What's next - purchase the achievements you don't have the time or patience to do?
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.
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
I just imagine how much smoother Cyrodiil would run with all the PVE elements removed.
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.
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.
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?
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.
@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.
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
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.
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.
Yolokin_Swagonborn wrote: »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 wrote: »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!"
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.