Yolokin_Swagonborn wrote: »Emma_Eunjung wrote: »Yolokin_Swagonborn wrote: »If you read the posts carefully from the people who want the LOSS factor lowered from 100% you will learn something very interesting and VITAL to both this conversation and the health of the Imperial City as a PvP zone.
- The majority of the detractors to this post dislike the Tel Var system conceptually.
- They dislike risk based PvP conceptually, and some dislike any and all PvP completely.
Their suggestions to lower the TV Loss Factor does not come from a mindset of improving the Tel Var system at all, it comes from a mindset of MINIMIZING the entire systems effect on their preferred type of gameplay.
This is a crucial point to realize because it means that no matter how much the loss percentage is lowered, these detractors will not be satisfied, and will campaign to lower it again, and again, and create more "safe zones" or "safe stones" within the imperial city until their risk of loss or even seeing another player is effectively zero.
I am not trying to judge their playstyle, only explain how it is incompatible with the design of the imperial city and any "compromises" made to accommodate them really compromise the integrity of the entire imperial city design.
PvP'ers already know how much it sucks to be forced to PvE to get progression gear. I sure wish I had a way to turn off NPC dialogues and cinematics in undaunted dailies so I would never have to here "Over there its Mareel" again. If those dialogues were removed however, it would feel less immersive to PvE'ers. Same thing is happening here.
Now it appears that PvE'ers will need to be in a PvP environment for gear and materials. They will also want to minimize annoyances that get in their way of getting gear. PvP, and player based progress/stone loss is merely an annoyance to them.
Here are some quotes that illustrate my point."That you do drop your Tel-Var stones on death means the satisfaction of making it back to safety with a big haul is so much greater."
This will NEVER offset the humiliation of being robbed by a human player.Locking paid PVE content behind a griefer PVP wall is a psychotic business decision and the reason, along with the lack of caps and catch-ups on the CP system, that I am done with ESO for the foreseeable future."If you don't drop your Tel-Var stones on death then people won't be attracted to PvPing within the imperial city."
If PvPers don't want to PvP without the "reward" of making other players miserable, then maybe it's time to admit that PvP is boring and pointless.No matter what pvp players say TES will ALWAYS be a pve game and pve needs to be first.
Read those quotes and tell me honestly that those people will be really happy with a loss % compromise.
Modded "Insightful" because @Yolokin_Swagonborn 's assessment is 100% correct and also 'cause I got quoted
Maybe if ZoS hadn't put anything in the IC that PvEers wanted, none of this would matter and no one would be arguing. But they DID put stuff in there we want, and they did it on purpose just to set us up for PvP target practice. So here we are, locked in forum war until Update 7 goes live.
LOL @Emma_Eunjung
Now you know how us PvP'ers have felt for OVER A YEAR as you got PvE content patch after PvE content patch and we languished in single digit frames for months in cyrodill getting only a meager fraction of the XP and loot drops that PvE'ers got easily and frequently.
I despised every minute I was forced to grind in craglorn (unless I found an awesome "high yield" grind that offered some non-predictable emergent gameplay) or forced to constantly run boring undaunted dailies for the passives and gear to stay competitive in PvP.
Now for the first time in over a year, PvE's will actually have to do something they don't prefer to get materials and end game gear.
For the first time in over a year, we get a cookie. And PvE'ers want to take the chocolate chips out of it.
I can either respond with empathy or schadenfreude. In this case, I will choose empathy but only because you are a stamina sorc and I need your support for my campaign to make stam sorcs awesome.
But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
I was actually surprised when the announced the imperial city with no wrothgar attached to it. I expected IC to be PvP centric as a shot in the arm to give the PvPers some much needed love (provided free or fairly discounted as it's been exactly a year since they first talked about it and said it was mostly done) with Wrothgar being the first premium content.
As for the drop rate, I must confess I'm not terribly invested either way. I don't plan to buy the update because I don't like mixing PvP and PvE. I do both, and enjoy them both immensely but for me personally PvP and PvE both use very different head spaces. I also see a huge potential for griefing or otherwise named issues in this system, it would be something that as with everything else in life gets sullied because a small percentage find a way to game the system and it spoils it for everyone. Sadly all of this is largely conjecture to either side until we actually get boots on the ground (yours, not mine) to see how it will all play out.
