Please stop basing your argument around it being a fix for lag. It's not. Nonvet can be just as busy as vet campaigns but have zero lag. It has nothing to do with the towns. It's the calculations.
Please stop basing your argument around it being a fix for lag. It's not. Nonvet can be just as busy as vet campaigns but have zero lag. It has nothing to do with the towns. It's the calculations.
Please stop basing your argument around it being a fix for lag. It's not. Nonvet can be just as busy as vet campaigns but have zero lag. It has nothing to do with the towns. It's the calculations.
Well since devs seem really devoted to keeping pve and pvp separated what would be the only reasonable suggestion wouldnt it?
To begin with I see no reason why there should be PvE in Cyrodiil as it has done nothing but create annoyance, controversy, and lag in my opinion. We all know (including the devs/game gods) that there is a serious ongoing lag issue in PC Cyrodiil. It seems to me that having dolmens, delves, and a huge number of quests and mobs in Cyrodiil cannot be helping resolve the lag issues. If the deer were removed to help control lag, then think of what the rest of this extra stuff is causing. Furthermore this is all PvE content which truly has no place in PvP Cyrodiil. As far as PvP is concerned, this content is only useful to build ultimate which a small amount of scattered mobs could handle easily. There are AP bonuses from killing various delve bosses, but those could easily be gotten from completing resource capture quests, player kill quests, etc.
I believe the best option is to introduce PvE Cyrodiil campaigns while removing all PvE content from the current PvP Cyrodiil campaigns outside of scattered mobs for ultimate regeneration. It seems likely that this would help lessen the current PvP lag issues, while also helping to give a more accurate count on server population since all players counted would be there for PvP only. At the same time, Cyrodiil PvE content could be expanded for the new PvE campaigns. All new Cyrodiil PvE group dungeons, trials, arenas, bosses, etc. including large group keep raids involving a large number of npc's on both sides. If nothing more, it would add more campaigns to Cyrodiil which would better diversify the campaign options players currently have while satisfying the needs of the extreme PvE-only and PvP-only players.
What are your thoughts on this?
To begin with I see no reason why there should be PvE in Cyrodiil as it has done nothing but create annoyance, controversy, and lag in my opinion. We all know (including the devs/game gods) that there is a serious ongoing lag issue in PC Cyrodiil. It seems to me that having dolmens, delves, and a huge number of quests and mobs in Cyrodiil cannot be helping resolve the lag issues. If the deer were removed to help control lag, then think of what the rest of this extra stuff is causing. Furthermore this is all PvE content which truly has no place in PvP Cyrodiil. As far as PvP is concerned, this content is only useful to build ultimate which a small amount of scattered mobs could handle easily. There are AP bonuses from killing various delve bosses, but those could easily be gotten from completing resource capture quests, player kill quests, etc.
I believe the best option is to introduce PvE Cyrodiil campaigns while removing all PvE content from the current PvP Cyrodiil campaigns outside of scattered mobs for ultimate regeneration. It seems likely that this would help lessen the current PvP lag issues, while also helping to give a more accurate count on server population since all players counted would be there for PvP only. At the same time, Cyrodiil PvE content could be expanded for the new PvE campaigns. All new Cyrodiil PvE group dungeons, trials, arenas, bosses, etc. including large group keep raids involving a large number of npc's on both sides. If nothing more, it would add more campaigns to Cyrodiil which would better diversify the campaign options players currently have while satisfying the needs of the extreme PvE-only and PvP-only players.
What are your thoughts on this?
Ok,ok.You want to remove any PvE quests,animals,dolmens,and such so that there will be no lag for,..PvPers? Have I got it right?
Thing is,PvE players dont want Campaigns. They are in it for the play,such as quests,which you want gone,and crafting food which sometimes takes meat,which you also would like gone.
Cyrodiil was never supposed to be all for PvP,or they wouldnt have added quests for PvErs,and advertised it for both.
Also,if there are no PvErs to kill who will the PvP gankers prey on?Other PvPers?
