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How to make PvP more friendly and inviting to PvErs?

  • Rave the Histborn
    Rave the Histborn
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    Major_Lag 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.
    The problem is, there is still no reason to go there, outside of events.

    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.

    Edit:
    Let people have fun, you're just miserable about it for no reason.
    Lol, what makes you think I care about what happens during the event? :D
    I'm not participating in it in any way (not even PvE dungeons), don't care about some ugly mount that I would never use anyway.

    The events are always messy, because the zones end up overcrowded and everything breaks down (relative to how things normally are). That's just how it is.

    The salient point here (raised by the OP) is, what could be done to make PvP more fun for a wider audience.
    And IC is one place that would particularly benefit from such changes. There's so little reason to go there outside of events - ZOS should change that :)

    LOL for someone that doesn't care you sure do have a lot to say, especially for someone with no PVP experience and that doesn't even know what the event drops are. Maybe you should try shutting up?

    I think the thing that can be done to make PVP more fun for a wider audience is REQUIRING 20hours total of PVP exprience before you are able to unlock trials. This will allow players to really choose if they want to get that far into PVE or PVP and they will at that point have gotten over this complex about dying in a video game. I would also require them to read a dictionary so they don't misuse words like "sociopath" to the point where they're just buzz words instead of words that used to denote something particularly terrifying.

    For real though the way you cater to the PVE audience is by not doing it so they stay out of PVP. If you want to PVP you will, and if you need to be incentivized further you shouldn't be there in the first place. There's plenty of incentives and PVP specific rewards to make you want to go in to IC/Cyrodiil.

    There's plenty of reasons to go there for people, just not you so I think that's why ZOS hasn't phoned you yet on your opinion for other changes.
  • Major_Lag
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    So there isn't anything to get there because the IC rewards are crap, but the IC event just doubles your chances of crap rewards, so why are people in here?
    Can you even read? I clearly stated that the rewards are crap OUTSIDE OF EVENTS.

    Personally, for me the rewards are still crap - I don't care about the Indrik mounts - but I can understand why a lot of people do care, so for them the rewards are worthwhile.
    Every place is hostile for inexperienced PvPers, just like every place is hostile to inexperienced PvEers. You know what gets you experienced? Going into "Dead IC" and learning the mechanics of the zone.
    Haha, LOL, good luck with that. That's not how the learning curve works for players new to PvP.
    They have much better odds of actually learning to PvP by duelling or doing BGs; IC is pretty much the endgame tier of PvP.
    "Socipathic" mechanics LOL all these zergs and groups of casual players trying to work together is geared towards sociopaths now. No, moron, you all fight the boss with the set amount of lot then you all share the loot. It doesn't work any different from any other content in the game. This is how looting in ESO works.
    Clearly you never PvE - because that's not how looting in PvE works at all :D
  • Kiralyn2000
    Kiralyn2000
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    I don't accept the premise of making PvP more friendly to PvEers. I'm a PvE player and don't care for PvP. Why would PvP players want those who don't care for the basic premise of PvP playing in a PvP zone?

    Because they're easy victims.

    A portion of the PvP community just love the Midyear Mayhem and IC events, because it provides a steady stream of free kills for them to feel better than.
  • Major_Lag
    Major_Lag
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    someone with no PVP experience
    A few months of playing PvP for a few dozen hours per week is "no PvP experience"? You sure about that? :D
    There's plenty of reasons to go there for people
    Then why is the zone almost completely dead for most of the year, genius? :D
  • Malmai
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    Every time there is a PvP event that is supposed to attract PvErs to PvP, we get an outcry from PvErs that they don't like being killed in PvP. Some person even got "traumatized"...
    But I'm not here to tell people how to man up.

    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.

    Do not PvP on events if you are PvE player, its easy AP for Vets.
  • Rave the Histborn
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    I don't accept the premise of making PvP more friendly to PvEers. I'm a PvE player and don't care for PvP. Why would PvP players want those who don't care for the basic premise of PvP playing in a PvP zone?

    Because they're easy victims.

    A portion of the PvP community just love the Midyear Mayhem and IC events, because it provides a steady stream of free kills for them to feel better than.

