albertberku wrote: »Oh my god, i posted this idea and PvE folk rushing to the topic to oppose it. And nothing is proposing any change to how it is now for you. Seriously, pathetic.
Then go play another game - seriously if this is not for then find the game you want - why change this into something else?
Because those other PvP focused games have players who are prepared to, and the ability/knowledge/skill/etc to, PvP same level players. You'll generally find those who are pushing for open-world PvP in either primarily PvE games or area's of games are looking to gank/grief PvE players who do not want to PvP, and possibly don't have the skills/ability/knowledge/etc of how to deal with PvP players.
So no they won't go to these other games - because then they'd have to fight ppl who could & would fight back. They want the easy kills. It's what the majority of open-world PvP ends up being - high level players, or groups of players, ganking low-level or solo players for the easy kills... while running away from equal-level players/groups.
As for the whole "it's just a toggle" - as many, many MMO's have found out... a toggle can be exploited and thus force PvE players to be flagged for PvP when they didn't want to be. It's why both SW:TOR & WoW have had to separate PvP & PvE flagged people into different instances - without this, there was an endless stream of complaints by primarily PvE players who were forced into PvP by player(s) doing something which forced their flag to change.
Both Blizzard & Bioware tried to fix/resolve/void the various ways that were used to foce flagg PvE players... and the only way they could do so with 100% effectiveness was to split the instances so the moment you flagged for PvP, you only ever saw other PvP flagged people.
So if you want open-world PvE... try pushing for separate PvP server instead. You'd get more traction and support for that than you would by trying to push for an exploitable PvP toggle.
Helgi_Skotina wrote: »Kiralyn2000 wrote: »Helgi_Skotina wrote: »Helgi_Skotina wrote: »It will be horrible. Pls remove 1 Tamriel and let us kill any members of opposing alliances. How in hell can an AD run through a DC land without gettin killed?
For long-term playability of the game? I think that’s more important than immersion and faction fanaticism/tribalism.
Realism should be first. All the lore and realty of the game process is a joke atm. One Tamriel, dragons in Elsweyr, no friendly fire. What next? Mаchineguns in the crownstore?
If you remove 1Tam, then you go back to the way it was before - where there was no "AD running through a DC land". Azura(?) was changing history so that when you were in DC lands, you were the DC Hero and when you were in AD lands, you were the AD Hero, etc. (Cadwell's Silver & Gold) This is why your "AD" character is killing DC soldiers in AD questing zones, then happily turns around and kills AD soldiers in DC zones. Whichever faction territory you were in, you were considered one of them.
That's the point, there should be no questing for AD players in DC zones and opposite. You can just run here, gank, kill everything what lives there, maybe even capture the cities and towns. But not run there like in peacetime.
I've seen the same thing happen - repeatedly - in our very own Imperial City, specifically the Arena.barney2525 wrote: »The last thing I want to see here is to be working my way through a delve, get to the boss, and then get jumped from behind and killed by some ganker. They are just going to stay at the site, waiting for you to rez so they can gank you again, laughing the whole time, and you never get to complete your task.
No need to predict anything. This is exactly what happened during last year's Imperial City event.In eso I would predict people camping transport sites and killing anyone that is still stuck in a load screen.
Helgi_Skotina wrote: »Kiralyn2000 wrote: »Helgi_Skotina wrote: »Helgi_Skotina wrote: »It will be horrible. Pls remove 1 Tamriel and let us kill any members of opposing alliances. How in hell can an AD run through a DC land without gettin killed?
For long-term playability of the game? I think that’s more important than immersion and faction fanaticism/tribalism.
Realism should be first. All the lore and realty of the game process is a joke atm. One Tamriel, dragons in Elsweyr, no friendly fire. What next? Mаchineguns in the crownstore?
If you remove 1Tam, then you go back to the way it was before - where there was no "AD running through a DC land". Azura(?) was changing history so that when you were in DC lands, you were the DC Hero and when you were in AD lands, you were the AD Hero, etc. (Cadwell's Silver & Gold) This is why your "AD" character is killing DC soldiers in AD questing zones, then happily turns around and kills AD soldiers in DC zones. Whichever faction territory you were in, you were considered one of them.
That's the point, there should be no questing for AD players in DC zones and opposite. You can just run here, gank, kill everything what lives there, maybe even capture the cities and towns. But not run there like in peacetime.
Helgi_Skotina wrote: »Helgi_Skotina wrote: »Helgi_Skotina wrote: »It will be horrible. Pls remove 1 Tamriel and let us kill any members of opposing alliances. How in hell can an AD run through a DC land without gettin killed?
For long-term playability of the game? I think that’s more important than immersion and faction fanaticism/tribalism.
Realism should be first. All the lore and realty of the game process is a joke atm. One Tamriel, dragons in Elsweyr, no friendly fire. What next? Mаchineguns in the crownstore?
