MojaveHeld wrote: »I'm both a PvPer and PvEr. I get where both sides are coming from. That being said, with IC, the solution to getting more people in there is something that many other PvPers won't like. Get rid of Tel Var loss on getting killed by other players. The overwhelming amount of Tel Var created in the zone is from PvE objectives. But the overwhelming loss of it is from getting ganked when you're already low health, or getting steamrolled by a large group of players. The gankers and bombers who can take large amounts of tel var from players at no risk to themselves, slink off and bank it all, and then rinse and repeat, are why the zone is practically dead. The PvE play is doing all the work, and the PvP playing is usually stealing a significant amount of the rewards, at little to no risk to themselves. It's just poor zone design.
If you still keep the tel var loss from getting killed by bosses, mobs, etc., the zone still has it's risk:reward balance for most players, but as long as the zone heavily rewards trolling and griefing, the majority of people will stay out. The balance is currently tipped in the favor of a playstyle that most players find toxic, so until that is changed, there's not much PvPers can do to make the zone more welcoming. Advocating for changes to eliminate that sort of behavior is really all they can do, and many of the people that frequent the zone already are guilty of that exact behavior, so they're unlikely to support making changes.
GarnetFire17 wrote: »The problem on PC NA is that the factions are not balanced when it comes to hardcore Pvp groups. It doesn't seem like AD has many active groups. DC has the most, EP somewhere in the middle. AD relys more on numbers than organization and skill just to try to compete. Then it becomes a matter of, we can't win, so we'll comeback later when the try hards are gone.
Same here, I finished the IC mainquest in peace (on my main) shortly before IC became its own campaign.Yup, that's the problem with the questing in Imperial City. I made sure to do it on one character before IC became its own campaign. I got it done completely stress free and it was an enjoyable experience. I wouldn't even consider going in there to do it now... doubly so during an event.
I used one of the post-event Cyrodiils which was completely dead, and that instance of IC had all district flags of my alliance's color. PvE story mode, basically
And just for fun, I tried doing the IC mainquest on one of my mule alts during the event, knowing fully well that it almost certainly won't work because of the overcrowding.
Sure enough, when playing solo, it's impossible to progress past the arena quest. (edit: at least, without a proper PvP build on a properly levelled PvP character)
I tried a few times during different times of day/night, and the arena was constantly either camped by gankers or overran by zergs.
Getting killed isn't a problem. Happens all the time in questing in pve, in dungeons, in pledges, and trials. What doesn't happen in pve is the insults, trash talk, and other happy stuff. Not one world boss ever told me what my Mom said last night. Not one critter in a delve ever sent a "Learn2Play, expletive deleted no0b" whisper. And not one boss, monster, or critter ever followed me across the zone to keep killing me because I didn't want to fight, only get to the crafting station. There may be pvpers that actually do want a fair fight, who won't take getting beaten as a personal insult, but I have yet to run into one.
*laughs in small-scale*thatlaurachick wrote: »This is really a design problem with PvP in ESO. Ganking or zerging are literally the best ways to not die in PvP... so unless you're really into dueling or already in a big PvP guild, you are SOL and dead.
Imagine thinking that serious PvPers care about objectives. Most of us flat out ignore objectives and just DM, win or lose. There's also zero tactics involved when all you have to do to win is ignore actual PvP and run around PvFlagging, ZOS just needs to get rid of objective-based PvP, or maybe modify Land Grab to actually incentivize pvping for flags instead of running around in a blocktard build and standing on objectives like some potato.You know what PvE people *will* do? BGs.
Ganking isn't as prevalent. I never queue for Deathmatch, so BGs are actually fun.
The games require tactics and just killing people is not enough to win. However, 3 people can win against 8 others if they PTFO.
Non-CP so you can jump in with just an armor change.
Wrong again. Gankers only care about getting the ganks, AP/Tel Var is irrelevant to them. Same as small-scale groups who farm resources, we don't care about the campaigns/objectives, we're just here to dumpster other people and have fun doing it.If ZOS could make ganking not profitable, minimize harassment, and make PvP more fair (right now you're either "good" or dead), you'd get more PvE participation.
No. You can PvP on all of your characters if you want to.jainiadral wrote: »Side note: I totally don't get the whole campaign thing at all. If I'm going to try out these zones, it looks like I have to make a major time and method commitment-- am I getting that much right? A week or a month, and I can't decide to do something else PvP-ish on a different toon?
This is somewhat complicated if you have characters on more than 1 alliance, since the 30-day campaigns are faction locked. But you can PvP with 1 faction in CP, 1 in no-CP each month.
And in 7-day campaigns you can bring any character you want (no faction lock), but the 7-day campaign is... kinda special, and quite empty.