    But how do you not become an easy victim? You practice and pvp more. God that's the PVP catch though right? People don't wanna start something they have to put effort into yet the more effort they put into it the better they get and the less easy of a victim they are.

    I mean PVP is PVP, you can keep whining about it but it's not going to change. You can get killed my anyone if they're good enough, I mean what if i made a twink PVPer? My main is a warlord but I could hitting below 50 PVP and murdering people. I'd be the appropriate rank and amount of pvp play time on my toon so you'd never know but I'd have way more experience, because that's what actually counts, PVPing and actually doing it. If your PVP expreience is 2 2week events all year you're going to die, it doesn't mean you can't enjoy yourself.
  • Ydrisselle
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    Ydrisselle wrote: »
    Ydrisselle 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).

    The point of IC is to get PVP players that want to PVP other players and this includes ganking as part of the mechanics and game play. For PVE players the main point is the storyline which revolves around a WARZONE where soldiers are fighting for dominance and control over the city. The tel var is an added bonus to buy things like Hakeijos and PVP IC armor sets from vendors which has benefits for both PVE and PVP players. If you remove any part of that, you throw off the balance of the entire zone. No pve means less players coming in to get killed for the pvp population and for pve players that keep screeching about a pve only version would come to find a zone not centered around pve that would take all of 30min to complete and would enrage them more. Taking tel var out further decreases the value of the zone.

    You've gotta understand it is very interesting to people, it has great lore, there's lots of completionists out there that want to do everything, and some people have Oblivion nostalgia. You've even shown interest yourself saying you wanna do the quest chain at some point. So let me tell you the biggest turn off that actually exists for IC. Oversensitive people that only complain and talk about the worst aspects of it like you're watching the news. It's all murder doom and gloom and instead of doing anything about it they take to the forums to whine and cry about how the zone doesn't cater to them, their wants, and what they expect. There's tons of posts about sewer gankers at base and bemoaning getting farmed when these players willingly go out and die over and over. Not one thinks to group up, go out together, go up to a district and use the sewer entrance there and go around to fight them from behind. Nope, that's beyond most people, they need the game changed, stuff like that's too hard. PVP and IC is just like any part of PVE that you hope to complete, you get gear, you learn your role, and you put in the time to improve yourself an your skills. For some reason if you kick someone for low cp, you're toxic in a starting zone, your pull low dps it's accepted by the greater player base but man, use a mechanic like cloak as ZOS intended it and suddenly you're Mitler #2, you need to be banned, demoted, lose all your gold and achievements, and the entire core of the game needs to be changed.

    Edited for spelling

    Trust me, I understand your point - however if there is only one thing (Tel Var) to justify the very existence of a game mode (IC as a PvPvE one), then I consider it as unnecessary. ZOS could entrely remove Tel Var and revamp IC into something else - maybe a pure PvE version for the questchain and a pure PvP version for something else (AP and/or stat buff in Cyrodiil?
    You are right, there has to be more to offer so that IC won't be too empty any other time of the year. But there is the problem of spawn point ganking. It's a very bad first experience for somebody who never stepped inside the sewers before, and grouping up won't help with the fact that you can be killed while you are still seeing a loading screen. It was proposed that the players could be invincible if they are still loading into the zone; i would add 5 more seconds to that to be able to move and do anything in a fight (the invincibility buff also would remove the chance to gain Tel Var if you manage to kill someone in that 5 seconds).
  • Major_Lag
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    I would also require them to read a dictionary so they don't misuse words like "sociopath"
    Maybe YOU should read a dictionary, because that was not "misuse" of the term.

    The way telvar gain splitting works, it is 100% antisocial because it means that the bigger your group is, the less you gain.

    Good/experienced players are very reluctant to group because of this, they prefer to farm solo instead.
    There's much more to this, but that's beside the scope of the discussion, so let's leave it at that.
    Edited by Major_Lag on September 14, 2019 4:10PM
  • Ydrisselle
    Ydrisselle
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    Major_Lag 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.
    The problem is, there is still no reason to go there, outside of events.

    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.

