain directly makes every act in PvP no long 'just a game'. It's personal. You are actively and deliberately preventing their progression for the sake of your own enjoyment.
That's the nature of competition. I read about people running trials with all their 8 characters, filling the leaderboards and thus preventing other players' progression (if by progression you mean gear rewards).
People who can't stand being killed simply won't be satisfied, it's irrelevant how many stones they gain or lose, they will only go there to do their chore, and leave as soon as possible.
All of those people scared of losing their rewards tend to think that reducing the loot to 50% will somehow improve their situation. It will not. Look, the guy who just killed you and robbed you of all your stones, can now lose them to someone else. If you reduced the loot to 50%, he would have 25% of your stones safe in his pocket, because his killer would only take 50% of his loot. So in effect, reducing loot to 50% gives the ganker a guaranteed reward for killing you. A system with lower risk will attract more gankers, not less.
I'd think something like 70-50% for player death and 35-25% for monster death. At 100 for player and 10 for monster seems like players would just rabbit for the nearest pack and let it kill them.
I'd think something like 70-50% for player death and 35-25% for monster death. At 100 for player and 10 for monster seems like players would just rabbit for the nearest pack and let it kill them.
and whats wrong with that? seems like a decent way to avoid getting ganked/ losing stones on top of multipple other ways of keeping your stones safe.
Too many PVers and carebears want everything for free, and casuals.. remember .. this is a PVP Expansion. Your option to OPT OUT is always there. You already get free TV stones from DAILYS and the QUESTLINE that are in boxes safe until you open them. Cant have your cake and eat it too.
I hope more people will see the major flaw in this system, least one of the major flaws I noticed. Pve builds are good at killing mobs, and mobs drop a lot of stones. Pvp builds can't kill mobs that well, but can easily kill poorly prepared players. If two players run into eachother, one with a pvp build and one with a pve build, but both with equal skill, who would win? This system is designed for players to farm each other, nothing more. Pve players simply loose all their progress and pvp players don't get the fair and engaging fights they are looking for.
I'd think something like 70-50% for player death and 35-25% for monster death. At 100 for player and 10 for monster seems like players would just rabbit for the nearest pack and let it kill them.
and whats wrong with that? seems like a decent way to avoid getting ganked/ losing stones on top of multipple other ways of keeping your stones safe.
Too many PVers and carebears want everything for free, and casuals.. remember .. this is a PVP Expansion. Your option to OPT OUT is always there. You already get free TV stones from DAILYS and the QUESTLINE that are in boxes safe until you open them. Cant have your cake and eat it too.
I'd think something like 70-50% for player death and 35-25% for monster death. At 100 for player and 10 for monster seems like players would just rabbit for the nearest pack and let it kill them.
and whats wrong with that? seems like a decent way to avoid getting ganked/ losing stones on top of multipple other ways of keeping your stones safe.
Too many PVers and carebears want everything for free, and casuals.. remember .. this is a PVP Expansion. Your option to OPT OUT is always there. You already get free TV stones from DAILYS and the QUESTLINE that are in boxes safe until you open them. Cant have your cake and eat it too.
Take it easy with the casual talk. I'm pretty casual and I love the idea. Gives us something to really fight over. Adds something to lose other than time of a long horse ride or some buffs that mean more to PvE players than to me. And as a casual player, fighting for someone else to be/stay emporer? All find and good but stones will be much more direct.
Machiavelli wrote: »I really like the dedication of the player base in the game. It really adds to the overall atmosphere of the game. From bloodfiend/werewolf killing in order to control the population of infected, to farming people for stones. The ruthlessness of it all builds a strong player base devoid of entitlement.
mousekime111rwb17_ESO wrote: »Exactly, the IC is trying, rather poorly, to keep pve'ers and pvp'ers in the same area for as long as possible. Pvp players won't get the small scale skirmishes they want since there are npc's everywhere with pve'ers fighting them, and pve players won't be able to fight or explore the space in peace since they are almost defenseless against the better optimized pvp builds. At this rate the IC will please no one by trying to entertain everyone. My own opinion.
I will not be bothering to buy the IC DLC. I am happy for the PvP'ers to have this if they want it, but nothing will entice me to do PvP when I simply don't like it, and don't want to do it. If the Devs think that forcing people is a good idea, they live in a vastly different world to a great number of people.
The funny thing is the IC looks more like a massive Pve public dungeon, that's in a pvp zone, unlocked by pvp means, with pvp enabled. Its almost like ZOS is saying "Pve'ers come here! New mobs to kill and stuff to grind!" just so they can line some easy kills up for the pvp player-base.
I for one have guilds with players who individually like either PVE or PVP and I can tell you right now I could EASILY get 6 people together (one standard PVE group with 2 dedicated PVPers as an escort) to run around and protect us while we farm TV stones, they still get credit for the PVE as part of the group and still get to enjoy a PVP experience, and I get to feel a little bit safer.