Yes, it does seem a little odd. Who knows though, perhaps it will reduce zergs in some unknown, unintended way. I seriously doubt it though.Amsel_McKay wrote: »Just dont play a healer... and dont expect heals in PvP... 100% to the person who gets killing blow
What about due to the lag (and we all know it will be there), or being disconnected (albeit rarer these days, but unfortunately still happens), or crashing (which seems to be happening more and more of late)?I will one day have a mass amount of stones on me due to sheer carelessness. I will get killed and lose ALL OF MY STONES.
I will still 100% support this system of high risk/high reward.
Rev Rielle wrote: »Yes, it does seem a little odd. Who knows though, perhaps it will reduce zergs in some unknown, unintended way. I seriously doubt it though.Amsel_McKay wrote: »Just dont play a healer... and dont expect heals in PvP... 100% to the person who gets killing blow
No, I knew what they meant.Rev Rielle wrote: »Yes, it does seem a little odd. Who knows though, perhaps it will reduce zergs in some unknown, unintended way. I seriously doubt it though.Amsel_McKay wrote: »Just dont play a healer... and dont expect heals in PvP... 100% to the person who gets killing blow
I think this was maybe misinterpreted.
As i understand it: Enemy is fighting a boss. You hit him with light attack, run off, and the enemy later dies to the boss = you get no stones because you have to land the killing blow.
However this does not say that the stone rewards for the kill, should they be granted, is not split across the whole group(just like it is for killing a mob).
Rev Rielle wrote: »No, I knew what they meant.Rev Rielle wrote: »Yes, it does seem a little odd. Who knows though, perhaps it will reduce zergs in some unknown, unintended way. I seriously doubt it though.Amsel_McKay wrote: »Just dont play a healer... and dont expect heals in PvP... 100% to the person who gets killing blow
I think this was maybe misinterpreted.
As i understand it: Enemy is fighting a boss. You hit him with light attack, run off, and the enemy later dies to the boss = you get no stones because you have to land the killing blow.
However this does not say that the stone rewards for the kill, should they be granted, is not split across the whole group(just like it is for killing a mob).
I'm not sure the spoke about that, did they?Rev Rielle wrote: »No, I knew what they meant.Rev Rielle wrote: »Yes, it does seem a little odd. Who knows though, perhaps it will reduce zergs in some unknown, unintended way. I seriously doubt it though.Amsel_McKay wrote: »Just dont play a healer... and dont expect heals in PvP... 100% to the person who gets killing blow
I think this was maybe misinterpreted.
As i understand it: Enemy is fighting a boss. You hit him with light attack, run off, and the enemy later dies to the boss = you get no stones because you have to land the killing blow.
However this does not say that the stone rewards for the kill, should they be granted, is not split across the whole group(just like it is for killing a mob).
Can you post the time in the livestream where they make it clear beyond doubt that stone reward for killing enemy player is not split among the group that did it? Maybe i just missed it.
Rev Rielle wrote: »I'm not sure the spoke about that, did they?Rev Rielle wrote: »No, I knew what they meant.Rev Rielle wrote: »Yes, it does seem a little odd. Who knows though, perhaps it will reduce zergs in some unknown, unintended way. I seriously doubt it though.Amsel_McKay wrote: »Just dont play a healer... and dont expect heals in PvP... 100% to the person who gets killing blow
I think this was maybe misinterpreted.
As i understand it: Enemy is fighting a boss. You hit him with light attack, run off, and the enemy later dies to the boss = you get no stones because you have to land the killing blow.
However this does not say that the stone rewards for the kill, should they be granted, is not split across the whole group(just like it is for killing a mob).
Can you post the time in the livestream where they make it clear beyond doubt that stone reward for killing enemy player is not split among the group that did it? Maybe i just missed it.
Rev Rielle wrote: »I'm not sure the spoke about that, did they?Rev Rielle wrote: »No, I knew what they meant.Rev Rielle wrote: »Yes, it does seem a little odd. Who knows though, perhaps it will reduce zergs in some unknown, unintended way. I seriously doubt it though.Amsel_McKay wrote: »Just dont play a healer... and dont expect heals in PvP... 100% to the person who gets killing blow
I think this was maybe misinterpreted.
