Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Opening Pandora's box - Pve vs. PvP

daemonios
daemonios
✭✭✭✭✭
✭✭✭✭✭
I have to get this out of my system: I hate the idea of PvE item merchants in Cyrodiil.

Since the launch of the game there have been items/quests/abilities which are specific to PvE or PvP. I did both, though to be honest I identify much more with PvE and no longer PvP at all, for various reasons. I earned my undaunted skills and passives doing dungeons, and my alliance skills and passives doing PvP. I got every helm and shoulder by doing over 100 pledges on at least 3 characters - those are the ones I know for sure because I have the achievements, not counting the pledges I did above and beyond that number.

Does it take a hell of a long time? Yes it does. Is it sometimes infuriating? Yes it is. Was letting players bypass dungeons entirely the right solution? Hell, no!

There were lots of other solutions that could have been implemented, many of which proposed by players. Get rid of useless traits. Improve the RNG. Implement a token system. Make items BoE instead of BoP. Any of these would have been better.

What we're getting now appears to be the beginning of a disastrous trend. Already people are pushing for purchaseable PvP skills. Hell, the Vampire and Werewolf skill lines are already up for grabs if you want to splash out, right? What's next - purchase the achievements you don't have the time or patience to do? Purchase a sweet little place at the top of the leaderboards?

From the very beginning, "play as you want" has never meant to me that I could get it all, no matter how. It meant that I could *choose* what to do, and *I* chose to do it all. I strongly believe ZOS are making the game poorer by introducing these shortcuts, much in the same way as I think the game is poorer for the grinds that have been introduced in order to herd players to the crown store, notably in the case of crafting motifs. In that sense, I believe the introduction of a monster set merchant in Cyrodiil is the opening of Pandora's box for a whole lot of other shortcuts players are going to start demanding, somewhat legitimately I would add, since ZOS completely caved on this matter.
  • JamilaRaj
    JamilaRaj
    ✭✭✭✭✭
    daemonios wrote: »
    What's next - purchase the achievements you don't have the time or patience to do?

    Indeed, the achievements/dyes system is remarkably un-monetized. I wonder what is The Monetization Department doing if it leaves this source of revenue untapped. It must be busy designing either housing system or barber shop.
  • Volkodav
    Volkodav
    ✭✭✭✭✭
    ✭✭
    I hate to say this,but I agree.Even though I will go to that merchant to just see what he has. There shouldnt be a seller of PvP stuff,anywhere.Not even in the store.I dont do PvP and will never have anything from it,but I understand the issue about shortcuts.They are totally wrong.I think the costumes and pets are fine store bought items,even thr XP scrolls,as they are only good for 2 hours.If they were permanent,it wouldnt be right.But all this has now made some people here in the forums wanting to buy in the store an L16 character leveler scroll!
    Bad form all arounf,if you ask me.
  • Grunim
    Grunim
    ✭✭✭✭✭
    To obtain the monster shoulders one must complete dungeons, therefore I disagree with the OP's assessment that ZOS "was letting players bypass dungeons entirely". Those monster helms aren't so valuable without their matching shoulders and players can not obtain the monster shoulders without completing Undaunted Pledges. As far as I know from the intentions ZOS announced, this part won't change.

    There still will be value in running dungeons, so please relax :)

    Am a whimsical Generation Jones gamer. Online RPGs hooked me since '94 and no sign of stopping soon...


  • Garwulf
    Garwulf
    ✭✭✭
    LoL is about as much as I will say. Farming Helmets and shoulders is about as excitng as banging your head against awall. Meanwhile PVP needs some decent sets. The current rewards are totally useless and the AP is essentially pointless.
    Personally have no problem with using AP to purchase sets as opposed to dungeon grinding. Both are esentially the same method.
    Edited by Garwulf on December 22, 2015 1:49AM
  • daemonios
    daemonios
    ✭✭✭✭✭
    ✭✭✭✭✭
    Garwulf wrote: »
    LoL is about as much a sI will say. Farming Helmets nad shoulders is about as excitng as banging your hea dagaisnt awall. Meanwhile PVP needs some decent sets. The current rewards are totally useless and the AP is essentailly pointless.

