PvP has no place in ESO. Nothing to justify it. Just another time waster inside a time waster. That's all. I don't like the pvp in ESO so I don't play it even if I could get 1000x the bonuses I get in pve.
ESO for me is the poorly made continuation to the Skyrim legend. I prefer soloing what I can solo. What I cannot solo, I'd rather not try to do it.
An MMO without PvP would have had my membership and subscription from the very first day. I loathe PvP and I am constantly keeping an eye out for a game that has the cooperative MMO experience with a good storyline and plenty of bling without trying to force PvP down my throat by gating good content (i.e. rare dyes) behind it. I can vouch for at least ten other people who would have pounced right on that and stuck with it for the duration of the game's life so far. I would also pay a lot more for a game without PvP as it would be far more valuable to me than the games where I have to tolerate it.
Uriel_Nocturne wrote: »For me? Absolutely.
I started playing MMORPG's when there was zero PvP in ANY of them. I'm here for the PvE (though not so much logging in any more that often), and the PvE alone keeps me in all of the MMORPG's that I play.
I don't PvP at all in ANY of my MMO's.
Purely IMO, I don't believe that PvP of any sort should have ever been introduced to MMORPG's.
Rainwhisper wrote: »Uriel_Nocturne wrote: »For me? Absolutely.
I started playing MMORPG's when there was zero PvP in ANY of them. I'm here for the PvE (though not so much logging in any more that often), and the PvE alone keeps me in all of the MMORPG's that I play.
I don't PvP at all in ANY of my MMO's.
Purely IMO, I don't believe that PvP of any sort should have ever been introduced to MMORPG's.
Why aren't we friends in-game?
Rainwhisper wrote: »
Clearly several other posters in this thread are the same, and it's equally clear that a significant number of others posting here find this approach virtually incomprehensible. How do we build a game where both groups are satisfied, or is such a thing possible? If not, will anyone build a game that really is a PvE-only themepark?
Rohamad_Ali wrote: »Lord of the Rings is a huge title . Big PVE community . They avoided PVP to make player vs monster characters instead , thinking their gigantic following and the amount of roleplayers would hold the title for years . Now that's a name brand bigger then any other in fantasy ...
They couldn't of been more wrong . Within two years massive boredom and closing of servers despite consistent and large PVE updates . Food for thought . Lesson learned is don't underestimate the amount of PVP players out there . It's more then then a lot of people think .
Rainwhisper wrote: »
Clearly several other posters in this thread are the same, and it's equally clear that a significant number of others posting here find this approach virtually incomprehensible. How do we build a game where both groups are satisfied, or is such a thing possible? If not, will anyone build a game that really is a PvE-only themepark?
It's very, very simple. Don't concern yourself with things that don't concern you, and learn to accept that if you don't play all content you won't get all the rewards. Full stop. You don't ever see PvPers making post after post about how they passionately dislike PvErs and wish it didn't exist. Because we don't think about it or what you types do in your roleplay adventures.
Coexisting isn't hard for us PvPers...it's only hard for you because of your selfish entitled mentality that leads you to demand the game be catered around you. Well it never will be. PvP and PvE are both integral parts of this experience and community.
Deal with it.
Rainwhisper wrote: »I'm noticing several responses that fit into dialectic patterns:
1. "If the only content was PvE content, I would run out of things to do."
2. "Exploring the world keeps me occupied."
1. "A game needs a competitive aspect, or I see it as a waste of time."
2. "I have zero interest in PvP or competing against other players."
1. "An MMO needs an end-game to hold players' interest."
2. "I just want to play Skyrim with my friends."
I think the clustering of these responses, which are often diametrically opposed to each other, reflects first-and-foremost the classic categories of MMO players (found here).
We have:
- People who are essentially playing Skyrim online, and not doing veteran or PvP content
- People who are focused on PvP
- People who are focused on veteran/"end-game" PvE content
- Social players who just want to connect with their friends
I realize these Venn diagrams overlap, and some people move among the four groups, but those are the four core constituencies.
I know where I fit in. I'm a PvE only player who'd rather quit the game than PvP, and who has only casual interest in "end-game" content. In terms of Bartle's taxonomy, I'm primarily an "Explorer," with a secondary interest in Achievement. That means I fit into the first group primarily, with some dabbling in the third.
I also prefer cooperative boardgames like Pandemic over competitive ones. Competition doesn't drive my gameplay at all. And I enjoy city-building games and sandbox games far more than first-person shooters. I've spent as much time building my settlements in Fallout 4 as I have running quests. Hence why I liked Homestead so much.
In addition, I have limited playtime. Generally an hour a day, a few days a week. Since I also play alt's, and enjoy crafting, this means that there is plenty of content to hold my attention without me having to touch PvP or veteran content. There's always something interesting for me to do, some goal to work toward, or some engaging task.