    Edit:
    Let people have fun, you're just miserable about it for no reason.
    Lol, what makes you think I care about what happens during the event? :D
    I'm not participating in it in any way (not even PvE dungeons), don't care about some ugly mount that I would never use anyway.

    The events are always messy, because the zones end up overcrowded and everything breaks down (relative to how things normally are). That's just how it is.

    The salient point here (raised by the OP) is, what could be done to make PvP more fun for a wider audience.
    And IC is one place that would particularly benefit from such changes. There's so little reason to go there outside of events - ZOS should change that :)

    LOL for someone that doesn't care you sure do have a lot to say, especially for someone with no PVP experience and that doesn't even know what the event drops are. Maybe you should try shutting up?

    I think the thing that can be done to make PVP more fun for a wider audience is REQUIRING 20hours total of PVP exprience before you are able to unlock trials. This will allow players to really choose if they want to get that far into PVE or PVP and they will at that point have gotten over this complex about dying in a video game. I would also require them to read a dictionary so they don't misuse words like "sociopath" to the point where they're just buzz words instead of words that used to denote something particularly terrifying.

    For real though the way you cater to the PVE audience is by not doing it so they stay out of PVP. If you want to PVP you will, and if you need to be incentivized further you shouldn't be there in the first place. There's plenty of incentives and PVP specific rewards to make you want to go in to IC/Cyrodiil.

    There's plenty of reasons to go there for people, just not you so I think that's why ZOS hasn't phoned you yet on your opinion for other changes.

    Great idea! Do you know what would happen? My prediction: either there would be a lot of people to be AFK somewhere in Cyrodiil to get that 20 hours before moving on; or the trials would be even more deserted than now...
  • FatFred
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    I never take part in PvP contents no matter what game , I believe that a RPG is a world where people enjoy the Adventures and Exploration. Not for people fighting in a rim like headless Chicken.

    If you really want PVP ,go play game like BF COD LOL
  • Rave the Histborn
    Rave the Histborn
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    Major_Lag wrote: »
    I would also require them to read a dictionary so they don't misuse words like "sociopath"
    Maybe YOU should read a dictionary, because that was not "misuse" of the term.

    The way telvar gain splitting works, it is 100% antisocial because it means that the bigger your group is, the less you gain.

    Good/experienced players are very reluctant to group because of this, they prefer to farm solo instead.
    There's much more to this, but that's beside the scope of the discussion, so let's leave it at that.

    Good experienced farmers are greedy, not antisocial. If they're duo farming bosses and don't want to share that's not being antisocial. The whole point is if you aren't the 1% and are looking to kill a boss you are forced to SOCIALIZE and form a group.
  • Major_Lag
    Major_Lag
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    Ydrisselle wrote: »
    I think the thing that can be done to make PVP more fun for a wider audience is REQUIRING 20hours total of PVP exprience before you are able to unlock trials.

    Great idea! Do you know what would happen? My prediction: either there would be a lot of people to be AFK somewhere in Cyrodiil to get that 20 hours before moving on; or the trials would be even more deserted than now...
    Yep.
    FORCING players to do a particular type of content does not work, has never worked, and will never work.

    We already had a good example of that during the "PvP week" of the 5th anniversary event. It was a complete disaster.

    And there's already a requirement in place to do at least some PvP before you can do vet/HM trials... it's called grinding for warhorn :trollface:

    Edit:
    Good experienced farmers are greedy, not antisocial.
    Greed is also another form of antisocial behavior.

    And I do realize that the telvar split system makes sense when killing PLAYERS - since they are carrying a fixed amount of telvar - but it does not make sense on the NPCs, since NPC looting mechanics work completely differently everywhere else in the game.
    Edited by Major_Lag on September 14, 2019 4:34PM
  • Rave the Histborn
    Rave the Histborn
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    Ydrisselle wrote: »
    Ydrisselle wrote: »
    Ydrisselle 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).

