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PvE (aka Undaunted) ranks similar to PvP (aka Alliance war)

commdt
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Alliance war ranks are a very nice addition to PvP which for many reasons (skill points, colors, achievements, titles) forces some people including me to do the same content again and again. So why not have the same system for PvE? Im sure this would motivate many people to help newcomers do some high-end PvE content they already done and overall will raise PvE activity, which is good for the game's health. Because really when someone asks me to help them in vet MOL I think "Why would I want to spent time on it again? I need nothing from there", if it were for PvE ranks, this would be an opportunity to earn some extra PvE ranks so feels like some reward for time spent
As to implementation the system fits perfectly in current Undaunted system. Like in PvP there are PvP skill lines and then there are PvP ranks, in PvE we have similar Undaunted skill line and can have these Undaunted ranks. So to develop these ranks you should do content like:
- Clearing group dungeons (vet/HM being more rewarding)
- Clearing trials for more Undaunted reputation (vet/HM being even more rewarding)
- Some minor bonus for doing Undaunted dailies
- Maybe bonus reputation for clearing mentioned content without dying or in time for speed run

This way veterans will get some motivation to do PvE content again, newcomers will more easily get help from veterans in PvE and the game will get high overall PvE activity

What do you think?

PS: Of course before this change group finder should be fixed :)
Rawr
  • idk
    idk
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    PvE has achievements that motivate players. No death runs. Speed runs and more. Rewards such as special skins, pets, titles and more.. PvE even has leaderboards that specifically show who has done the best job clearing the top content. PvE even has a leaderboard that demonstrates who has done the best job clearing content.

    So there are already motivating factors in PvE. They are different because the content is different. Many of the most skilled PvP players are also to PvE players.

    But yes, GF needs to be fixed. It is a shame Zos chose to not fix it even though we were loud and clear that it was not fixed and they were tagged in many of those threads.
    Edited by idk on February 25, 2019 7:11AM
  • commdt
    commdt
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    idk wrote: »
    PvE has achievements that motivate players. No death runs. Speed runs and more. Rewards such as special skins, pets, titles and more.. PvE even has leaderboards that specifically show who has done the best job clearing the top content. PvE even has a leaderboard that demonstrates who has done the best job clearing content.

    So there are already motivating factors in PvE. They are different because the content is different. Many of the most skilled PvP players are also to PvE players.

    But yes, GF needs to be fixed. It is a shame Zos chose to not fix it even though we were loud and clear that it was not fixed and they were tagged in many of those threads.

    There are various leaderboards, achievements, loot and rewards in PvP also.

    The problem I want to adress is in PvE there is absolutely no point to do the same content again (after you got the achievement). Like in PvP you can capture this Alessia again for another portion of AP and progress in Alliance war
    Rawr
  • Mayrael
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    In general I like the idea. Difference is that PvP ranks are not the goal, it's just a background thing that happens by the way, most people plays PvP because they like to do it, not for rewards. That's why I really doubt it will be a good incentive to do same dungs 1000 times just reach higher rank. If PvE would be more dynamic, not about rembering mechanics and just maxing out DPS, if it would be more random and unpredictable, more about reflexes and agility it would be fun to play on it's own.
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
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  • code65536
    code65536
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    idk wrote: »
    PvE has achievements that motivate players. No death runs. Speed runs and more. Rewards such as special skins, pets, titles and more..
    These are all one-time things, though. What happens once you get them? For example, I didn't touch Scalecaller for months after getting the trifecta. Okay, when motifs were added, I was drawn back to complete my collection, but that lasted only a few weeks. And the dungeon event last year completely obliterated the dungeon motif market and now even those rewards are almost worthless.
    idk wrote: »
    PvE even has leaderboards that specifically show who has done the best job clearing the top content. PvE even has a leaderboard that demonstrates who has done the best job clearing content.
    Leaderboard competition has been on the decline over the years. There are those that still compete, of course, but it's not nearly as many as before. Score-pushing is a soul-draining exercise of constantly resetting the trial for hours each night to get that one perfect run where nobody dies and RNGesus smiles upon you, which is why I don't score-push and I suspect why so many people who do score-push burn out and/or develop very salty outlooks about the game.

    So an alternative way to motivate and reward endgame PvE would be nice. I'm not sure if the idea here is a good solution. But the existing incentives for repeating content do seem a bit on the weak side.
    Edited by code65536 on February 25, 2019 7:47AM
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  • Dragneel1207
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    I suggest they make dungeons unpredictable and with no one shots and more about mechanics.
    I have a suggestion like u get random bosses in dungeons
    Different bosses in different areas increases the fun and the change in the strategy to kill them makes it interesting
    and this can motivate some high end ppl and also have fun.

    Finally if zos releases a dungeon like that it would make sense to go for ranking system for dungeons

    but i am not talking about vtrails
    Edited by Dragneel1207 on February 25, 2019 7:46AM
  • idk
    idk
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    commdt wrote: »
    idk wrote: »
    PvE has achievements that motivate players. No death runs. Speed runs and more. Rewards such as special skins, pets, titles and more.. PvE even has leaderboards that specifically show who has done the best job clearing the top content. PvE even has a leaderboard that demonstrates who has done the best job clearing content.

    So there are already motivating factors in PvE. They are different because the content is different. Many of the most skilled PvP players are also to PvE players.