Originally the zones were faction locked. Your AD character couldn't go to any other faction zones, only Cyrodiil. Then people started complaining they didn't want to constantly make new alts for each faction and have to grind achievements for every character. The devs listened, and came up with Cadwell's Silver and Gold: Meridia's offer to let you see what would have happened if you had landed in the other two factions. And that was okay with people for a short while. Then people started complaining they didn't want to be locked into the factions and rail-roaded into doing the quests in order. The devs listened, and came up with One Tamriel so everyone can do all the quests in any zone in any order. So you're having issues with the devs actually listening and giving players what they wanted.....m'kay then.
I'm not going to touch "realism" when the game has cat people and lizards with breasts, not to mention the whole fireball/lightning/ice blasts from sticks, fighters who can turn invisible, or breathe fire, or throw javalins made out of light. The dragons in Elsweyr aren't pulled from thin air, there is actually a story reason for them showing up. There is friendly fire; turn off the setting that keeps you from attacking innocents. If you're talking about friendly fire and other players, that's open world pvp and a whole different argument about forcing players who don't want to do that to do that, or do a lot of suffering because other players would constantly be having "friendly fire" incidents everywhere.
An attacker never asks the victim. He just attacks. Fireballs, cats etc - OK, just another world. What not realistic is that different races dont genocyde others - thats's simply darwinis - there can be only 1 dominant species.
gatekeeper13 wrote: »We have enough lag in both PVE and PVP areas, with Cyro being almost unplayable lately. So a big NO from me.
Kiralyn2000 wrote: »Helgi_Skotina wrote: »Kiralyn2000 wrote: »Helgi_Skotina wrote: »Helgi_Skotina wrote: »It will be horrible. Pls remove 1 Tamriel and let us kill any members of opposing alliances. How in hell can an AD run through a DC land without gettin killed?
For long-term playability of the game? I think that’s more important than immersion and faction fanaticism/tribalism.
Realism should be first. All the lore and realty of the game process is a joke atm. One Tamriel, dragons in Elsweyr, no friendly fire. What next? Mаchineguns in the crownstore?
If you remove 1Tam, then you go back to the way it was before - where there was no "AD running through a DC land". Azura(?) was changing history so that when you were in DC lands, you were the DC Hero and when you were in AD lands, you were the AD Hero, etc. (Cadwell's Silver & Gold) This is why your "AD" character is killing DC soldiers in AD questing zones, then happily turns around and kills AD soldiers in DC zones. Whichever faction territory you were in, you were considered one of them.
That's the point, there should be no questing for AD players in DC zones and opposite. You can just run here, gank, kill everything what lives there, maybe even capture the cities and towns. But not run there like in peacetime.
But the game was never like that, even before 1Tam. "Faction" only exists in Cyro & Imperial City - when you are in a PvE zone, you are the 'hero' of whatever faction owns the zone.
Helgi_Skotina wrote: »Helgi_Skotina wrote: »Helgi_Skotina wrote: »It will be horrible. Pls remove 1 Tamriel and let us kill any members of opposing alliances. How in hell can an AD run through a DC land without gettin killed?
For long-term playability of the game? I think that’s more important than immersion and faction fanaticism/tribalism.
Realism should be first. All the lore and realty of the game process is a joke atm. One Tamriel, dragons in Elsweyr, no friendly fire. What next? Mаchineguns in the crownstore?
Originally the zones were faction locked. Your AD character couldn't go to any other faction zones, only Cyrodiil. Then people started complaining they didn't want to constantly make new alts for each faction and have to grind achievements for every character. The devs listened, and came up with Cadwell's Silver and Gold: Meridia's offer to let you see what would have happened if you had landed in the other two factions. And that was okay with people for a short while. Then people started complaining they didn't want to be locked into the factions and rail-roaded into doing the quests in order. The devs listened, and came up with One Tamriel so everyone can do all the quests in any zone in any order. So you're having issues with the devs actually listening and giving players what they wanted.....m'kay then.
I'm not going to touch "realism" when the game has cat people and lizards with breasts, not to mention the whole fireball/lightning/ice blasts from sticks, fighters who can turn invisible, or breathe fire, or throw javalins made out of light. The dragons in Elsweyr aren't pulled from thin air, there is actually a story reason for them showing up. There is friendly fire; turn off the setting that keeps you from attacking innocents. If you're talking about friendly fire and other players, that's open world pvp and a whole different argument about forcing players who don't want to do that to do that, or do a lot of suffering because other players would constantly be having "friendly fire" incidents everywhere.
An attacker never asks the victim. He just attacks. Fireballs, cats etc - OK, just another world. What not realistic is that different races dont genocyde others - thats's simply darwinis - there can be only 1 dominant species. But OK, maybe they came to an agreement. But soldiers from different fracitons side by side in a city of a third faction? Come on. Then just finish all the war and say there is peace and tranquility. Because the 3 banners war and 1 Tamriel cannot exist inside 1 logic.
eovogtb16_ESO wrote: »nafensoriel wrote: »albertberku wrote: »Same idea like in GTA Online: Passive mode, active mode. Passive mode is same as now.
