RustedValor wrote: »I wonder if everyone is gonna have to go back and varm new V16 monster helms LOL. WOW that would suck.
but getting to the PvE content in Imperial City is the problem. I can see my self getting ganged on by 20 AD NBs.Akavir_Sentinel wrote: »There's still plenty of PvE content to enjoy in Imperial City without ever having to PvP.
Attorneyatlawl wrote: »Oh please, give up the PvP whining. Whether you're trying to make a joke or not, even a half-decent PvPer can see how ridiculous this new DLC is if it's rolled out as-is.
I'm not anti-PvP. I simply don't like it and don't PvP. Ever. I do not enjoy immersing myself in a 12-year-old's fantasy world where there aren't true consequences for killing and stealing. To those of you who feel this is an insult, I apologize. It isn't meant as one, but PvP in nearly every game I've played devolves to this state.
The quickest way to send me to the door with the EXIT sign over it is to force PvE players in a solidly PvE game to PvP on some level, whether it's for a quest or, in this case, releasing content that is so skewed toward PvP and leaves PvE all but out of this new content.
From what I've read and heard so far, from players and ZoS, leaves PvE out almost entirely. It's also set up so that long-time players have a distinct and significant advantage over those who haven't played as long, with no way for newer players to catch up, whether they're PvE or PvPers.
I've played games where new content all but leaves PvPers in the dust, and if you tout your game as having PvP content and pull crap like that, you end up making a lot of players unhappy, angry, and looking for other entertainment. What the heck does ZoS going to think is going to happen by alienating the majority of their player base, which is PvE?
I'm actually still so surprised, disgusted, and confused as to why ZoS thinks this content as-is is a good idea that I just can't EVEN. Nope. I was really looking forward to playing with my husband today, after completing Coldharbor, making us both fairly new in VR levels. But now....I feel like, what's the point?
ESO is a game with AVA focus, so its not a PVE game at all, quite the contrary actually.
Since day one, ZOS released a lot of content that would be more typical for a raid or die game, than for the AVA genre. From this point, you as a PVE only player shouldn't complain as you were served content in a game, that originally had a different type of player in mind.
The justice system, which was supposed to be the first update to the AVA system, was stripped of its actual PVP part, mostly because of the crying by some players and while I understood a few concerns, most of them were pretty hilarious, yet made the Devs consider them.
Now the Imperial City is about to roll out, the first pvp update in 16 months! Don't you think that your claims are not just unjustified, but also a bit rude? Rude to the Developers, but also the gamers.
Don't you think its about time, that the people who were once promised another Age of Camelot finally get a few new toys to play with and that you should at least test it out first, before you complain?
The good thing about DLC´s always was, you only have to buy it if you like it. So as the Americans tend to say, either you love it or you leave it.
While you should certainly not leave ESO because of a single non PVE focused DLC, you should probably leave this DLC aside if it doesn't appeal you on the PTS.
Just wait for the next one which will surely have enough new raids or quests for you, where you will not fear any pvp skill checks to succeed.
Needless to say, even this so called "PVP DLC", will offer new pve content as Gina & Jess already mentioned.
The fears some people tend to have about games is beyond me. If not all goes their way, they start acting as the world will go down
Where did it say that the PvP aspect of the justice system got scrapped because PvEers complained? From everything I saw it seemed like they didn't really know how to implement it and they even said it's a touchy system and was tricky to navigate. Lately it seems to have been completely abandoned. If you have a source for why it is someone else's fault but the developers I would love to see it.
As for the IC, I don't plan to buy it as that's not my cup of tea but I am glad to see something put in for the hardcore PvPers. I don't agree with forced PvP or PvE. I didn't agree with it when they added those undaunted helms that could only be obtained via dungeons and I don't agree now that we need to setup PvE players as stone pinatas for dedicated gank squads.
It's not confirmed it's scrapped, but it appears to be. And it doesn't take a rocket scientist to see that the chain of events mean it was primarily due to concern over PVE focused players' reactions to the idea. Essentially they announced the Justice system, PVE players complained it would be unfair and promote griefing despite being an opt in system, threatening boycotts. At the time ZOS hadn't yet launched consoles and the risk tolerance was understandably and wisely lower. Upon seeing the outcry, with 1.6 incoming, they then changed the plan to be a two phase implementation and little was said about the PVP in it ever again through now.
As I said, it's not very hard to see what happened. The difference with the Imperial City and how it's played out is that ZOS is in a much better position to do what they think will work for the game long term, and not sweat the smaller stuff as much, after having an arguably successful mechanics overhaul and other than potential and typical rebalancing on it, champion system implementation. This combined with the, by all accounts wildly commercially successful console launch and very clearly high player retention judging by activity levels on social media, forums, unofficial sales stats, and anecdotal reports, means we will see greater focus on the long haul even for short term unpopular ideas.