    The point of IC is to get PVP players that want to PVP other players and this includes ganking as part of the mechanics and game play. For PVE players the main point is the storyline which revolves around a WARZONE where soldiers are fighting for dominance and control over the city. The tel var is an added bonus to buy things like Hakeijos and PVP IC armor sets from vendors which has benefits for both PVE and PVP players. If you remove any part of that, you throw off the balance of the entire zone. No pve means less players coming in to get killed for the pvp population and for pve players that keep screeching about a pve only version would come to find a zone not centered around pve that would take all of 30min to complete and would enrage them more. Taking tel var out further decreases the value of the zone.

    You've gotta understand it is very interesting to people, it has great lore, there's lots of completionists out there that want to do everything, and some people have Oblivion nostalgia. You've even shown interest yourself saying you wanna do the quest chain at some point. So let me tell you the biggest turn off that actually exists for IC. Oversensitive people that only complain and talk about the worst aspects of it like you're watching the news. It's all murder doom and gloom and instead of doing anything about it they take to the forums to whine and cry about how the zone doesn't cater to them, their wants, and what they expect. There's tons of posts about sewer gankers at base and bemoaning getting farmed when these players willingly go out and die over and over. Not one thinks to group up, go out together, go up to a district and use the sewer entrance there and go around to fight them from behind. Nope, that's beyond most people, they need the game changed, stuff like that's too hard. PVP and IC is just like any part of PVE that you hope to complete, you get gear, you learn your role, and you put in the time to improve yourself an your skills. For some reason if you kick someone for low cp, you're toxic in a starting zone, your pull low dps it's accepted by the greater player base but man, use a mechanic like cloak as ZOS intended it and suddenly you're Mitler #2, you need to be banned, demoted, lose all your gold and achievements, and the entire core of the game needs to be changed.

    Edited for spelling

    Trust me, I understand your point - however if there is only one thing (Tel Var) to justify the very existence of a game mode (IC as a PvPvE one), then I consider it as unnecessary. ZOS could entrely remove Tel Var and revamp IC into something else - maybe a pure PvE version for the questchain and a pure PvP version for something else (AP and/or stat buff in Cyrodiil?
    You are right, there has to be more to offer so that IC won't be too empty any other time of the year. But there is the problem of spawn point ganking. It's a very bad first experience for somebody who never stepped inside the sewers before, and grouping up won't help with the fact that you can be killed while you are still seeing a loading screen. It was proposed that the players could be invincible if they are still loading into the zone; i would add 5 more seconds to that to be able to move and do anything in a fight (the invincibility buff also would remove the chance to gain Tel Var if you manage to kill someone in that 5 seconds).

    I've already answered spawn point ganking, it's not against mechanics or it'd have an autokill feature like city districts do and if it's so unpopulated in your opinion then this is only an event related problem so it shouldn't even be considered. I think you should be invulnerable until you move that's fine but that's not going to stop spawn gankers. You shouldn't gain the ability to attack while you're invulnerable, once you choose to pvp you're in pvp. If you want a 5second running head start from them you're just going to catch meteors to the face after you move so you see yourself die and not load in dead, which isn't a huge upgrade.

    The IC is a warzone so there isn't any content they can add in to update PVE with, that's why it's created as it is. You're asking for a boring unpopulated pve zone and a pvp zone stripped of monsters in a zone that's been out for 5years. They are crappy ideas for a DLC that is "dead" due to being the first dlc in an MMO vs being dead because of the zone design (Murkmire).
  • Rave the Histborn
    Rave the Histborn
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    Major_Lag wrote: »
    Ydrisselle wrote: »
    I think the thing that can be done to make PVP more fun for a wider audience is REQUIRING 20hours total of PVP exprience before you are able to unlock trials.

    Great idea! Do you know what would happen? My prediction: either there would be a lot of people to be AFK somewhere in Cyrodiil to get that 20 hours before moving on; or the trials would be even more deserted than now...
    Yep.
    FORCING players to do a particular type of content does not work, has never worked, and will never work.

    We already had a good example of that during the "PvP week" of the 5th anniversary event. It was a complete disaster.

    And there's already a requirement in place to do at least some PvP before you can do vet/HM trials... it's called grinding for warhorn :trollface:

    Edit:
    Good experienced farmers are greedy, not antisocial.
    Greed is also another form of antisocial behavior.