Clearly several other posters in this thread are the same, and it's equally clear that a significant number of others posting here find this approach virtually incomprehensible. How do we build a game where both groups are satisfied, or is such a thing possible? If not, will anyone build a game that really is a PvE-only themepark?
DaveMoeDee wrote: »hmsdragonfly wrote: »DaveMoeDee wrote: »hmsdragonfly wrote: »Coop Skyrim, while will be amazing, won't last long. There's no incentive for people to sub, they will just buy the game, play through, and move to other games...
Not if they:
- Keep releasing DLC for years
- Store progress online, making characters and progress persistent
There is little incentive to sub right now anyway, unless we are talking about crafting bags. If that is the incentive, then they can just make inventory management suck like it does here.
If they are also going to milk the whales with cosmetics, they need everything online and persistent.hmsdragonfly wrote: »...
You can find better lore elsewhere: Mass Effect, Warhammer, TES single player games, Fallout etc
...
This comment misses the main appeal of ESO. You can't separate the 'TES single player games'. It is the same world and they are developing the same lore. That is the #1 attraction of ESO. Fleshing out Tamriel further. TES single player games can't have better lore because it is the same lore.
That is why it makes so much sense to have all this PvE DLC. It is full of lore. Adding PvP, coop, and large group play are all nice game modes to add to an Elder Scrolls game, but I for one have no interest in spending a cent on such things. What I appreciate is having persistent characters and the world's state stored online in a way that I can't tweak with console commands. I will play all DLC because it is more of Tamriel.
Of course we are talking about the crafting bag. This is why I said everything is tied in together: If it's just about completing quests, there's very little use of alchemy, provisioning, or any of the trade skills, because you don't need any of them to play through the content. There's no need for theorycrafting and making effective builds. Crafters have no work, there's no point in becoming a crafter. As a result, even if the inventory sucks even more, the craftbag is useless, so, there's no reason to sub. If people don't sub and buy stuffs from crownstore, ZOS simply can't generate enough money to maintain the server and develop new content at the same time, they will have to cut down the cost, so on the brightest scenario, the quality of the new content will be greatly affected. The darkest scenario: the devs will stop developing content all together and the game will be in life support mode.
Yes, ESO's lore is great, it's why I buy this game in the first place, I will also play all DLCs because it is more of Tamriel. I am a TES fan. However, if there's nothing else beside the lore and the questing, I won't sub, and after finishing the storyline I will praise the game and then simply stop playing it, go back to my other games. A dead MMO doesn't generate profit, without profit, the game will go into life support mode and there won't be any further content development.
I think you don't understand how people like me play. I don't do anything competitive. I go with a guild in PvP now and then, but mostly for leveling or for hanging out. I do not min-max at all. I don't do trials, or even many vet dungeons. I have ~520 CP and 5 characters so far at max (only one former v16), so I have played a decent amount. Yet I do all crafting. I have major inventory problems.
You have a major disconnect in your comment "Crafters have no work, there's no point in becoming a crafter." I am not looking for work. My main is max is all 6, finished all research ages ago, and I have few other max level crafters in each craft. My main tries to learn all motifs, though I don't care what my gear looks like. I actually do periodically sub to move mats into crafting bags. I subbed one month for DB for that very reason, and one month during the anniversary where mats were raining down (where I also knocked out most of the remaining DB achievements).
You also miss something in your cost of business calculus. If there are a lot of people like me, they make a lot of revenue when DLC drops, but I don't tax the servers because I don't do much in between DLC (or events) and I don't PvP (which is taxing on infrastructure). People who only PvP are bigger headaches for infrastructure, while also having no interest in many of the DLC. Subbing can also be pointless if they aren't looting mats. So PvP players can more easily stick around as freeloaders compared to the players eagerly awaiting the continuation of the narrative. People like me also don't care about balance. Heck, part of the fun of the game is trying each class. ZOS doesn't have to waste dev time responding to my subjective complaints because I don't make such complaints.

Doctordarkspawn wrote: »The game was built as a PVP only game, it failed as a PVP only game, PVE was half-heartedly introduced...
Doctordarkspawn wrote: »Let me let you in on a little secret here, as someone who played at beta and then since Tamriel unlimited.
Back in the day, it was the exact opposite senario of what your suggesting. Trials? Didn't exist. There were dungeons, no pledges, vet zones so hard you needed a full group just to survive them, and a system designed from the ground up by remnants of the dark age of camelot team, who left, then, to found Camelot Unchained.
It was a PVP only game, pretty much. You wanted endgame for ESO? You played PVP which the system was extensively designed for.