    I can understand your point. But don't you think it would have been better to rework the PvP sets? Or maybe introduce PvP-specific 2-piece sets?

    I believe if you don't PvE, you shouldn't get the corresponding perks. Same with PvP. I wanted it all, so I did it all. But this is just my opinion.
  • acw37162
    acw37162
    ✭✭✭✭✭
    Then here is the solution:

    Take every PVP skill in the Alliance War skill lines and doable the in PVE World and Instances.

    Take every PVE skill you can only earn including passive a (namely undaunted) and disable them in Cyrodil.

    To be perfectly honest this fixes a lot issues ranging from Camo-hunter to stamina builds using vigor in Malesteom.

    It also exposes balance issues that are band aided by using these skills.

    But more to the point; if someone has a specific point, reason, or explanation I'm always open to new ideas but when the discussion degenerates to I had to do 100 pledges or I had to do PVP for 2000 hours to earn caltrops so everyone else should have to I'm out.

    The I had to suffer you have to suffer mythos is flawed thinking on several levels namely this and you touched on it.

    If the RNG grind sucked for you it is currently sucking for someone else, if you know it sucked and people in it knows it sucks and the developers know it sucks well then it should be changed.

    For the very simple reason, for every player like you who suffered through the suck "X" number of players move on. That number of players is revenue lost, revenue lost me as less content less fixes less staff less budget.

    Does that mean things should be given away, no but it does mean it needs to change.

    Alliance War skill lines need to change IMO, undaunted skill lines need to change IMO, RNG needs to change IMO.

    Sorry you don't like the change its not like the average filthy casual is going to have either gold or AP to buy anything from the vendor especially on console

    So to the people like you who have dedicated hours of your life to pursuit of digital monster helmets your holy grail will most likely be very safe
  • Volkodav
    Volkodav
    ✭✭✭✭✭
    ✭✭
    deleted
    Edited by Volkodav on December 22, 2015 1:27AM
  • Volkodav
    Volkodav
    ✭✭✭✭✭
    ✭✭
    *** double post.
    Edited by Volkodav on December 22, 2015 1:27AM
  • daemonios
    daemonios
    ✭✭✭✭✭
    ✭✭✭✭✭
    acw37162 wrote: »
    Then here is the solution:

    Take every PVP skill in the Alliance War skill lines and doable the in PVE World and Instances.

    Take every PVE skill you can only earn including passive a (namely undaunted) and disable them in Cyrodil.

    To be perfectly honest this fixes a lot issues ranging from Camo-hunter to stamina builds using vigor in Malesteom.

    It also exposes balance issues that are band aided by using these skills.

    But more to the point; if someone has a specific point, reason, or explanation I'm always open to new ideas but when the discussion degenerates to I had to do 100 pledges or I had to do PVP for 2000 hours to earn caltrops so everyone else should have to I'm out.

    The I had to suffer you have to suffer mythos is flawed thinking on several levels namely this and you touched on it.

    If the RNG grind sucked for you it is currently sucking for someone else, if you know it sucked and people in it knows it sucks and the developers know it sucks well then it should be changed.

    For the very simple reason, for every player like you who suffered through the suck "X" number of players move on. That number of players is revenue lost, revenue lost me as less content less fixes less staff less budget.

    Does that mean things should be given away, no but it does mean it needs to change.

    Alliance War skill lines need to change IMO, undaunted skill lines need to change IMO, RNG needs to change IMO.