As i understand it: Enemy is fighting a boss. You hit him with light attack, run off, and the enemy later dies to the boss = you get no stones because you have to land the killing blow.
However this does not say that the stone rewards for the kill, should they be granted, is not split across the whole group(just like it is for killing a mob).
Can you post the time in the livestream where they make it clear beyond doubt that stone reward for killing enemy player is not split among the group that did it? Maybe i just missed it.
Oh. I must have misunderstood you. I thought "No, i knew what they meant" means you know for sure PK stones are not shared because you heard them say it.
This. So much this. Except Hrothgar =/= Wrothgar.Yolokin_Swagonborn wrote: »But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
This. So much this. Except Hrothgar =/= Wrothgar.Yolokin_Swagonborn wrote: »But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
We're all content starved. If they gave us the IC and a purely PvE playground, we'd all do what's the most fun for us and there would be no forum war.
mousekime111rwb17_ESO wrote: »This. So much this. Except Hrothgar =/= Wrothgar.Yolokin_Swagonborn wrote: »But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
We're all content starved. If they gave us the IC and a purely PvE playground, we'd all do what's the most fun for us and there would be no forum war.
A purely pve playground, like say the solo PVE arena, or imperial tower or the sewers.
mousekime111rwb17_ESO wrote: »This. So much this. Except Hrothgar =/= Wrothgar.Yolokin_Swagonborn wrote: »But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
We're all content starved. If they gave us the IC and a purely PvE playground, we'd all do what's the most fun for us and there would be no forum war.
A purely pve playground, like say the solo PVE arena, or imperial tower or the sewers.
Yolokin_Swagonborn wrote: »mousekime111rwb17_ESO wrote: »This. So much this. Except Hrothgar =/= Wrothgar.Yolokin_Swagonborn wrote: »But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
We're all content starved. If they gave us the IC and a purely PvE playground, we'd all do what's the most fun for us and there would be no forum war.
A purely pve playground, like say the solo PVE arena, or imperial tower or the sewers.
Good point. There are two new dungeons with both normal and vet modes all for the cost of a silly vanity mount.
But PvE'ers aren't used to PvP getting anything for the last year so they don't like when we get a cookie unless they also get five more.
Yolokin_Swagonborn wrote: »mousekime111rwb17_ESO wrote: »This. So much this. Except Hrothgar =/= Wrothgar.Yolokin_Swagonborn wrote: »But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
We're all content starved. If they gave us the IC and a purely PvE playground, we'd all do what's the most fun for us and there would be no forum war.
A purely pve playground, like say the solo PVE arena, or imperial tower or the sewers.
Good point. There are two new dungeons with both normal and vet modes all for the cost of a silly vanity mount.
But PvE'ers aren't used to PvP getting anything for the last year so they don't like when we get a cookie unless they also get five more.
Let us try not to be honest for a chance. The notion that somehow PVE has got showered in content since launch is utter nonsense.
When this game launched the end game PVE content was 6 short 4player vet dungeons that didn't even level up to VR10 and gave very little incentives to be done. In the initial state this game had more or less nonexistent end game PVE content. It was however a sub MMORPG based on a single player franchise that would have perished very quickly without any considerable end game pve content.That is a fact.
Carglorn plus the associated stuff was not some new interesting, new exciting addition it was the delayed release of very essential feature for the game survival. It was the delayed addition of end game PVE.
On the other hand the end game PVP was in the game since launch. Even if it had its problems and could have used some variety it was functional at launch.
The rest of the addition to the game have benefited both PVP and PVE in some way.
mousekime111rwb17_ESO wrote: »Yolokin_Swagonborn wrote: »mousekime111rwb17_ESO wrote: »This. So much this. Except Hrothgar =/= Wrothgar.Yolokin_Swagonborn wrote: »But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
We're all content starved. If they gave us the IC and a purely PvE playground, we'd all do what's the most fun for us and there would be no forum war.
A purely pve playground, like say the solo PVE arena, or imperial tower or the sewers.
Good point. There are two new dungeons with both normal and vet modes all for the cost of a silly vanity mount.
