Rave the Histborn wrote: »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.
IC was dead because it w as s the first DLC and that makes it about 5years old not because of ganking. It was very lively when first released but with 4 dlcs a year that obviously won't always be the way.
Getting ganked is one of the fundamentals of pvp of pvp, it happens to everyone. I'm not sure why this is such a deterrent, you die in pve, why can't you die in pvp? It doesn't matter if the ESO player base is mostly pve PVP is there and it has rules. You do get to tell players no when their main complaint is one of the cornerstones of the game type and how it is played. You can't take ganking out of pvp just like you can't take out bosses from pve. Acting like this is a valid claim is also absurd.
You did hit the nail on the head though, PVP is a different playstyle and mindset and it is meant to cater to the better players. That's why you constantly hear "git gud", that's what every capable pvper has had to do. You need to regear, adapt your playstyle, and be ready for anything. If you're not willing to meet those requirements then you're going to have a bad time. The same goes for pve, you have to do the same things..
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.
Is that where hakeijos come from? Thanks for explaining that to me. I'll file it away in my brain under "things I already knew".
It's "successful" because a lot of clueless PvEers are farming the mobs for telvar, then getting ganked/zerged down by PvPers.Rave the Histborn wrote: »Lol so salty that the event is successful
Rave the Histborn wrote: »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.
Is that where hakeijos come from? Thanks for explaining that to me. I'll file it away in my brain under "things I already knew".
Lol so salty that the event is successful
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.
It's "successful" because a lot of clueless PvEers are farming the mobs for telvar, then getting ganked/zerged down by PvPers.Rave the Histborn wrote: »Lol so salty that the event is successful
Yeah, that's very successful indeed. /s
1 just don’t mix PvE into PvE areas - it’s a *** idea that has been shown not to work over and over. That way PvP players are ones who WANT to play PvP
2 make it easy and free to change attributes, skills and clothing so it’s possible to switch between a PvE and PvP build on the same character - and provide more storage space so players can have separate sets for both
3 provide some kind of instruction to help players understand and manage the switch to PvP - the learning curve is harsh and almost no one benefits from a learn by bullying approach
4 give newer PvP players a massive set of buffs to make them almost invincible - that way they’re not being one shot by wankers all the time and are actually challenging to kill
5 actively ban players who are bullying or abusive in game, demote their characters and remove achievements
6 help them in PvP, everyone was bad at it to start, only the best made the transition with their attitude intact
Ydrisselle 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.
If the only reason of IC for existing is Tel Var, then ZOS should kill it anyway. According to your logic if somebody isn't interested in Tel Var at all, shouldn't go there.
Haha, yeah, right.Rave the Histborn wrote: »Yes, I'd call that successful
Rave the Histborn wrote: »Ydrisselle 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.
If the only reason of IC for existing is Tel Var, then ZOS should kill it anyway. According to your logic if somebody isn't interested in Tel Var at all, shouldn't go there.
That's the biggest selling point to come into the zone for people, it isnt the only reason IC exists. Lol all the effort in the world to change/shutdown IC, 0 effort to learn pvp mechanics.
I wonder why zos isnt speeding along right now getting all those IC fixes......oh wait what's what? You've only played the zone for 10min and suddenly you're a scholar on it? Sorry friend, I dont think that's how it works.
Ydrisselle wrote: »Rave the Histborn wrote: »Ydrisselle 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.
If the only reason of IC for existing is Tel Var, then ZOS should kill it anyway. According to your logic if somebody isn't interested in Tel Var at all, shouldn't go there.
That's the biggest selling point to come into the zone for people, it isnt the only reason IC exists. Lol all the effort in the world to change/shutdown IC, 0 effort to learn pvp mechanics.
I wonder why zos isnt speeding along right now getting all those IC fixes......oh wait what's what? You've only played the zone for 10min and suddenly you're a scholar on it? Sorry friend, I dont think that's how it works.
You said yourself that without Tel Var IC isn't viable. That means to me it's simply not interesting for most of the players - so either ZOS needs to add more incentives to go there and fight, or they should let it die in silence. You are right, I'm not going there, because there isn't any reason for me to step in IC. One day I will do the questchain, but I'm not in a hurry with that.
And to react your other answer... WoW doesn't have any dedicated PvP realm any more. All of them was changed to PvE with Battle for Azeroth - however if you flag yourself for open world PvP, you get an XP buff (and if I remember well, it buffs your loot chances too).
Haha, yeah, right.Rave the Histborn wrote: »Yes, I'd call that successful
A lot of those new-to-IC players have no PvP skills, no PvP gear, and 0 desire to PvP - they are just there for their event tickets.
And considering what's been happening in there, I bet that >90% of those players will never return to IC until the next event happens.
And shortly after the event, IC will go back to being the dead zone it was before.
Very successful indeed...
thatlaurachick wrote: »
Haha, yeah, right.Rave the Histborn wrote: »Yes, I'd call that successful
A lot of those new-to-IC players have no PvP skills, no PvP gear, and 0 desire to PvP - they are just there for their event tickets.
And considering what's been happening in there, I bet that >90% of those players will never return to IC until the next event happens.
And shortly after the event, IC will go back to being the dead zone it was before.
Very successful indeed...
The problem is, there is still no reason to go there, outside of events.VaranisArano wrote: »Certainly from ZOS's perspective, more players willing to go to IC for events is better than lots of players who don't know about IC or who never have a reason to go there.
Lol, what makes you think I care about what happens during the event?Rave the Histborn wrote: »Let people have fun, you're just miserable about it for no reason.
The problem is, there is still no reason to go there, outside of events.VaranisArano wrote: »Certainly from ZOS's perspective, more players willing to go to IC for events is better than lots of players who don't know about IC or who never have a reason to go there.
At all times when there isn't an IC event active, the IC rewards are crap, and the divide between player skill levels is quite severe: there's some PvE farmers who are just farming telvar... and then there are the hardcore PvPers who are hunting the former. Not much middle ground.
"Dead IC" is a very hostile place for inexperienced PvPers, which just further serves to drive potential players away.
The sociopathic mechanics of telvar gain splitting in groups do not help any, either.
Rave the Histborn wrote: »thatlaurachick wrote: »
How do you incentivize people to enter a mode they oppose at its core by asking the people that are good at the current system? You already get AP, rewards of the worthy, much higher yield and greater numbers of Transmute crystals then PVE does. What more are you looking for?