    Sorry you don't like the change its not like the average filthy casual is going to have either gold or AP to buy anything from the vendor especially on console

    So to the people like you who have dedicated hours of your life to pursuit of digital monster helmets your holy grail will most likely be very safe

    You misunderstand me. My position doesn't come from a "I had to suffer so you should too" mentality. It comes from seeing the game torn apart and patchworked back together for the sake of a few vocal players. I have no doubt that casuals have trouble getting through some of the (ever increasing) grinds in the game. But maybe the answer is to address the grind, not make a completely unrelated way to bypass it. In any case, saying "I don't like PvE/PvP so I need a way to get their stuff" isn't a valid argument IMHO.

    Like I said originally, this game has PvP elements and PvE elements. It loses some of its appeal when it's all tossed into one giant cauldron. For *me* at least, the game is more appealing when there are things for which you need to do something that may not be your favourite thing, but that's the way to get those things. My fear is that the trend will continue, and there will be two completely separate games, one for PvPers and one for PvEers, instead of one big, complex, multifaceted game. It becomes poorer.
  • dday3six
    dday3six
    ✭✭✭✭✭
    I just imagine how much smoother Cyrodiil would run with all the PVE elements removed. Then I think about how much easier the game would be to balance if PVE and PVP were completely separate, and I wonder why ZOS forces the two to cohabitate.
  • JamilaRaj
    JamilaRaj
    ✭✭✭✭✭
    dday3six wrote: »
    I just imagine how much smoother Cyrodiil would run with all the PVE elements removed.

    Judging from the case of deers, a) Cyrodiil would remain utter garbage and b) removal of all PvE elements is clearly beyond ZOS's ability, as it has been unable to remove even those deers properly. In hindsight, one has to be amazed it managed to put Cyrodiil together in the first place.
    Edited by JamilaRaj on December 22, 2015 3:02AM
  • daemonios
    daemonios
    ✭✭✭✭✭
    ✭✭✭✭✭
    dday3six wrote: »
    I just imagine how much smoother Cyrodiil would run with all the PVE elements removed. Then I think about how much easier the game would be to balance if PVE and PVP were completely separate, and I wonder why ZOS forces the two to cohabitate.

    Why would Cyrodiil run smoother without any PvE? If a campaign is pop locked, it's pop locked regardless of what players are doing. I honestly don't follow your argument.

    As for balancing, there is already a "battle spirit" which adapts certain aspects of the game for PvP. Why not work on it rather than make The Elder Scrolls Online: PvE and PvP Divided?

    This is a RICH game with multiple objectives, attainable through different paths. Shortcuts such as the monster set vendors won't solve the real underlying issue (RNG on top of RNG), but they WILL increase the gap between PvE and PvP. The game as a while will be worse for it.
    Edited by daemonios on December 22, 2015 11:48AM
  • Fuzzywuzzy196
    Fuzzywuzzy196
    ✭✭✭
    daemonios wrote: »
    dday3six wrote: »
    I just imagine how much smoother Cyrodiil would run with all the PVE elements removed. Then I think about how much easier the game would be to balance if PVE and PVP were completely separate, and I wonder why ZOS forces the two to cohabitate.

    Why would Cyrodiil run smoother without any PvE? If a campaign is pop locked, it's pop locked regardless of what players are doing. I honestly don't follow your argument.

    As for balancing, there is already a "battle spirit" which adapts certain aspects of the game for PvP. Why not work on it rather than make The Elder Scrolls Online: PvE and PvP Divided?

    This is a RICH game with multiple objectives, attainable through different paths. Shortcuts such as the monster set vendors won't solve the real underlying issue (RNG on top of RNG), but they WILL increase the gap between PvE and PvP. The game as a while will be worse for it.

    These are facts. PvP and PvE working together is a core part of any MMO, and dividing them would only serve to decrease the value of the game as a whole rather than fix any issues.
    Fuzzywuzzy was a bear, Fuzzywuzzy had no hair. Now, Fuzzywuzzy... wasn't very fuzzy, was he?

    -Plato
  • dday3six
    dday3six
    ✭✭✭✭✭
    daemonios wrote: »
    dday3six wrote: »
    I just imagine how much smoother Cyrodiil would run with all the PVE elements removed. Then I think about how much easier the game would be to balance if PVE and PVP were completely separate, and I wonder why ZOS forces the two to cohabitate.