If you are in active mode you can engage in combat with others that are in active mode, too.
Because almost every form of "open-world PVP" in a PVE centric game has failed in horrifyingly bad ways?
Because its not as simple as "enable pvp = true"
Because statistically, it is one of the least popular forms of PVP in games with extremely low usage rates?
WoW would like to have a word with you. The most popular MMO of all time and its most popular servers are World PvP.
redgreensunset wrote: »Sylvermynx wrote: »xenowarrior92eb17_ESO wrote: »nafensoriel wrote: »albertberku wrote: »Same idea like in GTA Online: Passive mode, active mode. Passive mode is same as now.
If you are in active mode you can engage in combat with others that are in active mode, too.
Because almost every form of "open-world PVP" in a PVE centric game has failed in horrifyingly bad ways?
Because its not as simple as "enable pvp = true"
Because statistically, it is one of the least popular forms of PVP in games with extremely low usage rates?
that's not true...WoW had overworld pvp and even for RP realms where u just couldn't there were those specific hubs where u were forced into pvp cuz quests...idk I love an idea of open world pvp but tbh the game is far in 2 deep to be changed cuz say they agree to it...we cant have free pvp to all areas cuz that would just be a mess...which means a lot of work...making alliance zones where ur friendly or enemy cuz different alliance so u can turn off/on forced pvp while in friendly zones...contested areas...maybe have them like mini campaigns whoever gets after 30 days the highest score gets to own that one and pushes the contested territory borders forward or backwards...idk ideas are plenty...resources and time is small so we wont get it especially considering the entire combat team is made of 3 people...imagine that also imagine of the balance needed and yes they could add 2ndary effect to sklills for pvp but hey...again workload and time...so let the dead dream die
Really? I played wow from early 2006 until mid 2013. Except for the time I actually spent on a pvp server I never saw anything like that.
If you flagged up for pvp in wow, yeah, you were fair game - and so was anyone else flagged. If you never flagged, you never had a problem. So unless after 2013 things changed materially.... I have no clue what you are on about.
People who love pvp need to just go play pvp oriented games.... Serious.
Unless it was a PVE only server (those existed at least when I played) there was a chance of getting in trouble. For one thing PVP was autoflagged to ON for some really bizarre reason. So if you were in a mixed realm you'd be a pvp target unless you unflagged yourself. I also recall a really aggravating bug that wouldWouldn’t really make sense if a DC or EP to be fighting AD (for example) on the summerset isles and none of the NPC would react/army get involved and the other way round.
The world setting/lore wouldn’t really allow for it. Hence why the middle ground zone is set as the PVP area.
Well then they could get a bounty and then if we had a proper justice system, people could hunt them for breaking the law!
I know, i know, options are frowned upon.
Options that is going to make game performance worse is generally frowned upon yes. If you don't think this will drastically deteriorate performance in cities and heavy pop zones, try loading into a wayshrine with heavy duelling around it. Main reason I hate going to Bregama.
Further I still vividly recall the flag bug in WoW where the game would randomly flag you as willing to pvp even if you had flagged yourself as off. Considering the number and random amount of bugs in this game I'm sure something similar would happen sooner or later and the toxic part of the pvp crowd would make the game a ghost town until it was fixed.
Just go to Cyrodiil if you're that itchy for pvp. Or maybe play a game that's centered on pvp rather then pve if that's what you prefer?
albertberku wrote: »and again: simple system, pvp flag on/off, off by default. If off you have nothing to do with pvp. 30 mins cooldown between on/off. Guards dont allow pvp within the close proximity of cities. Certain number of players can toggle on in the same zone to avoid any performance concerns. That simple. Really.
albertberku wrote: »people who say there is no demand for pvp in this game and there are not many people doing it even in cyrodiil, i recommend you to go to cyrodiil to check it first. And not at 4 am in the morning.
and again: simple system, pvp flag on/off, off by default. If off you have nothing to do with pvp. 30 mins cooldown between on/off. Guards dont allow pvp within the close proximity of cities. Certain number of players can toggle on in the same zone to avoid any performance concerns, that also will help cyrodiil to maintain its population, which is already too high (even to an extent that causing performance issues). That simple. Really.
No one is going to kill you in the wilds and loot all your belongings, dont be afraid. This is not Ultima Online, chill.
albertberku wrote: »people who say there is no demand for pvp in this game and there are not many people doing it even in cyrodiil, i recommend you to go to cyrodiil to check it first. And not at 4 am in the morning.
and again: simple system, pvp flag on/off, off by default. If off you have nothing to do with pvp. 30 mins cooldown between on/off. Guards dont allow pvp within the close proximity of cities. Certain number of players can toggle on in the same zone to avoid any performance concerns, that also will help cyrodiil to maintain its population, which is already too high (even to an extent that causing performance issues). That simple. Really.
No one is going to kill you in the wilds and loot all your belongings, dont be afraid. This is not Ultima Online, chill.