I have no inside info. However, it is a part of my field, so it is my best, educated guess.
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In the justice system, if you opted out of the PvP you were only missing a very small portion of content. If you opt out of IC you lose access to the only new items for the levels they're adding so I can certainly see why some people would be upset by that. Me personally I plan to skip the DLC altogether and wait until the armors and stuff flood the guild vendors and the prices become reasonable (should they choose to make that content available to non dlc purchasing folk). ...
Could you please give an example of ruined PvE balance? I can't fathom how that manifests itself.That's the same thing which happens when PvP-minigame receives "balance improvements" that completely ruin PvE balance. Nothing changed, move along.
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I'm not anti-PvP. I simply don't like it and don't PvP. Ever. I do not enjoy immersing myself in a 12-year-old's fantasy world where there aren't true consequences for killing and stealing. To those of you who feel this is an insult, I apologize. It isn't meant as one, but PvP in nearly every game I've played devolves to this state.
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Bolded/italicized describes my issue with the Justice System at present not having a PvP portion.
Not expecting super cruel consequences for killing and stealing in a game, where the killing and stealing is not real.
However, the NPC guards are not sufficient to provide consequences within the context of the game. PvP in the Justice System would remedy this.
reapthetempestrwb17_ESO wrote: »...
I'm not anti-PvP. I simply don't like it and don't PvP. Ever. I do not enjoy immersing myself in a 12-year-old's fantasy world where there aren't true consequences for killing and stealing. To those of you who feel this is an insult, I apologize. It isn't meant as one, but PvP in nearly every game I've played devolves to this state.
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Bolded/italicized describes my issue with the Justice System at present not having a PvP portion.
Not expecting super cruel consequences for killing and stealing in a game, where the killing and stealing is not real.
However, the NPC guards are not sufficient to provide consequences within the context of the game. PvP in the Justice System would remedy this.
Guards should jail players for X amount of time
Emma_Eunjung wrote: »MaximusDargus wrote: »ESO would be so much better placea without PVP.
No more nerf cry threads, no more "balances" breaking whole game for PVE players.
No more silly wars and now, with lootable TV stones ESO welcomes community of harassment and griefing.
And everyone smiles at the thought of losing 3 hours of their work of farming stones to a ganker who just logged in and camped sewer entrance.
ESO would fail w/o pvp.
Delusional. ESO is failing BECAUSE of PvP. All the endless nerfs and rebalances (thanks to PvP whiners) have nearly destroyed this game.
PvPers have received NO Content since Launch. Now, when they do release content, PvErs are complaining.
Hopefully more players will follow the same thought process, rather than insisting that PvP content be nuked because they do not want to play it.
I really don't think it's the user base's fault that ZOS is running a year behind in their development of new PVP content.
That being said, I for one plan to leave you PVP-ers to enjoy your new city. I'll wait to pay for content I can enjoy.
This. Not anti pvp/ pvp-ers, just does nothing for me.
Unfortunately with the bump to VR16, PVE players will still be stuck in VR14 gear without IC.
I really don't think it's the user base's fault that ZOS is running a year behind in their development of new PVP content.
That being said, I for one plan to leave you PVP-ers to enjoy your new city. I'll wait to pay for content I can enjoy.
This. Not anti pvp/ pvp-ers, just does nothing for me.
Unfortunately with the bump to VR16, PVE players will still be stuck in VR14 gear without IC.
That's not true if devs stick to what they have already confirmed, which is that VR16 mats and gear will be tradeable. PVE-ers don't have to go there for new gear and mats. It'll be cheaper to get in it IC than to buy it from other players on the market, sure, but what else is there to spend gold on anymore?
PVE-ers do not have to go there to be easy TV stone fodder for the PVP-ers. I stick to my original position, which is to just let the PVP players have their city.
I really don't think it's the user base's fault that ZOS is running a year behind in their development of new PVP content.
That being said, I for one plan to leave you PVP-ers to enjoy your new city. I'll wait to pay for content I can enjoy.
This. Not anti pvp/ pvp-ers, just does nothing for me.
Unfortunately with the bump to VR16, PVE players will still be stuck in VR14 gear without IC.
That's not true if devs stick to what they have already confirmed, which is that VR16 mats and gear will be tradeable. PVE-ers don't have to go there for new gear and mats. It'll be cheaper to get in it IC than to buy it from other players on the market, sure, but what else is there to spend gold on anymore?