    Why would Cyrodiil run smoother without any PvE? If a campaign is pop locked, it's pop locked regardless of what players are doing. I honestly don't follow your argument.

    As for balancing, there is already a "battle spirit" which adapts certain aspects of the game for PvP. Why not work on it rather than make The Elder Scrolls Online: PvE and PvP Divided?

    Even in pop locked campaigns do you think players run quests, anchors, and dungeons often?

    Most of the PVE elements exist in a space where the majority of players are there for a different purpose. The game has to process those PVE areas whether they're used or not however. So if they were removed and Cryodiil were to be downsized a bit, the game would have less to process, thus run more smoothly.

    Battle Spirit is very limited because it alters everything. If a single skill is too powerful for PVP, but fine in PVE or vica versa, there is no way to address that with Battle Spirit. Nerfing acceptable player/class potential on that sort of mirco-level for one game mode to balance another just breeds resentment. ZOS could more finely tune either game mode if skills could function independantly in PVE and PVP. That way any changes to a skill didn't have worry about the ripple effects spanning both game modes.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
    ✭✭✭✭✭
    ✭✭✭✭✭
    Here is the real difference between PvE players and PvP'ers (These are some of the best comments from the other thread on this topic before it was closed by the feels police.)

    PvE'ers:
    Why do you all act like grinding is something new this game invented? It gives you a REASON to run these dungeons and play the content.
    Islyn wrote: »

    The issue is, once you have everything in game, there is no reason to play any more until new stuff comes out.

    It is not that re-running the same dungeon over and over (and over) is a blast, because it isn't. It's funny when we make it funny, joking around on TS etc - but it's not fun.


    PvP'ers
    @Typhoios Wrote:
    This is the difference between us PvPers and you PvEers, we play to play. You play for rewards. We want our gear so that we can compete, you want your gear so that you can wait for the next gear grind.

    Typhoios nailed it right there with the difference between PvP and PvE. I hope he doesn't mind me spam quoting him.


    PvE'ers are all about the rewards and chasing carrots. To them PvP'ers are getting something unfair. A carrot with less chase. PvPers dont care about carrots. We care about being in lag free battle dismembering our enemies. Our enemies rage tells are our carrots. Gear is just necessary to be competitive. If PvP had standardized or exclusive gear, we would never set foot in carebear land.

    We have no pride in our gear. "Ooh look at me, I DPS'ed a stupid glowing ghost for 20 minutes for the last 100 days to get this helmet. I must rock at this game"

    We have only pride in our accomplishments in battle "Hey look at these 5 EP t-bagging my body after it took all 5 to kill me, that's hilarious!"
    Edited by Yolokin_Swagonborn on December 22, 2015 7:05PM
  • Ghost-Shot
    Ghost-Shot
    ✭✭✭✭✭
    ✭✭
    I don't see this as bypassing anything, AP was meant to be a PvP currency used to gear up, much like honor points in WoW. You still have to do dungeons to level your undaunted skills but will allow players to gear up by playing the content they enjoy, just like PvE players do.
  • Islyn
    Islyn
    ✭✭✭✭✭
    Grunim wrote: »
    To obtain the monster shoulders one must complete dungeons, therefore I disagree with the OP's assessment that ZOS "was letting players bypass dungeons entirely". Those monster helms aren't so valuable without their matching shoulders and players can not obtain the monster shoulders without completing Undaunted Pledges. As far as I know from the intentions ZOS announced, this part won't change.

    There still will be value in running dungeons, so please relax :)

    Shoulders will be for sale too.
    Member of the Old Guard - Closed Betas 2013
  • acw37162
    acw37162
    ✭✭✭✭✭
    daemonios wrote: »
    acw37162 wrote: »
    Then here is the solution:

    Take every PVP skill in the Alliance War skill lines and doable the in PVE World and Instances.

