starlizard70ub17_ESO wrote: »^ As @Taryf said, they tried to be everything to everyone in IC, and only ended up being hated by or disappointing nearly everyone. PvPers hated it because of the PvE quests, PvE'er hated it because of PvP in it. I think it's highly unlikely we'll see another PvP/PvE mixed DLC again.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
WalkingLegacy wrote: »starlizard70ub17_ESO wrote: »^ As @Taryf said, they tried to be everything to everyone in IC, and only ended up being hated by or disappointing nearly everyone. PvPers hated it because of the PvE quests, PvE'er hated it because of PvP in it. I think it's highly unlikely we'll see another PvP/PvE mixed DLC again.
To be fair, the PvP in IC is abysmal because it is for gankers only, and while I love PvP, encouraging this type of PvP is the worst idea ever.
IC would make an awesome dynamic PvE quest hub but it could have also been a badasss PvP battleground.
You are looking at a piece of a whole.
When you judge a gaming experience by a subset of it, or any experience, really, it is easy to find major flaws and faults.
The key concept to remember in my opinion is that there is an overarching plan that we don't know. The developers/lead designers/people in charge have a "end goal" for the game that we just don't know, so in creating small DLC that seem to only cater to one small subset, they may very well be laying the foundation for much larger things.
Now, the base game patch that isn't part of the DLC is something that a lot of people don't mention, but they balance pass and bug fix the base game too.
This DLC very well just be the framework and foundation for the larger Dark Brotherhood pass, but because they have shareholders and gamers that want new content immediately, they have to deliver what they can, when they can.
I am a front-end web developer and I know the frustrations of being forced to push something that works 90% of the time and fix the 10% on live because the suits promised a date, something there is nothing I can do. If it's not done, its done.
Just saying, don't grab this small slice of the pie and judge the whole meal on it.
Callous2208 wrote: »
Because again, as he stated, there exists no product that everyone wants. Same reason the local ice cream shop serves more flavors than just vanilla.
Look at how unsuccessful Imperial City sales were
but no one that was straight PVE bought it
starlizard70ub17_ESO wrote: »^ As @Taryf said, they tried to be everything to everyone in IC, and only ended up being hated by or disappointing nearly everyone. PvPers hated it because of the PvE quests, PvE'er hated it because of PvP in it. I think it's highly unlikely we'll see another PvP/PvE mixed DLC again.
starlizard70ub17_ESO wrote: »^ As @Taryf said, they tried to be everything to everyone in IC, and only ended up being hated by or disappointing nearly everyone. PvPers hated it because of the PvE quests, PvE'er hated it because of PvP in it. I think it's highly unlikely we'll see another PvP/PvE mixed DLC again.
If they made separate PvP and PvE instances of IC I would buy it like a shot, as it is I have absolutely no interest in doing so.
I argued at the time that aiming each DLC at both PvE and PvP was the most sensible approach, even with 90% for one and 10% for the other (alternating), that way everyone buys them all and sales revenue is maximised. For IC to work on that basis it needed the PvE content not to be locked behind PvP, and for Orsinium to work it merely needed a PvP arena to be included. The Thieves Guild could also have catered for both playstyles but with the PvP and PvE content kept separate unlike in the original Justice System (or the numerous subsequent proposals for it). The crucial thing is to provide both PvP and PvE content but keep them apart otherwise neither works particularly well.
OP is right.
For the PvP community there should have been PvP thieving in Cyrodiil.
OP is right.
For the PvP community there should have been PvP thieving in Cyrodiil.
If by this you mean loot player corpses....no. looting TV stones is enough.
They've done 3 DLCs. 2 were pve, 1 was pvp with some pve in it. The next one is pve I guess.
They are working on arenas and battlegrounds for pvp.
Thieves guild did make changes to pvp that some people asked for (CP removal in some campaigns).
They need to continue to fix the issues with lag in Cyro before any additional pvp content is added.
I'm not referring to a new zone with both PVE and PVP like Imperial City was. They could have easily added in Arena's or other small form of battlegrounds with the two new PVE DLC's.
OP is right.
For the PvP community there should have been PvP thieving in Cyrodiil.
If by this you mean loot player corpses....no. looting TV stones is enough.
They've done 3 DLCs. 2 were pve, 1 was pvp with some pve in it. The next one is pve I guess.
They are working on arenas and battlegrounds for pvp.
Thieves guild did make changes to pvp that some people asked for (CP removal in some campaigns).
They need to continue to fix the issues with lag in Cyro before any additional pvp content is added.
If they would add battlegrounds/arena's that would help with the Cyrodil lag as they should be instanced and separate from Cyro. It would move players into those and lower the lag. These are the kinds of things they should do with PVE DLC's so at least PVPer's get something that helps keep them here enjoying the game.
So you know how to create DLC that EVERYONE will buy, right?So based on that, WHY make a DLC that only PART of your players will buy???