(Edit: typo)
Rave the Histborn wrote: »MojaveHeld wrote: »I'm both a PvPer and PvEr. I get where both sides are coming from. That being said, with IC, the solution to getting more people in there is something that many other PvPers won't like. Get rid of Tel Var loss on getting killed by other players. The overwhelming amount of Tel Var created in the zone is from PvE objectives. But the overwhelming loss of it is from getting ganked when you're already low health, or getting steamrolled by a large group of players. The gankers and bombers who can take large amounts of tel var from players at no risk to themselves, slink off and bank it all, and then rinse and repeat, are why the zone is practically dead. The PvE play is doing all the work, and the PvP playing is usually stealing a significant amount of the rewards, at little to no risk to themselves. It's just poor zone design.
If you still keep the tel var loss from getting killed by bosses, mobs, etc., the zone still has it's risk:reward balance for most players, but as long as the zone heavily rewards trolling and griefing, the majority of people will stay out. The balance is currently tipped in the favor of a playstyle that most players find toxic, so until that is changed, there's not much PvPers can do to make the zone more welcoming. Advocating for changes to eliminate that sort of behavior is really all they can do, and many of the people that frequent the zone already are guilty of that exact behavior, so they're unlikely to support making changes.
If you get rid of tel var you lose all purpose for the heart of IC, killing the zone. Just because some people find the zone to be toxic doesn't mean it is, especially when these people seem to have the least experience in the zone. You're not going to change the toxic part of the experience which is the ganking. People are still going to gank other people and you're still going to see the same people complaining they got killed in the sewers on the way to the boss. They just won't have the TV excuse to crutch them.
TheRealPotoroo wrote: »Rave the Histborn wrote: »MojaveHeld wrote: »I'm both a PvPer and PvEr. I get where both sides are coming from. That being said, with IC, the solution to getting more people in there is something that many other PvPers won't like. Get rid of Tel Var loss on getting killed by other players. The overwhelming amount of Tel Var created in the zone is from PvE objectives. But the overwhelming loss of it is from getting ganked when you're already low health, or getting steamrolled by a large group of players. The gankers and bombers who can take large amounts of tel var from players at no risk to themselves, slink off and bank it all, and then rinse and repeat, are why the zone is practically dead. The PvE play is doing all the work, and the PvP playing is usually stealing a significant amount of the rewards, at little to no risk to themselves. It's just poor zone design.
If you still keep the tel var loss from getting killed by bosses, mobs, etc., the zone still has it's risk:reward balance for most players, but as long as the zone heavily rewards trolling and griefing, the majority of people will stay out. The balance is currently tipped in the favor of a playstyle that most players find toxic, so until that is changed, there's not much PvPers can do to make the zone more welcoming. Advocating for changes to eliminate that sort of behavior is really all they can do, and many of the people that frequent the zone already are guilty of that exact behavior, so they're unlikely to support making changes.
If you get rid of tel var you lose all purpose for the heart of IC, killing the zone. Just because some people find the zone to be toxic doesn't mean it is, especially when these people seem to have the least experience in the zone. You're not going to change the toxic part of the experience which is the ganking. People are still going to gank other people and you're still going to see the same people complaining they got killed in the sewers on the way to the boss. They just won't have the TV excuse to crutch them.
IC has basically been dead for a long, long time and the reasons why have been discussed ad nauseum. Getting ganked is one of the reasons for not going back that recurs over and over among PVE players. It's obnoxious not just to a few people, ESO's player base is overwhelmingly PVE oriented and when they keep telling you over and over why they won't go back to a zone you don't get to pretend they never said anything, especially in a thread like this which is ostensibly about ways to make PVP more attractive to these players. It's not just ganking, PVE players playing PVP is a whole different mindset and mode of play that is totally not supported by an arrogant developer who refuses to make switching between modes simple and easy. But at the end of the day, I bet if you were to go back over every thread on this issue and itemise the reasons why PVE players don't want to have a bar of PVP, getting slaughtered by invisible enemies they can do nothing about* will rank top of the list.
* Before anyone mentions that there are some anti-ganking methods available, most PVE players won't have access to them or even know about them because of ZOS's aforesaid refusal to facilitate mode switching.
Ahh yes, I was also seeing such things happening, where questers of different factions would not fight, and even try to help each other as much as possible.I just kept running back and continuing. Even had one DC and one EP help me complete the last door without killing me so I could finish it (thanks guys!).
Takes persistence and unwavering stubborness to get it done no matter what.
So you want to extend an olive branch to PvErs and you start by insulting them in passive agressive way? XD
To be fair, it's like this mostly because of the event, which - for some unfathomable reason - acts as the drain hole for all of the scum of human society.xeha_arwen11 wrote: »ZOS needs to get some game masters or someone over there. It's truly disgusting. Today alone I was in IC, and in a short space I heard multiple, "your mother's a ****", and (...)