    But yes, GF needs to be fixed. It is a shame Zos chose to not fix it even though we were loud and clear that it was not fixed and they were tagged in many of those threads.

    There are various leaderboards, achievements, loot and rewards in PvP also.

    The problem I want to adress is in PvE there is absolutely no point to do the same content again (after you got the achievement). Like in PvP you can capture this Alessia again for another portion of AP and progress in Alliance war

    I suggest you read my post again. You seem to have read only one sentence.

    First, the PvE leaderboards have much more meaning. i.e, the player at the top of the DK vMA leaderboard is the best at that on a DK. The raid team at the top of the vCR leaderboard is the best at the newest hardest content. The person at the top of the PvP leaderboard for XYZ campaign merely spent the most active hours in that campaign.

    Second, you totally overlooked my mentioning of actual achievements in PvE content many of which you cannot get if you just go through it one time.

    So you can ignore that there are achievements that require going through the content more than once. You can ignore that there are coveted rewards that go along with many of those achievements.

    But they are there so the only problem is you seem to be overlooking them.
  • EliteWarrior
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    idk wrote: »
    commdt wrote: »
    idk wrote: »
    PvE has achievements that motivate players. No death runs. Speed runs and more. Rewards such as special skins, pets, titles and more.. PvE even has leaderboards that specifically show who has done the best job clearing the top content. PvE even has a leaderboard that demonstrates who has done the best job clearing content.

    So there are already motivating factors in PvE. They are different because the content is different. Many of the most skilled PvP players are also to PvE players.

    But yes, GF needs to be fixed. It is a shame Zos chose to not fix it even though we were loud and clear that it was not fixed and they were tagged in many of those threads.

    There are various leaderboards, achievements, loot and rewards in PvP also.

    The problem I want to adress is in PvE there is absolutely no point to do the same content again (after you got the achievement). Like in PvP you can capture this Alessia again for another portion of AP and progress in Alliance war

    I suggest you read my post again. You seem to have read only one sentence.

    First, the PvE leaderboards have much more meaning. i.e, the player at the top of the DK vMA leaderboard is the best at that on a DK. The raid team at the top of the vCR leaderboard is the best at the newest hardest content. The person at the top of the PvP leaderboard for XYZ campaign merely spent the most active hours in that campaign.

    Second, you totally overlooked my mentioning of actual achievements in PvE content many of which you cannot get if you just go through it one time.

    So you can ignore that there are achievements that require going through the content more than once. You can ignore that there are coveted rewards that go along with many of those achievements.

    But they are there so the only problem is you seem to be overlooking them.

    This ^^

    You might as well make a post on why there are no PvP skins, or in-depth achievements (that aren't stupid BG grind ones)
    PC | EU
    Main: Stam DK
  • idk
    idk
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    code65536 wrote: »
    idk wrote: »
    PvE has achievements that motivate players. No death runs. Speed runs and more. Rewards such as special skins, pets, titles and more..
    These are all one-time things, though. What happens once you get them? For example, I didn't touch Scalecaller for months after getting the trifecta. Okay, when motifs were added, I was drawn back to complete my collection, but that lasted only a few weeks. And the dungeon event last year completely obliterated the dungeon motif market and now even those rewards are almost worthless.
    idk wrote: »
    PvE even has leaderboards that specifically show who has done the best job clearing the top content. PvE even has a leaderboard that demonstrates who has done the best job clearing content.
    Leaderboard competition has been on the decline over the years. There are those that still compete, of course, but it's not nearly as many as before. Score-pushing is a soul-draining exercise of constantly resetting the trial for hours each night to get that one perfect run where nobody dies and RNGesus smiles upon you, which is why I don't score-push and I suspect why so many people who do score-push burn out and/or develop very salty outlooks about the game.

    So an alternative way to motivate and reward endgame PvE would be nice. I'm not sure if the idea here is a good solution. But the existing incentives for repeating content do seem a bit on the weak side.

    1. While I get your point, what percentage of the player base actually has the trifecta in Scalecaller? Even more so, what percentage of the population has the Shadow skin or even just the Dro Mathra skin? So there is much room for most. I expect a majority of the active game population has not even cleared all trial on vet, let alone HM. You are one of the more skilled tanks in the game.

    2. Why has leaderboard interest been on the decline? I think that has to be considered first before a solution can be determined. I have seen a number of reasons that the idea presented here would not turn the tide. Ones that have lead to a decreased interest by some serious raiders I have known.
    • Heavy handed combat changes. Morrowind update is a great example.
    • vAS and vCR are so boring. Coming off the heals of the two best trials in the game we received such lame designs.
    • Active player population in decline.

    Also, Cyrodiil is a great example that OP's idea will not keep player interest for eternity. It is a pale resemblance of what it once was.

    Yes, Zos does need to do something to stem the tide. I personally think that unless the game is managed better that it will not matter what they add for achievements. It is my hope their words that they are finally developing a vision for combat in this game is more than just lip service and that Zos' recent statement that the next trial will be a full trial means they are taking development of that content more seriously again.

    Maybe, hopefully, if some of those that left and others that never came see Zos is getting serious about improving how this game is managed. Achievements are great short term motivators. A good, well managed game, is a better long term motivator.

    That is just my opinion, for what little it is worth.
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