Doctordarkspawn wrote: »hmsdragonfly wrote: »Doctordarkspawn wrote: »Ain' bringin' me together.
Also, no real PVP fallacy.
PVP dont sell. It's why the game quickly abandoned said updates aside from battlegrounds.
If we take a closer looks, most popular games right now are PvP games: League of Legends, CSGO, Dota 2, Fortnite, PUBG, Call of Duty, Battlefield, Overwatch etc
So PvP do sell. League and Dota have both PvE and PvP and if you want to do well in those 2 games you have to be good at both PvE (creeps farming) and PvP (combat against players).
We are living in the era which PvP games dominate. Maybe it's just that no PvP MMO has been done right in the past.
The thrill of competing against another player is something very special and you will have players asking for PvP mode in a lot of games. Even Bioware's new IP Anthem, even when Bioware barely has any history with PvP (Mass Effect, Dragonage), there are people requesting PvP mode for Anthem.
@hmsdragonfly
You are correct. PVP does sell. PVP MMO's, do not sell. And that's been shown time and again.
battlegrounds, asymetrical games, hero shooters, these are all forms where PVP is both the central focus and the driving force. These games also distill their gameplay into a few factors, where as PVP in MMO's has layers on layers of variables.
Comparing an MMO to a Battle Royale or a Moba is apples to oranges. Find me a PVP focused MMO that hasn't collapsed under it's own weight within five years. Then you have a case. In the meantime, let me list a few that have died. Shadowbane. Warhammer online. Darkfall online. Dark Age Of Camelot.It is what it is, these games tend to die when the PVP community cannibalizes itself due to the weight of the people on top who have found out how to exploit the system. Contrast with Moba's where teamwork and knowledge of mechanics alone can make the difference, and you will see why these are not fessible examples.
I find myself strangely giving an example to rebutt you... Eve Online. It's a PvP MMO that's still going strong after running for years, has for the most part had steady increases in population... however on the other hand it's fairly small when compared to ESO, WoW, FFXIV, etc. It was also built up for PvP from the very start.... it didn't have PvP tacked onto it at the last minute like most PvE-centric MMO's have had.Doctordarkspawn wrote: »You are correct. PVP does sell. PVP MMO's, do not sell. And that's been shown time and again.
Find me a PVP focused MMO that hasn't collapsed under it's own weight within five years. Then you have a case.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Ain' bringin' me together.
Also, no real PVP fallacy.
PVP dont sell. It's why the game quickly abandoned said updates aside from battlegrounds.
Mate, every big MMO has PvP in it's endgame. Saying that PvP doesn't sell is madness if you compare how many MMO's have excellent PvP ingame.
Mate, every big MMO which has prioratized PVP as it's driving force has died. Warhammer Online. Shadowbane. It's just a matter of history.
This game prioratized it up until a year in, when it realized that it just wasn't puting in the numbers needed for content production.
Disbelieve it if you want, call me crazy if you want, but PVP specific MMO's just dont tend to do well.
MrSensible wrote: »Battlegrounds are fantastic. Small scale pvp is where the game should focus. Cyrodiil is just not fun. It's rarely a matter of skill and more often a matter of "Did my side have more people?" You capture a keep then rush to another, only to find the one you just captured has been retaken. Should drop Cyro pvp altogether and turn the zone into a big Adventure Zone or split it up into 9 smaller battleground zones.
Healthy games require a mixture of pvp and pve focus. PVP should never be the #1 priority in an MMO, as much as I wish it could. It simply isn't economically viable. It costs too many resources to balance and maintain vs. the number of people who are interested in. But that doesn't mean it should be forgotten altogether.
Cyro sucks. Battlegrounds good. Flame on.
SteveCampsOut wrote: »IC was not a pvp dlc -- it was a hybrid. We've never been given a pvp dlc for this game.
Originally, entry into IC could have been locked to the exclusion of the others by control of the map (that's why the sewer icons on the map look like keyholes). Having exclusive entry to IC meant the 'controlling faction' would have the opportunity to farm, do the quest lines, or whatever ... as a pve zone (so long as map control was maintained). Obviously, when map control was lost, chaos would ensue as one or both of the other factions could gain entry to IC -- opening it up for pvp action. This would have resulted in IC 'as a pve zone' (due to faction exclusivity) and IC 'as a pvp zone' cycling. Granted, it would have been a rather chaotic cycle, but that would have been part of the fun. In theory, it would have been a win-win for pvp'ers and pve'ers alike.
It was a great idea, but during beta too many people complained that it would be unfair to pay for a dlc that, potentially, you couldn't play (or would be locked out of) for periods of time. So, that feature was scrapped during beta.When faction controlled entry was scrapped during beta -- it was scrapped before the feature was 'turned on' in beta ... meaning, it was scrapped before anyone had a chance to actually experiment with the feature. It's important to note that the decision was based on a lot of hyperbole 'what if' qq'ing.