PVE-ers do not have to go there to be easy TV stone fodder for the PVP-ers. I stick to my original position, which is to just let the PVP players have their city.
When we're talking like 10,000 gold per ingot/leather/cloth/wood, buying is going to be out of most people's reach. Heck, if they go with how many mats are needed per piece of gear as it does with the other materials It'll require about 15 per piece. You'd blow a million gold on a set of gear and that's not even counting the tempers or enchants.
It could be more reasonable requirements, but I think 10,000g per resource is probably not too far off what it'll be, considering the risk required in getting those resources.
Drake_Fury wrote: »I'm a PvE player. I like to go on raids. I don't care nor like PvP much, even though I'd say this game has one of the coolest PvP systems I've ever played. But in the end of the day, for me to really have fun in an MMO, I have to gather my group and go tackle hard dungeons and find ways to get through them. The level of enjoyment when you get out of a dungeon that took you 2-3 hours to clear, and you got out with the piece of loot you were looking for, is amazing. If, on the other hand, you get to lose everything you worked so hard to get because a group of another alliance decided they'd camp the dungeon exit to gang up on players coming out, it might be enough to make players quit.
Drake_Fury wrote: »How to make everyone happy?
There's not a problem to solve in the first place. Your suggestion would simply remove PvP from that zone.Drake_Fury wrote: »There are a few ways to solve the problem, and I think they've pretty much all been covered by previous posters. You could put an option to toggle PvP on/off. This would probably be my way to go, because this way, everyone can explore everything without being afraid of having 10 people attack them.
Has anyone made sure that all the Undaunted gear can be obtained in another way? Of course not, having that gear attainable from outside the Undaunted guild wouldn't make much sense. I've done maybe half a dozen Undaunted pledges, and that's it. I can live without that gear, it's just an option, not a requirement.Drake_Fury wrote: »Another way would be to scale everything else up to VR16, and make sure that all the gear that one can get in Imperial City can be obtained in another way (trials, instanced dungeons drops, craglorn group quests, crafting).
Drake_Fury wrote: »To the PvP players who say PvE players whine because they think they're too weak to play against you, I say that PvP players who want to be able to loot other players want this because they think they're too weak to take on real PvE content, and want to have it freely by ganging on those who work for their loot.
I really don't think it's the user base's fault that ZOS is running a year behind in their development of new PVP content.
That being said, I for one plan to leave you PVP-ers to enjoy your new city. I'll wait to pay for content I can enjoy.
This. Not anti pvp/ pvp-ers, just does nothing for me.
Unfortunately with the bump to VR16, PVE players will still be stuck in VR14 gear without IC.
That's not true if devs stick to what they have already confirmed, which is that VR16 mats and gear will be tradeable. PVE-ers don't have to go there for new gear and mats. It'll be cheaper to get in it IC than to buy it from other players on the market, sure, but what else is there to spend gold on anymore?
PVE-ers do not have to go there to be easy TV stone fodder for the PVP-ers. I stick to my original position, which is to just let the PVP players have their city.
When we're talking like 10,000 gold per ingot/leather/cloth/wood, buying is going to be out of most people's reach. Heck, if they go with how many mats are needed per piece of gear as it does with the other materials It'll require about 15 per piece. You'd blow a million gold on a set of gear and that's not even counting the tempers or enchants.
It could be more reasonable requirements, but I think 10,000g per resource is probably not too far off what it'll be, considering the risk required in getting those resources.
Now you're just making up numbers to scare people. Look how much the prices of other rare items - dwarven motifs, nirncrux, psijic ambrosia mats - dropped after they were out for a couple of weeks. No reason to think it'll be 10,000 per crafting mat at all, and if it is, it won't be for long. And if you didn't notice, some people already blow a million gold on a set of max level gear. This is not new. People with max level characters have a lot of gold and nothing to spend it on other than gear.
Rich Lambert himself said this one is for the PVP players. Now people can get all huffy and ask where the update is for PVE players then, or why the heck they're raising the level cap when they're supposedly doing away with VR. Those are valid concerns. But it's been made clear this is primarily for PVP players with a side of PVE for people who enjoy both play styles and pure PVE players are not going to be forced into it. So PVE players should stop trying to create a panic to force the devs to make IC something it's not meant to be.
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Those other items that dropped in price have supplies that cannot be controlled by a small group of people to keep prices high.
See WW/Vamp bites. people camped the spawns so that the supply of bites was controlled and prices remained high for months until the DEMAND for the bites dropped.
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Nirnhoned materials aren't cheap, even months later, because supply remains fairly limited because of how rare it is.