Now wanna know another secret? The first update, the -first- update, outside of Craglorn, which failed miseribly because it just wasn't what people wanted (The group crowd didn't -want- to quest in groups) Was the pledge system.
This game could not survive as a PVP only game, because the audience wasn't there. Adding PVE, saved it. So what does this tell you?
This game could survive and thrive better, faster, and stronger without PVP to manage. Outright. Without a doubt. Whether or not the dev team would be up to the production it'd entail (spoiler, they are not) is another question, but it'd survive, and thrive.
Rainwhisper wrote: »Doctordarkspawn wrote: »The game was built as a PVP only game, it failed as a PVP only game, PVE was half-heartedly introduced...
I've seen this said, elsewhere in this thread and on the forums, but that's not my recollection from beta and the vet-rank era.
There are hundreds of thousands of words of writing, and well over a thousand quests. I never felt that it was lacking in PvE content.
Rohamad_Ali wrote: »Lord of the Rings is a huge title . Big PVE community . They avoided PVP to make player vs monster characters instead , thinking their gigantic following and the amount of roleplayers would hold the title for years . Now that's a name brand bigger then any other in fantasy ...
They couldn't of been more wrong . Within two years massive boredom and closing of servers despite consistent and large PVE updates . Food for thought . Lesson learned is don't underestimate the amount of PVP players out there . It's more then then a lot of people think .
It's hard to make money from a game system that it's basically balanced around killing a thinking enemy.
To provide the fair balance, you lose out on direct changes you can give a tangible value to but they forget most of the streamers these days are looking for conflict situations. That's why most of twitch is playing dota, battlegrounds, mobas, etc. People want interesting encounters and this urge for content is cheaply made via PvP.
PvP brings in huge marketing for zero effort. I'm surprised more MMOs don't go PvP-only.
@CyrusArya wrote: »Rainwhisper wrote: »
Clearly several other posters in this thread are the same, and it's equally clear that a significant number of others posting here find this approach virtually incomprehensible. How do we build a game where both groups are satisfied, or is such a thing possible? If not, will anyone build a game that really is a PvE-only themepark?
It's very, very simple. Don't concern yourself with things that don't concern you, and learn to accept that if you don't play all content you won't get all the rewards. Full stop.
@CyrusArya wrote: »Rainwhisper wrote: »
Clearly several other posters in this thread are the same, and it's equally clear that a significant number of others posting here find this approach virtually incomprehensible. How do we build a game where both groups are satisfied, or is such a thing possible? If not, will anyone build a game that really is a PvE-only themepark?
It's very, very simple. Don't concern yourself with things that don't concern you, and learn to accept that if you don't play all content you won't get all the rewards. Full stop.
I feel like those three sentences are the correct answer to about 10 percent of the threads on this forum.
applause
Rohamad_Ali wrote: »Lord of the Rings is a huge title . Big PVE community . They avoided PVP to make player vs monster characters instead , thinking their gigantic following and the amount of roleplayers would hold the title for years . Now that's a name brand bigger then any other in fantasy ...
They couldn't of been more wrong . Within two years massive boredom and closing of servers despite consistent and large PVE updates . Food for thought . Lesson learned is don't underestimate the amount of PVP players out there . It's more then then a lot of people think .
It's hard to make money from a game system that it's basically balanced around killing a thinking enemy.
To provide the fair balance, you lose out on direct changes you can give a tangible value to but they forget most of the streamers these days are looking for conflict situations. That's why most of twitch is playing dota, battlegrounds, mobas, etc. People want interesting encounters and this urge for content is cheaply made via PvP.
PvP brings in huge marketing for zero effort. I'm surprised more MMOs don't go PvP-only.
The reason why is because they know a pvp mmo only would fail hard and fast. I don't pvp at all what so ever but I do believe that having pvp in a game is very healthy for an mmo (been playin em a long time). Where ZOS goes wrong is trying to balance both without seperation. Every other mmo has "balanced" the two seperately because they learned the hard way that you have to. Someone at ZOS is just too stubborn to see why yet.
It's not fair to either side to have to deal with buffs/nerfs because of the other.
@CyrusArya wrote: »Rainwhisper wrote: »
Clearly several other posters in this thread are the same, and it's equally clear that a significant number of others posting here find this approach virtually incomprehensible. How do we build a game where both groups are satisfied, or is such a thing possible? If not, will anyone build a game that really is a PvE-only themepark?
It's very, very simple. Don't concern yourself with things that don't concern you, and learn to accept that if you don't play all content you won't get all the rewards. Full stop.
I feel like those three sentences are the correct answer to about 10 percent of the threads on this forum.
applause
Would ESO have been Viable without PvP?