Rave the Histborn wrote: »If you get rid of tel var you lose all purpose for the heart of IC, killing the zone. Just because some people find the zone to be toxic doesn't mean it is, especially when these people seem to have the least experience in the zone. You're not going to change the toxic part of the experience which is the ganking. People are still going to gank other people and you're still going to see the same people complaining they got killed in the sewers on the way to the boss. They just won't have the TV excuse to crutch them.
MaleAmazon wrote: »Only way to fix it is to implement actual newbie PvP where you can only play with other newbie PvPers. Not sure how to implement that. Maybe implement a separate campaign, and make it so that if you have >100 hours PvP total, you cannot take any character there.
Rave the Histborn wrote: »MojaveHeld wrote: »I'm both a PvPer and PvEr. I get where both sides are coming from. That being said, with IC, the solution to getting more people in there is something that many other PvPers won't like. Get rid of Tel Var loss on getting killed by other players. The overwhelming amount of Tel Var created in the zone is from PvE objectives. But the overwhelming loss of it is from getting ganked when you're already low health, or getting steamrolled by a large group of players. The gankers and bombers who can take large amounts of tel var from players at no risk to themselves, slink off and bank it all, and then rinse and repeat, are why the zone is practically dead. The PvE play is doing all the work, and the PvP playing is usually stealing a significant amount of the rewards, at little to no risk to themselves. It's just poor zone design.
If you still keep the tel var loss from getting killed by bosses, mobs, etc., the zone still has it's risk:reward balance for most players, but as long as the zone heavily rewards trolling and griefing, the majority of people will stay out. The balance is currently tipped in the favor of a playstyle that most players find toxic, so until that is changed, there's not much PvPers can do to make the zone more welcoming. Advocating for changes to eliminate that sort of behavior is really all they can do, and many of the people that frequent the zone already are guilty of that exact behavior, so they're unlikely to support making changes.
If you get rid of tel var you lose all purpose for the heart of IC, killing the zone.
[Rave the Histborn wrote: »MojaveHeld wrote: »I'm both a PvPer and PvEr. I get where both sides are coming from. That being said, with IC, the solution to getting more people in there is something that many other PvPers won't like. Get rid of Tel Var loss on getting killed by other players. The overwhelming amount of Tel Var created in the zone is from PvE objectives. But the overwhelming loss of it is from getting ganked when you're already low health, or getting steamrolled by a large group of players. The gankers and bombers who can take large amounts of tel var from players at no risk to themselves, slink off and bank it all, and then rinse and repeat, are why the zone is practically dead. The PvE play is doing all the work, and the PvP playing is usually stealing a significant amount of the rewards, at little to no risk to themselves. It's just poor zone design.
If you still keep the tel var loss from getting killed by bosses, mobs, etc., the zone still has it's risk:reward balance for most players, but as long as the zone heavily rewards trolling and griefing, the majority of people will stay out. The balance is currently tipped in the favor of a playstyle that most players find toxic, so until that is changed, there's not much PvPers can do to make the zone more welcoming. Advocating for changes to eliminate that sort of behavior is really all they can do, and many of the people that frequent the zone already are guilty of that exact behavior, so they're unlikely to support making changes.
If you get rid of tel var you lose all purpose for the heart of IC, killing the zone.
And it usually so... lively!
InvictusApollo wrote: »I've created this thread so that people - all people: both PvPers and PvErs could post their ideas on how to make PvP more inviting and friendly for PvErs. I'll post my idea in a seperate thread.
Rave the Histborn wrote: »[Rave the Histborn wrote: »MojaveHeld wrote: »I'm both a PvPer and PvEr. I get where both sides are coming from. That being said, with IC, the solution to getting more people in there is something that many other PvPers won't like. Get rid of Tel Var loss on getting killed by other players. The overwhelming amount of Tel Var created in the zone is from PvE objectives. But the overwhelming loss of it is from getting ganked when you're already low health, or getting steamrolled by a large group of players. The gankers and bombers who can take large amounts of tel var from players at no risk to themselves, slink off and bank it all, and then rinse and repeat, are why the zone is practically dead. The PvE play is doing all the work, and the PvP playing is usually stealing a significant amount of the rewards, at little to no risk to themselves. It's just poor zone design.
If you still keep the tel var loss from getting killed by bosses, mobs, etc., the zone still has it's risk:reward balance for most players, but as long as the zone heavily rewards trolling and griefing, the majority of people will stay out. The balance is currently tipped in the favor of a playstyle that most players find toxic, so until that is changed, there's not much PvPers can do to make the zone more welcoming. Advocating for changes to eliminate that sort of behavior is really all they can do, and many of the people that frequent the zone already are guilty of that exact behavior, so they're unlikely to support making changes.
If you get rid of tel var you lose all purpose for the heart of IC, killing the zone.
And it usually so... lively!
There's usually people and groups in IC still, more than you'd think. Do you think hakeijos just magically show up on guild stores? XD It'll never be as lively as launch but with the free dlc and how many people I see in there hopefully we'll even see a population increase.