Lately I've been questing around Bruma and the other little towns in Cyrodiil to level up my alt characters and I've been getting ganked when I am picking up/handing in the quests. I understand that Cyrodiil is a war zone but is there anyway something like a safe zone could be implemented. Similar to the IC when you switch between districts, you get PvP immunity for a few seconds.
In a stunning twist of irony, there actually are safe zones around quest givers, but only for the PvP quests like Kill Enemy Players and Capture the Elder Scroll of Alma Ruma. I don't think they're going to do that for the towns, though. It's an intended part of the experience.
I dare you to gank me while questing in Cyrodiil. I'll just log out and play some other game. You will be waiting there for DAYS for me to respawn. That'll teach you! Muhahahaaa! I have LOTS of games, so don't even go there. I've got like three hard drives full of those things.
No. Go quest in a pve zone.
I cried xDYolokin_Swagonborn wrote: »This game is slowly turning into Elder Hugs Online and it's depressing.
We tried that in IC for a while, and it was horribleDeanTheCat wrote: »Would you want to be killed as you load into the zone?
Do you have any idea how boring that would be? Cyrodiil is mostly open plains of absolutely nothing. Each of the towns are completely separated. The only thing that makes Cyro a blessing is the fact you might run into another player.nordmarian wrote: »A better idea is a pve version of Cyrodiil, much larger than other 5ones and mch nicer detalied. But that won't happen.
I don't think that would matter. Ganking players as they are on the way to somewhere in a PvP zone is part of the peril of questing in a PvP zone. But when you're talking to an NPC, your camera is forced on their face and you have no situational awareness; "time to react" to an enemy attack is therefore greatly extended. I would support an immunity that kicked in only when you're in dialogue.Refuse2GrowUp wrote: »This wouldn't solve any problems. If it was a time based immunity, gankers would simply wait for the timer to expire then kill you. If it was a location based immunity (say all of bruma was a 'safe zone'), gankers would simply hit you on the trail to Bruma, near the Standing Stones, or in the delve the quest giver sends you into. Simply, you are asking for the devs to invest time and resources into something that wont fix a problem.Lately I've been questing around Bruma and the other little towns in Cyrodiil to level up my alt characters and I've been getting ganked when I am picking up/handing in the quests. I understand that Cyrodiil is a war zone but is there anyway something like a safe zone could be implemented. Similar to the IC when you switch between districts, you get PvP immunity for a few seconds.
People would see a potential ganker then run to an NPC as some kind of safety blanket, which would cause a lot of animosity. If someone did that to me I would literally order takeout and camp that NPC until they finished the dialogue.I don't think that would matter. Ganking players as they are on the way to somewhere in a PvP zone is part of the peril of questing in a PvP zone. But when you're talking to an NPC, your camera is forced on their face and you have no situational awareness; "time to react" to an enemy attack is therefore greatly extended. I would support an immunity that kicked in only when you're in dialogue.
Don't you get kicked out of NPC dialogue if you stay there for too long? But I see your point; that reason is why I suggested "in dialogue" rather than just a bubble around the quest giver (like they had around those ladders in ICPeople would see a potential ganker then run to an NPC as some kind of safety blanket, which would cause a lot of animosity. If someone did that to me I would literally order takeout and camp that NPC until they finished the dialogue.I don't think that would matter. Ganking players as they are on the way to somewhere in a PvP zone is part of the peril of questing in a PvP zone. But when you're talking to an NPC, your camera is forced on their face and you have no situational awareness; "time to react" to an enemy attack is therefore greatly extended. I would support an immunity that kicked in only when you're in dialogue.
That's a great idea, I'd be all for that. They'd have to tweak the wording a bit so you never had to select any conversation options, but I think that would work really well. You'd still have to enter the full dialogue screen to turn in the quest though.It might be better if, when talking to NPCs in Cyrodiil, you don't get the full version. The text appears on the screen still, but it doesn't zoom in so you still have full awareness.
DeanTheCat wrote: »In a stunning twist of irony, there actually are safe zones around quest givers, but only for the PvP quests like Kill Enemy Players and Capture the Elder Scroll of Alma Ruma. I don't think they're going to do that for the towns, though. It's an intended part of the experience.
It's also the area where you enter Cyrodiil, as well as the Base Camp for each alliance. Would you want to be killed as you load into the zone?
The quest hubs don't have loading screens as you can't port in, which makes putting safe zones a tad redundant. Besides, can you name me any PvE zone that offers a zone completion quest level of reward for just simply crossing a river and killing 4 archers? The high reward these quests offers is due to the inherent risk that the quester undergoes when he/she quests in an active combat zone.
Furthermore, on closer inspection of the quest layouts and the various town layouts, a common point between all of these Cyrodiilic quests is that they all funnel you through chokepoints, which means that these quests were designed to encourage small scale combat as the chances of meeting enemy combatants is relatively high when you have questers from multiple factions coming into contact with each other when crossing said chokepoints. These quests are PvP first, PvE after. Zenimax placed a nice juicy carrot there for anyone brave enough to bite it, but do remember that others want the same carrot as you do.
In Cyrodiil, you are a quest objective for any opposing combatant. Don't expect mercy from them. Kill first, ask questions later. They too are trying to complete their quests, which includes killing any opposing combatants they find.
TheShadowScout wrote: »NO.
I dislike PvP, I often PvE in cyrodil, and I would NOT want any safezones around the cyrodil PvE questgivers. I would not want any more "safety" in cyrodil at all. Its supposed to be a darn warzone, for oblivions sake! Go on, find a warzone in RL and walk through it with a big sign saying "I am only here to deliver some supplies" and see if that stops anyone from shooting you. What? it wouldn't? So why would there be safezones in cyrodil???
The danger of possible gankage is part of questing there. Its something you have to experience every time you leave stealth. Every time you enter some dwelve.
Don't like it?
Do dailies in Wrothgar instead!
But for all of those who go and whine about some way to "opt out of PvP in cyrodil" - only if the PvPers get some way to gank you in any of the PvE zones. And I would totally HATE that to happen, so I have to oppose making cyrodil any less PvP-ish either.