In hindsight, was scrapping the feature a good decision for the longevity of IC or for the benefit of pvp as a whole? Interesting to think about.When IC initially released, the sewers were where most pve players went and was considered the 'care bears' portion of IC and the districts were where the hard-core pvp'ers went (a fact emphasized by many content creators at the time). Obviously there was some ganking in the sewers, but it was minimal when IC was first released. Things went downhill when the pvp'ers returned to Cyrodiil (why this happened is not discussed here to keep this post short). With no real pvp action, the IC pvp stragglers turned to their newly found past-time - sewer ganking. That caused the pve population in the sewers to steadily decline. Ironically, IC is now mostly empty and many people qq about that.
It's too bad that faction controlled entry was scrapped - IMO, that one change triggered IC's downward spiral which eventually lead to the current (mostly empty) status of IC.
So, I take issue with people claiming that IC was a pvp dlc, because it wasn't ... it was a hybrid. I do hope that someday they release a dlc that is purely pvp.
The "Locked" Imperial city deal fell through because having an area locked by faction has proven itself in the first game that had it to cause players to leave the game in droves. Much of ESO's PVP, 3 realms/3Factions/PVP Zones were based on the RVR of Dark Ages of Camelot. IC was meant to be similar to DAoC's Darkness Falls dungeon which could only be entered by the faction or realm that held the most keeps. What this ended up doing was causing players to mass up in one faction on many servers effectively locking out both other realms for most of the time. Your realm/faction can never get into the sweet dungeon with the sweet drops, you either have to make a new alt in the winning realm or quit the game. Guess which choice most people made when faced with having to level new alts in new realms.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Ain' bringin' me together.
Also, no real PVP fallacy.
PVP dont sell. It's why the game quickly abandoned said updates aside from battlegrounds.
Mate, every big MMO has PvP in it's endgame. Saying that PvP doesn't sell is madness if you compare how many MMO's have excellent PvP ingame.
Mate, every big MMO which has prioratized PVP as it's driving force has died. Warhammer Online. Shadowbane. It's just a matter of history.
This game prioratized it up until a year in, when it realized that it just wasn't puting in the numbers needed for content production.
Disbelieve it if you want, call me crazy if you want, but PVP specific MMO's just dont tend to do well.
Imperial City was the only PvP update since release.
We want more updates like Imperial City which only focuses on PvPing.
This is a Great game with alot of content and amazing features. But it really needs to focus on bringing PvP players to play the Game.
darkstar2084 wrote: »someone enlighten me they have cyrodil, imperial city and now battlegrounds. What else do you think they could do for a pvp DLC? I cant really think of anything
That's like saying PVE already has dungeons, trials, and quests in various cities across the map, why release any DLC at all?
Most of us aren't game designers, which is why we pay someone else to come up with ideas to implement into the game to make PVP more enjoyable. Just because you're not able to come up with anything doesn't mean there aren't good ideas waiting out there for future releases.
Unfortunately, ZOS makes their money off the crown store, and PVP updates aren't going to help with their bottom line. My guess is we'll continue to see little tweaks to PVP this year, but no major changes of any sort.
DuskMarine wrote: »It is true without pvp many would leave the game it doesn't get the respect it deserves with updates and fixes this is especially true for console players pvp is trash right now on ps4 and is unplayable pvp should be one of the main focuses in my opinion
alot of people dont go into pvp to actually pvp fyi. those pops mean jack..........
DuskMarine wrote: »It is true without pvp many would leave the game it doesn't get the respect it deserves with updates and fixes this is especially true for console players pvp is trash right now on ps4 and is unplayable pvp should be one of the main focuses in my opinion
alot of people dont go into pvp to actually pvp fyi. those pops mean jack..........
There's also plenty of people that would love to PvP but since it's been neglected for so long they don't.
What PvP in ESO is missing.
1. Ranked System
2. Arenas
3. World open PvP zones
4. Contested PvP Areas
5. Free for all PvP Areas
6. Ranked Battlegrounds 10v10
7. Guild PvP System (Keeps, Guild fights, PvP leveling)
8. PvP Events (Prize money matches)
9. Gold and chest rewards for winning Games
10. Highlights in main ESO Website
IMO gear/items reliance is what ends up killing PvP in mmorpgs, pretty much every popular and successful PvP game has players starting on equal ground.
When you start adding stuff like set bonuses/gear quality/potions/poisons/cp points to the mix and the already existing class/skills balance problem because devs refuse to make skills/passives behave differently depending on which game mode they are used, that ''equal ground'' starts to disappear soon followed by competitiveness and interest.
I would prefer if PvP from mmorpgs were entirely based on your class and the skills they have access to, with gear and consumables made specifically for PvP, and skills/passives also tweaked specifically for PvP.
Imperial City was the only PvP update since release.
We want more updates like Imperial City which only focuses on PvPing.
This is a Great game with alot of content and amazing features. But it really needs to focus on bringing PvP players to play the Game.
Cyrodiil just needs an overhaul.
An update to the keeps, the regions outside the keeps and maybe make the map smaller its way too big atm for the population cap.
Most importantly, it needs a PERFORMANCE update.