    Take every PVE skill you can only earn including passive a (namely undaunted) and disable them in Cyrodil.

    To be perfectly honest this fixes a lot issues ranging from Camo-hunter to stamina builds using vigor in Malesteom.

    It also exposes balance issues that are band aided by using these skills.

    But more to the point; if someone has a specific point, reason, or explanation I'm always open to new ideas but when the discussion degenerates to I had to do 100 pledges or I had to do PVP for 2000 hours to earn caltrops so everyone else should have to I'm out.

    The I had to suffer you have to suffer mythos is flawed thinking on several levels namely this and you touched on it.

    If the RNG grind sucked for you it is currently sucking for someone else, if you know it sucked and people in it knows it sucks and the developers know it sucks well then it should be changed.

    For the very simple reason, for every player like you who suffered through the suck "X" number of players move on. That number of players is revenue lost, revenue lost me as less content less fixes less staff less budget.

    Does that mean things should be given away, no but it does mean it needs to change.

    Alliance War skill lines need to change IMO, undaunted skill lines need to change IMO, RNG needs to change IMO.

    Sorry you don't like the change its not like the average filthy casual is going to have either gold or AP to buy anything from the vendor especially on console

    So to the people like you who have dedicated hours of your life to pursuit of digital monster helmets your holy grail will most likely be very safe

    You misunderstand me. My position doesn't come from a "I had to suffer so you should too" mentality. It comes from seeing the game torn apart and patchworked back together for the sake of a few vocal players. I have no doubt that casuals have trouble getting through some of the (ever increasing) grinds in the game. But maybe the answer is to address the grind, not make a completely unrelated way to bypass it. In any case, saying "I don't like PvE/PvP so I need a way to get their stuff" isn't a valid argument IMHO.

    Like I said originally, this game has PvP elements and PvE elements. It loses some of its appeal when it's all tossed into one giant cauldron. For *me* at least, the game is more appealing when there are things for which you need to do something that may not be your favourite thing, but that's the way to get those things. My fear is that the trend will continue, and there will be two completely separate games, one for PvPers and one for PvEers, instead of one big, complex, multifaceted game. It becomes poorer.

    I think I understand you quite clearly.

    On at least one point we both agree and that is some aspects of the "grindy" part of this game need to change.

    I don't have any input on what if any changes are going to come, I have a psersonal opinion I also don't think other people are wrong for having a different opinion.

    I don't understand the level of animosity and venom people throw around over monster helms vendors of alliance or undaunted skill lines.

    If a PVP player wants a monster helms or undaunted skills they should have a way to get them outside of PVE provided those items work Ina PvP envorment.

    If a PVE player wants alliance was skills they should have a way to earn them outside of PVP.

    For me it's just that simple now that's a personal opinion, that several disagree with but the most compeling argument I get around her is "No, I had to earn it this way you should to" from both sides and that is just flawed thinking.

    If a PVP player gets a monster helm from a vendor it affects not one PVE player.

    If a PVE player gets vigor from something other then PVP if affects not one PVP player positively or negatively.

    As a side note, and something I can guarantee ZOS is looking at is player retention particularly on consoles. Console gamers are generally different hen PC gamers.

    Not to say console players aren't or don't but PC players are generally more likely to suffer though long grinds or beat your head against the wall difficulty.

    I have general feeling ZOS is not excited about console player retention, and even though everyone hates to hear it the more players there are the better the game can be just from a financial standpoint.

    Ex: you show a console player caltrops or vigor and explain it to them and how to get it.

    Two weeks later after spending all their time in game in Cyrodil they still don't have the skill or are not as far along as they like they will just walk away.

    Not all but some and the harder it is to get to and harder it is to get help or information the less likely they are to stay.

    As a personal experience I can't stand how effin rare the new tri-stat essence runes and V15-16 potency runes are its just aggravating. As is the grind to get the eight and ninth traits for researching gear.