But PvE'ers aren't used to PvP getting anything for the last year so they don't like when we get a cookie unless they also get five more.
Let us try not to be honest for a chance. The notion that somehow PVE has got showered in content since launch is utter nonsense.
When this game launched the end game PVE content was 6 short 4player vet dungeons that didn't even level up to VR10 and gave very little incentives to be done. In the initial state this game had more or less nonexistent end game PVE content. It was however a sub MMORPG based on a single player franchise that would have perished very quickly without any considerable end game pve content.That is a fact.
Carglorn plus the associated stuff was not some new interesting, new exciting addition it was the delayed release of very essential feature for the game survival. It was the delayed addition of end game PVE.
On the other hand the end game PVP was in the game since launch. Even if it had its problems and could have used some variety it was functional at launch.
The rest of the addition to the game have benefited both PVP and PVE in some way.
Let's pretend for a moment that you're right. That would mean that currently BOTH PVE and PVP have equivalent amounts of end game. That would mean that ZoS releasing content aimed as both PVE and PVP with mixed elements as well, would be FAIR to both groups of players.
SHOCKED GASP.
Hiero_Glyph wrote: »mousekime111rwb17_ESO wrote: »This. So much this. Except Hrothgar =/= Wrothgar.Yolokin_Swagonborn wrote: »But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
We're all content starved. If they gave us the IC and a purely PvE playground, we'd all do what's the most fun for us and there would be no forum war.
A purely pve playground, like say the solo PVE arena, or imperial tower or the sewers.
Fair point but those areas do not provide TV stones, at least not the dungeons. That alone kills crafters since so far the only way to acquire vr15-16 materials is via an IC vendor. Dailies cannot be farmed in any meaningful way so the only option is mob grinding and trying not to be ganked which is PvP.
The point is that if Orsinium was released shortly after and gave vr15-16 mobs, mats, and gear or different methods to acquire the new sets then IC would be strictly for the PvPers and not forced on the PvEers. Besides, the result of the current system will be buff servers where only one faction can access IC making all of this pointless anyway since it will become a PvE environment.
The only workaround for buff servers is to reduce the number to keep them full but this forces wait queues which is a huge negative in that you paid for content that you may not even be able to access. It really is a fun idea that becomes hugely problematic once money and exclusive items are involved.
Hiero_Glyph wrote: »mousekime111rwb17_ESO wrote: »This. So much this. Except Hrothgar =/= Wrothgar.Yolokin_Swagonborn wrote: »But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
We're all content starved. If they gave us the IC and a purely PvE playground, we'd all do what's the most fun for us and there would be no forum war.
A purely pve playground, like say the solo PVE arena, or imperial tower or the sewers.
Fair point but those areas do not provide TV stones, at least not the dungeons. That alone kills crafters since so far the only way to acquire vr15-16 materials is via an IC vendor. Dailies cannot be farmed in any meaningful way so the only option is mob grinding and trying not to be ganked which is PvP.
The point is that if Orsinium was released shortly after and gave vr15-16 mobs, mats, and gear or different methods to acquire the new sets then IC would be strictly for the PvPers and not forced on the PvEers. Besides, the result of the current system will be buff servers where only one faction can access IC making all of this pointless anyway since it will become a PvE environment.
The only workaround for buff servers is to reduce the number to keep them full but this forces wait queues which is a huge negative in that you paid for content that you may not even be able to access. It really is a fun idea that becomes hugely problematic once money and exclusive items are involved.
They drop vr15-16 items that can be deconstructed. All deconstructed items will give materials, you do not need TV stones to get materials. Find out facts first, then qq.
Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
Honestly if you want no risk go to a PvP campaign that your alliance absolutely dominates. On Xbox NA Azura's Star is absolutely dominated by AD, I assume There are some PvP campaigns on PC and PS4 that are similar.
So I'll do all that content from the safety of Azura's Star. If I want more risk I'll go to another Campaign. I'm big into Dark Souls so I love the risk of losing everything, chances are I'll likely switch campaigns from Azura's Star for the added risk. Once I'm tired of losing everything I'll go back to Azura's Star.