Just wondering,...
It's nearly impossible to level your skill lines in PVP (it's too slow), so grinding is necessary, but I also love the fact I could run into a fight while I'm doing quests. It really keeps things interesting for me as a PVPer.
At the moment, Cyrodiil offers that, and people keep trying to take that away, hence my aggression.
To begin with I see no reason why there should be PvE in Cyrodiil as it has done nothing but create annoyance, controversy, and lag in my opinion.
Heh, wait for the towns to capturable. Then doing daily is gonna be real hardcore!Enjoy the easy times while it lasts.
To begin with I see no reason why there should be PvE in Cyrodiil as it has done nothing but create annoyance, controversy, and lag in my opinion. We all know (including the devs/game gods) that there is a serious ongoing lag issue in PC Cyrodiil. It seems to me that having dolmens, delves, and a huge number of quests and mobs in Cyrodiil cannot be helping resolve the lag issues. If the deer were removed to help control lag, then think of what the rest of this extra stuff is causing. Furthermore this is all PvE content which truly has no place in PvP Cyrodiil. As far as PvP is concerned, this content is only useful to build ultimate which a small amount of scattered mobs could handle easily. There are AP bonuses from killing various delve bosses, but those could easily be gotten from completing resource capture quests, player kill quests, etc.
I believe the best option is to introduce PvE Cyrodiil campaigns while removing all PvE content from the current PvP Cyrodiil campaigns outside of scattered mobs for ultimate regeneration. It seems likely that this would help lessen the current PvP lag issues, while also helping to give a more accurate count on server population since all players counted would be there for PvP only. At the same time, Cyrodiil PvE content could be expanded for the new PvE campaigns. All new Cyrodiil PvE group dungeons, trials, arenas, bosses, etc. including large group keep raids involving a large number of npc's on both sides. If nothing more, it would add more campaigns to Cyrodiil which would better diversify the campaign options players currently have while satisfying the needs of the extreme PvE-only and PvP-only players.
What are your thoughts on this?
Ok,ok.You want to remove any PvE quests,animals,dolmens,and such so that there will be no lag for,..PvPers? Have I got it right?
Thing is,PvE players dont want Campaigns. They are in it for the play,such as quests,which you want gone,and crafting food which sometimes takes meat,which you also would like gone.
Cyrodiil was never supposed to be all for PvP,or they wouldnt have added quests for PvErs,and advertised it for both.
Also,if there are no PvErs to kill who will the PvP gankers prey on?Other PvPers?
Just wondering,...
No, you don't have it right. I said to offer different campaigns. The original ones would stay the way they are, and then there would be others that are PvP only and PvE Only. The PvE campaigns would be for "play" such as you stated: quests, crafting materials, etc. without the worries of being "ganked" which most PvE players dread. In fact they could offer a huge amount more PvE through zone bosses, public dungeons, along with group dungeons and trials offering new gear sets. You can call it a "campaign" or a "zone", such as Wrothgar, and it would make no difference. It would be a PvE "zone" called Cyrodiil.
I know Cyrodiil was intended to combine both PvP and PvE because... well because it was designed that way... duh. Just think if Edison had stopped at his first light bulb design and said that's as good as it gets. I'm saying that it doesn't serve any real purpose and may be harming the PvP experience by creating lag. And yes, PvP gankers would gank PvP players just as most PvP gankers do right now. Only unskilled PvP gankers need to gank PvE players. Just sayin...
I mean seriously, how many PvP gankers sit outside a delve in stealth and just wait for that juicy V5 to come wandering within range? Hour after hour... "come on, I know this is a popular grind spot..." Really? That would make them nothing more than an unusually intelligent and capable NPC. A PvP ganker should be ganking other PvP players who are trying to reinforce an ongoing battle to hopefully help their side win, ganking players who foolishly wander to the fringes of the area currently held by a zerg, and things of that nature. Things that actually go with PvP when taking the war into account instead of solo players looking for easy AP.