    When it gets frustrating enough I'll just leave and while I as one person don't make a huge difference to the bottom line but I do support the game I sub, I buy vanity items, and I spend money in the crown store and I genuinely like the game. However, there are genuine frustrations I have with how things are currently allocated and how people act if you have a different opinion.



    Edited by acw37162 on December 22, 2015 9:07PM
  • Digerati
    Digerati
    ✭✭✭✭
    I have an idea... make all the best gear available in PvP. That way those of us who are paying to play this game SPECIFICALLY and EXCLUSIVELY for that warhammer online/daoc feeling of cyrodiil don't have to endure that swtor feeling of questgrind and boring dungeons...

    What the hell do PvEers need the best of the best gear for? Let's just give you guys gold star stickers, that's all you really want the gear for anyway...
  • QuebraRegra
    QuebraRegra
    ✭✭✭✭✭
    JamilaRaj wrote: »
    daemonios wrote: »
    What's next - purchase the achievements you don't have the time or patience to do?

    Indeed, the achievements/dyes system is remarkably un-monetized. I wonder what is The Monetization Department doing if it leaves this source of revenue untapped. It must be busy designing either housing system or barber shop.

    OMG.. that "barber shop"!!!! How is that not their priority 1?
    Edited by QuebraRegra on December 22, 2015 9:38PM
  • Luigi_Vampa
    Luigi_Vampa
    ✭✭✭✭✭
    ✭✭
    Here is the real difference between PvE players and PvP'ers (These are some of the best comments from the other thread on this topic before it was closed by the feels police.)

    PvE'ers:
    Why do you all act like grinding is something new this game invented? It gives you a REASON to run these dungeons and play the content.
    Islyn wrote: »

    The issue is, once you have everything in game, there is no reason to play any more until new stuff comes out.

    It is not that re-running the same dungeon over and over (and over) is a blast, because it isn't. It's funny when we make it funny, joking around on TS etc - but it's not fun.


    PvP'ers
    @Typhoios Wrote:
    This is the difference between us PvPers and you PvEers, we play to play. You play for rewards. We want our gear so that we can compete, you want your gear so that you can wait for the next gear grind.

    Typhoios nailed it right there with the difference between PvP and PvE. I hope he doesn't mind me spam quoting him.


    PvE'ers are all about the rewards and chasing carrots. To them PvP'ers are getting something unfair. A carrot with less chase. PvPers dont care about carrots. We care about being in lag free battle dismembering our enemies. Our enemies rage tells are our carrots. Gear is just necessary to be competitive. If PvP had standardized or exclusive gear, we would never set foot in carebear land.

    We have no pride in our gear. "Ooh look at me, I DPS'ed a stupid glowing ghost for 20 minutes for the last 100 days to get this helmet. I must rock at this game"

    We have only pride in our accomplishments in battle "Hey look at these 5 EP t-bagging my body after it took all 5 to kill me, that's hilarious!"

    Exactly! I wasn't trying to insult PvE players, but they have to realize that they need stuff to be added by the devs constantly (gear, dungeons, zones) and they need the rewards to be there for most of them to want to do the content. PvPers make their own content. We have fought in the same zone since release. They added IC but that is more PvE than PvP. It is annoying to PvP there when you're swimming in mobs. PvPers arrange large dueling events and guild vs guild events because we have not had anything added to PvP that gives us structure for small scale PvP. I guess I can only sum it up like this: If all rewards were removed from the game and the only progression you had was becoming more skilled at playing; PvPers would still have fun and PvEers would probably not. This isn't because it is the right way to play it is because PvP is dynamic and PvE is static.
    Edited by Luigi_Vampa on December 22, 2015 9:51PM
    PC/EU DC
  • catalyst10e
    catalyst10e
    ✭✭✭✭
    Well Ok I can see what you mean, but as a PVPer, I'll just say this... PVP has a time limit on each of the campaigns that forces us to finish in an allotted time, at a high enough ranking to get anything halfway good. Just like how you PVE guys don't like having to kill people in PVP we dont like to kill NPC bosses for the chance at good gear all the while every day were in there fighting that boss, our campaigns are growing closer to ending. I've been in some PVP guilds that will kick you out for not being active enough in the home campaign. it's brutal out there. Theres always a need for the best gear, and if this merchant opens the doors up for us to get better gear without having to PVE for hours/days missing out on PVP rewards, perhaps it will also mean PVP specific skills and such will become unlockable via PVE means.
    "Why settle for just stabbing your foes when you can roast them alive in a gout of arcane fire?"
    [| DC Breton Sorcerer || NA PS4 || PSN: Catalyst10e |]
    [| DC Dunmer Dragon Knight |]
  • daemonios
    daemonios
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'm sad to see people insist on an us vs. them mentality and divide ESO players into PvEers and PvPers. That does NOT represent the whole of the player universe, as many people do both to a greater or smaller extent.