    And I do realize that the telvar split system makes sense when killing PLAYERS - since they are carrying a fixed amount of telvar - but it does not make sense on the NPCs, since NPC looting mechanics work completely differently everywhere else in the game.

    LOL everything is a form of antisocial behavior. It doesn't discount that for 99% of the population they are going to have to form a group and be social. You have to call out gankers, bosses, coordinate bank runs while keeping people safe and alive. It is very very social.

    Why are you still commenting though like you know? You've said yourself you haven't played IC. Stop talking like you know about it.
  • Major_Lag
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    Why are you still commenting though like you know? You've said yourself you haven't played IC. Stop talking like you know about it.
    I played IC for a few dozen hours back when it was part of the Cyrodiil campaigns.
    Then I played it for another several hours after it become its own campaign.
    And now I even played it for about 3-4 hours during the event, to see how it looks like when it's poplocked.

    All in all I have somewhere between 50-100 hours that I've spent in IC.
    Most of that time I was running solo, a few times I went there with my PvP friends or grouped up with some randoms.

    Of course I'm no expert on IC, but I've seen and experienced enough of it to know how it works.
  • MaleAmazon
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    All of this trouble and effort just so people can avoid being told to get better at a game type. Imagine if you put the effort into pvp that you put into making up reasons you died in pvp.

    It´s pretty normal for an online game to have some kind of tier system. Starcraft 2, you aren´t setup vs professional Koreans, instead the game gauges your performance and matches you with people your skill level.

    100 hours was just an example.

    There is no place people can go to PvP without being whaled on by people in full decked out PvP gear and unlocked skills (I´m guilty as sin of being one, but at least I don´t call my characters names like 'Azzbutcher' and bunnyhop everywhere). When you go into PvP, ride for 5 minutes only to get stunlocked and killed in 2 seconds flat, it is off-putting. There is no reason they couldn´t put in a place in the game where people can learn PvP without being constantly massacred. I guess BGs were an attempt but so long as the match setup aren´t tiered, it doesn´t really work.
    Edited by MaleAmazon on September 14, 2019 5:28PM
  • Major_Lag
    Major_Lag
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    MaleAmazon wrote: »
    There is no place people can go to PvP without being whaled on by people in full decked out PvP gear and unlocked skills
    There is such a place, it's called Battlegrounds (BGs for short) :)

    The matchmaking system in BGs is far from perfect, but it does a decent job of pairing "green" players with other similarly "green" players.
    The system fails spectacularly once you've played many dozens/hundreds BG games, but there's still plenty of opportunities to learn PvP with a somewhat gradual learning curve in there.
  • MaleAmazon
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    That simply hasn´t been my experience, though.
  • Rave the Histborn
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    MaleAmazon wrote: »
    All of this trouble and effort just so people can avoid being told to get better at a game type. Imagine if you put the effort into pvp that you put into making up reasons you died in pvp.

    It´s pretty normal for an online game to have some kind of tier system. Starcraft 2, you aren´t setup vs professional Koreans, instead the game gauges your performance and matches you with people your skill level.

    100 hours was just an example.

    There is no place people can go to PvP without being whaled on by people in full decked out PvP gear and unlocked skills (I´m guilty as sin of being one, but at least I don´t call my characters names like 'Azzbutcher' and bunnyhop everywhere). When you go into PvP, ride for 5 minutes only to get stunlocked and killed in 2 seconds flat, it is off-putting. There is no reason they couldn´t put in a place in the game where people can learn PvP without being constantly massacred. I guess BGs were an attempt but so long as the match setup aren´t tiered, it doesn´t really work.

    Being whaled on is part of pvp, it's called a learning curve. There isn't a place because there is no place, you die you learn, you get better, you repeat. There is no kindergarden for pvp, everyone starts the same and has to learn the ropes.
  • jainiadral
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    Ydrisselle wrote: »
    Major_Lag 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.
    The problem is, there is still no reason to go there, outside of events.

    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.

    Edit:
    Let people have fun, you're just miserable about it for no reason.
    Lol, what makes you think I care about what happens during the event? :D
    I'm not participating in it in any way (not even PvE dungeons), don't care about some ugly mount that I would never use anyway.