Yolokin_Swagonborn wrote: »mousekime111rwb17_ESO wrote: »This. So much this. Except Hrothgar =/= Wrothgar.Yolokin_Swagonborn wrote: »But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.
We're all content starved. If they gave us the IC and a purely PvE playground, we'd all do what's the most fun for us and there would be no forum war.
A purely pve playground, like say the solo PVE arena, or imperial tower or the sewers.
Good point. There are two new dungeons with both normal and vet modes all for the cost of a silly vanity mount.
But PvE'ers aren't used to PvP getting anything for the last year so they don't like when we get a cookie unless they also get five more.
Let us try not to be honest for a chance. The notion that somehow PVE has got showered in content since launch is utter nonsense.
...
...
On the other hand the end game PVP was in the game since launch. Even if it had its problems and could have used some variety it was functional at launch.
The rest of the addition to the game have benefited both PVP and PVE in some way.
There's only a passing comment about PvP Looting of Tel Var Stones, so nothing's entirely certain at this stage.Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
See for yourself here starting at min 58:23:https://youtu.be/WSTNbpiulho?t=3512
Rev Rielle wrote: »There's only a passing comment about PvP Looting of Tel Var Stones, so nothing's entirely certain at this stage.Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
See for yourself here starting at min 58:23:
Emma_Eunjung wrote: »
"If you don't drop your Tel-Var stones on death then people won't be attracted to PvPing within the imperial city."
If PvPers don't want to PvP without the "reward" of making other players miserable, then maybe it's time to admit that PvP is boring and pointless.
- Maybe it's bloody time that old school PvP starts to creep back into the marketplace instead of this no loot dumbed down market, there's 50+ games on the market for people who do not enjoy dropping their gear or the thrill of a real risk. This has been adamantly robbed from PvPers for the sake of some complainers on the forums.
"If you don't drop your Tel-Var stones on death then people will continually grind Imperial City for hours on end with reckless abandon."
So what? Some people like grinding... it's very relaxing!
- Yes it is, but it's absolutely thrilling and rewarding when there is a real threat involved.
"If you don't drop your Tel-Var stones on death then there will be no incentive to do the quests (the secure boxes of Tel-Var stones)."
So what? The only point of these so-called "quests" is to try to trick PvEers into buying the IC DLC. I can guarantee you that you are NOT going to be able to earn a worthwhile amount of TV stones by doing quests that can only be done ONCE a day.
- So then learn to fight to get more stones or make friends with PvPers.
"If you don't drop your Tel-Var stones on death then EVERYONE will be running around with a 4x multiplier on their pickups and it will TRIVIALIZE end game gearing."
LOL, then the devs can get rid of the multiplier that no one asked for. Problem solved.
- Then you trivialize lateral progression and story telling.
"That you do drop your Tel-Var stones on death means that you have to be cautious."
I'm already cautious. What you really mean is that players will be nerve-racked with anxiety.
- If a video game can even potentially cause you anxiety maybe you should see a health professional instead.
"That you do drop your Tel-Var stones on death means that you'll maybe seek out less popular locations for safety sake."
Impossible to say until we get to explore the IC ourselves.
- There will still be Carebear campaigns, just like they owned buff servers, they'll own Tele servers.
"That you do drop your Tel-Var stones on death means you'll think twice about diving in to fight that stinky Elf who thought that boss was theirs to fight."
Think twice? I'd rather not think about fighting stink elves at all. We should be helping each other, instead!
"That you do drop your Tel-Var stones on death means the satisfaction of making it back to safety with a big haul is so much greater."
This will NEVER offset the humiliation of being robbed by a human player.
- Humiliated because one failed to defend themselves? I guess that means one might have to learn how to PVP. It's amazing, PVPers have to PVE to get some of the best sets in the game, we do not complain. But damn if the PvE'ers have to do some PvP to get the gear they want.
"This is a great mechanic that adds far more to your experience than it takes. Step away from your need for instant gratification and enjoy the roller-coaster of emotions that this will provide you with instead of whining until it's nerfed to another mindless unemotional grind."
I have no desire whatsoever for a roller-coaster of emotions. I just want to grind away for gold and gear as I listen to music and think happy thoughts
- Then enjoy grinding until Orisinium comes out.