    In any case, I started this thread to discuss the issue from the standpoint of the game itself. My position is that ZOS are ignoring the issue (RNG and grindiness of several aspects of the game) and impoverishing the game by removing some defining characteristics.

    I do NOT subscribe to the view that everyone should be able to get every skill and every piece of gear without playing the corresponding part of the game. I think it was the RIGHT thing to do to have alliance skills and undaunted skills, each gained by playing a different aspect of ESO. If this keeps up, people will also be demanding to get their mages guild and fighters guild skills without killing daedra or finding lore books. It's a valid position to take, but in my opinion it further impoverishes the game. And that's the only thing I'm concerned with right now.

    Meanwhile, ZOS seem to be clueless as to what ESO actually is, and swing back and forth according to whichever faction of players screams loudest. To be honest, I wish the developers took a few days to think about what they want for the game and then for the love of FSM stick with it and be clear that they're sticking with it when the forums are hit with waves of demands for change. Note that this doesn't mean I want ESO to remain as it is forever - I just mean that there's a difference between fixing actual issues due to feedback and overhauling the game's mechanics because someone doesn't like PvP or someone doesn't like PvE.
  • Savos_Saren
    Savos_Saren
    ✭✭✭✭✭
    ✭✭✭
    Here is the real difference between PvE players and PvP'ers (These are some of the best comments from the other thread on this topic before it was closed by the feels police.)

    PvE'ers:
    Why do you all act like grinding is something new this game invented? It gives you a REASON to run these dungeons and play the content.
    Islyn wrote: »

    The issue is, once you have everything in game, there is no reason to play any more until new stuff comes out.

    It is not that re-running the same dungeon over and over (and over) is a blast, because it isn't. It's funny when we make it funny, joking around on TS etc - but it's not fun.


    PvP'ers
    @Typhoios Wrote:
    This is the difference between us PvPers and you PvEers, we play to play. You play for rewards. We want our gear so that we can compete, you want your gear so that you can wait for the next gear grind.

    Typhoios nailed it right there with the difference between PvP and PvE. I hope he doesn't mind me spam quoting him.


    PvE'ers are all about the rewards and chasing carrots. To them PvP'ers are getting something unfair. A carrot with less chase. PvPers dont care about carrots. We care about being in lag free battle dismembering our enemies. Our enemies rage tells are our carrots. Gear is just necessary to be competitive. If PvP had standardized or exclusive gear, we would never set foot in carebear land.

    We have no pride in our gear. "Ooh look at me, I DPS'ed a stupid glowing ghost for 20 minutes for the last 100 days to get this helmet. I must rock at this game"

    We have only pride in our accomplishments in battle "Hey look at these 5 EP t-bagging my body after it took all 5 to kill me, that's hilarious!"