    The events are always messy, because the zones end up overcrowded and everything breaks down (relative to how things normally are). That's just how it is.

    The salient point here (raised by the OP) is, what could be done to make PvP more fun for a wider audience.
    And IC is one place that would particularly benefit from such changes. There's so little reason to go there outside of events - ZOS should change that :)

    LOL for someone that doesn't care you sure do have a lot to say, especially for someone with no PVP experience and that doesn't even know what the event drops are. Maybe you should try shutting up?

    I think the thing that can be done to make PVP more fun for a wider audience is REQUIRING 20hours total of PVP exprience before you are able to unlock trials. This will allow players to really choose if they want to get that far into PVE or PVP and they will at that point have gotten over this complex about dying in a video game. I would also require them to read a dictionary so they don't misuse words like "sociopath" to the point where they're just buzz words instead of words that used to denote something particularly terrifying.

    For real though the way you cater to the PVE audience is by not doing it so they stay out of PVP. If you want to PVP you will, and if you need to be incentivized further you shouldn't be there in the first place. There's plenty of incentives and PVP specific rewards to make you want to go in to IC/Cyrodiil.

    There's plenty of reasons to go there for people, just not you so I think that's why ZOS hasn't phoned you yet on your opinion for other changes.

    Great idea! Do you know what would happen? My prediction: either there would be a lot of people to be AFK somewhere in Cyrodiil to get that 20 hours before moving on; or the trials would be even more deserted than now...

    Plus, lots of threads on the forums about gating content and how much it sucks. IMHO, a conversation very much woth having, because even solo questers are starting to suffer from it now.

    *dreams of a beautiful, happy world where none of us have to deal with this crap*
    Edited by jainiadral on September 14, 2019 5:50PM
  • MaleAmazon
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    Being whaled on is part of pvp, it's called a learning curve. There isn't a place because there is no place, you die you learn, you get better, you repeat. There is no kindergarden for pvp, everyone starts the same and has to learn the ropes.

    It is off-putting, period. There is little to "learn" from being insta-killed. And the point ofm this thread is 'how to make it more friendly and inviting'.

    I´ve seen people who have gone into PvP for an event or similar, and just go 'never again'.

    PvP is throwing the player in at the deep end. Some people are like you (and me) and stick with it. But it isn´t very inviting.

    Having a tiered dueling mode or similar might be a better way to introduce people to PvP.
  • jainiadral
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    .
    MaleAmazon wrote: »
    All of this trouble and effort just so people can avoid being told to get better at a game type. Imagine if you put the effort into pvp that you put into making up reasons you died in pvp.

    It´s pretty normal for an online game to have some kind of tier system. Starcraft 2, you aren´t setup vs professional Koreans, instead the game gauges your performance and matches you with people your skill level.

    100 hours was just an example.

    There is no place people can go to PvP without being whaled on by people in full decked out PvP gear and unlocked skills (I´m guilty as sin of being one, but at least I don´t call my characters names like 'Azzbutcher' and bunnyhop everywhere). When you go into PvP, ride for 5 minutes only to get stunlocked and killed in 2 seconds flat, it is off-putting. There is no reason they couldn´t put in a place in the game where people can learn PvP without being constantly massacred. I guess BGs were an attempt but so long as the match setup aren´t tiered, it doesn´t really work.

    Being whaled on is part of pvp, it's called a learning curve. There isn't a place because there is no place, you die you learn, you get better, you repeat. There is no kindergarden for pvp, everyone starts the same and has to learn the ropes.

    What is there to learn from being insta-killed? What I learn is, "This activity is a total waste of time. Go do something else instead."
  • The_Lex
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    If PvE players spent as much time learning and practicing PvP (gear, skills, CP allocations, etc.) as they do memorizing scripted boss fight mechanics and dummy humping for epeen parses, they'd get pretty good.
    Edited by The_Lex on September 14, 2019 6:21PM
  • Major_Lag
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    The_Lex wrote: »
    If PvE players spent as much time learning and practicing PvP (gear, skills, CP allocations, etc.) as they do memorizing scripted boss fight mechanics, they'd get pretty good.
    You can't really compare PvE to PvP, they are entirely different game modes which play 100% differently.

    In PvE you are up against scripted NPC enemies who will behave in a well-defined, predictable way.

    In PvP, every fight is completely different, since you are fighting characters controlled by other human players.
    It takes a completely different set of skills (player skills AND character skills).
  • zyk
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    jainiadral wrote: »
    What is there to learn from being insta-killed? What I learn is, "This activity is a total waste of time. Go do something else instead."
    The takeaway is that you're doing something wrong. Evaluate the problem and find a solution.

    Or don't. It's no big deal. Do the things you enjoy. I don't know why so many people in these forums seem to think all content needs to be adjusted according to their interests. There is nothing overtly broken about IC and therefore nothing pressing to fix.
  • VaranisArano
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    The_Lex wrote: »
    If PvE players spent as much time learning and practicing PvP (gear, skills, CP allocations, etc.) as they do memorizing scripted boss fight mechanics, they'd get pretty good.

    Eh...my main PVP character is also a PVE tank, and in my experience, learning to tank was a much faster and easier process than learning to PVP.

    YMMV, of course.
  • winged_tortoise
    Obviously anyone that doesn’t PVP needs to “Grow a Set” and the n00bs that don’t should be forced by the game engine to play all content with their pants around their ankles.

    Thanks for a brilliant thread 🤣
    Edited by winged_tortoise on September 14, 2019 6:35PM
  • jainiadral
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    zyk wrote: »
    jainiadral wrote: »
    What is there to learn from being insta-killed? What I learn is, "This activity is a total waste of time. Go do something else instead."
    The takeaway is that you're doing something wrong. Evaluate the problem and find a solution.

    Or don't. It's no big deal. Do the things you enjoy. I don't know why so many people in these forums seem to think all content needs to be adjusted according to their interests. There is nothing overtly broken about IC and therefore nothing pressing to fix.

    The problem is you're so outclassed, you don't even have any data to extrapolate from. The death cap is pretty useless, IMHO. Actions occurred so quickly, there's nothing you can latch onto as a starting point for improvement and build upon.

    This happened to me in lowbie BGs multiple times-- it was like don't blink, you're dead :D I've never experienced anything quite like it in any other game. Even when SWTOR widened the midbie category to about 20 levels, I could at least see what hit me before I was a smudge on the ground :D The BG experience is why I don't PvP in ESO.
  • The_Lex
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    Major_Lag wrote: »
    The_Lex wrote: »
    If PvE players spent as much time learning and practicing PvP (gear, skills, CP allocations, etc.) as they do memorizing scripted boss fight mechanics, they'd get pretty good.
    You can't really compare PvE to PvP, they are entirely different game modes which play 100% differently.

    In PvE you are up against scripted NPC enemies who will behave in a well-defined, predictable way.

    In PvP, every fight is completely different, since you are fighting characters controlled by other human players.
    It takes a completely different set of skills (player skills AND character skills).

    As someone who's done every HM trial in the game (except hm vhof and+3 vCR), I know full well how much time is taken up by gearing, parsing, learning, and practicing mechanics.

    My point is that it took a lot of time and effort. This kind of dedication pays off over time.

    How I learned to PvP: I joined a PvP guild, watched videos, geared properly, listened carefully in groups, payed attention to my surroundings, and mimicked what I see other group members do. I started in large groups, then graduated to medium groups, etc.

    I honestly can't say that it took me longer. It took a firm commitment, though. Now I like PvP as much, if not more than pve.

    If events are the only time spent in PvP, you're going to have a bad time, period. That was my only point. What irks me more than anything is the absolute whining in the one or two PVP events per year.
    Edited by The_Lex on September 14, 2019 6:56PM
  • Major_Lag
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    Obviously anyone that doesn’t PVP needs to “Grow a Set”
    But, but... can that set be crafted at a crafting station? :D
    zyk wrote: »
    There is nothing overtly broken about IC and therefore nothing pressing to fix.
    So the exploiters who gapclose up onto the"safe zone" platform where they don't belong, and PvLoadscreen-ing the emerging players, despite that obviously not being intended by the developers, is "nothing overtly broken" in your book?
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