    @Yolokin_Swagonborn @Typhoios

    That's not exactly true, Yolo. A lot of PVEers play for the story line immersion. They also play for the achievements of "I kicked the hell out of Maelstrom Arena... I'm #5 on the leaderboads". Just like PVPers take pride in being on leaderboards. Also, you can rerun the storylines and choose different paths. You may have chosen to kill someone for betraying the Covenant with one of your toons... your other toon might let the person live. Some people like to RP with their guildies (I still don't quite grasp that concept).

    But yes, you do get PVEers who burn through the storyline as fast as possible, only grind for the gear, and complain about how there's no content (because they didn't take the time to enjoy it). Then again- you have PVPers who sit up on a keep just to earn AP, guys who run around for hours repairing walls for the AP, and the infamous unskilled "shadow gankers" who hide while you fight mobs and then pop in to hit you at low health. It's usually followed by a teabag.

    I consider those PVP low-health shadow gankers to be about on par with the PVE chest thieves who run up and take a chest while you're fighting NPCs on top of it.

    That being said- I think the "accomplishment" that people get from PVP and PVE is being able to brag that they have Caltrops or Undaunted Level 9. That's something that you've earned. Weapons and armor are RNG-related. You could have a crappy tank, dps, or healer BARELY make it through Veteran City of Ash and walk away with a helm. (just damn lucky) You can also have a VERY SKILLED tank, dps, or healer run through VCoA dozens of times... and not get a damn thing. It's grueling enough as a dedicated PVEer to have to run a dungeon hundreds of times to HOPE to get a decent helm. I can only imagine how a dedicated PVPer feels to just want the damn helm for PVP purposes.

    Zenimax should sell all armor and weapons for gold. All PVP and PVE items should cost gold and all rewards should be in the form of gold. Not AP. Not Tel Var stones (ironically, this currency forces PVEers to PVP in order to get certain gear... I still can't figure out why that hasn't been brought up). Or- they could make helms/armor/weapons an automatic drop from a dungeon. That way, you'll get the good loot and you can brag that you completed the dungeon. If you complete the dungeon- you should get the helm. Period. But.. that's not how MMOs go. It sucks. I have no solution other than the grind.

    I run both PVP and PVE... and, as I always point out, the best way to enjoy the game is to do both. Hell, we paid for the content of PVE and PVP- we might as well get our money's worth!
    Edited by Savos_Saren on December 23, 2015 12:06AM
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • catalyst10e
    catalyst10e
    ✭✭✭✭
    acw37162 wrote: »

    If a PVP player gets a monster helm from a vendor it affects not one PVE player.

    If a PVE player gets vigor from something other then PVP if affects not one PVP player positively or negatively.

    I just wanted to highlight this one part from you @acw37162 , because this is amazing. If a PVPer buys their helm from a vendor, PVE players wont have disgruntled/angry/pissy PVPers in their group finder ruining their group up.

    On the opposite side, it also means there wont be any PVEers taking up server space / causing lag on the PVP servers just trying to get a skill.

    I know you said you don't like the split dynamic, and I know there's players who do both, but the players who do both dont voice their opinions quite like the ones who take a side. PVPers constantly complain the game doesnt care about them with the lack of content, and as @Typhoios mentioned have to create our own content.

    But then when the Imperial City came out, all I heard was PVEers angry that all the new PVE stuff was located in the PVP zone . If ZOS is listening, that's who they're hearing.
    "Why settle for just stabbing your foes when you can roast them alive in a gout of arcane fire?"
    [| DC Breton Sorcerer || NA PS4 || PSN: Catalyst10e |]
    [| DC Dunmer Dragon Knight |]
  • Xjcon
    Xjcon
    ✭✭✭✭✭
    A game I hate to bring up but one I think that had it right a long time ago was WoW. The PvP gear was best for PvP. While the PVE gear was best for PVE. If ZoS would separate the two it would cure several problems.
    Briza Do'urdenx V16 Dunmer DK
    Jcon V16 Orc DK
    Vierna Do'urdenx V16 Bosmer NB
    Jarlaxle Baenrex V16 Dunmer NB
Sign In or Register to comment.