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PvE/PvP Mode Toggle, would you like to see? (Cyrodiil/Imperial City)

  • idk
    idk
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    Remove ALL of the rewards from PvPvE zones like skyshards, currency, and achievements. Then, sure, have a PVP-free toggle.

    All those rewards are designed to be obtained with the risk of PVP. Players should not be able to get those rewards without the risk.

    That would work ^^^^. The thread of the week and so far it is slamming the idea by almost 70% though there is less than 100 votes.

    Not that it matters because Zos clearly made a clear choice to place these quest, shards and SPs, delves, and dolmens into a PvP zone. Zos is literally saying if you want all that then you will risk facing PvP just as they chose to lock WH, Purge, Vigor and more behind PvP.

    Might I add that besides the sky shards in Cyrodiil Zos locked 50 SPs begind PvP. That is a huge chunk of the SPs available in the base game. Again, Zos made a clear choice with this.
  • Danksta
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    I'd rather see a "opt in" PvP for all the PvE zones.
    BawKinTackWarDs PS4/NA

  • thadjarvis
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    I think the middle ground for these types of things is to have toggle which does whatever is desired (no PvP, easier enemies, god mode, etc.). As long as looting and achievements are disabled, I don't think anyone would gripe about it.
  • iiYuki
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    Yes, I would like to see PvP Mode Toggle only in Imperial City!
    Imperial city should have been more pve focused and be an area intended for higher level players to go and fight harder world bosses.
    The city tower should have been a massive public dungeon (or instance with a leader board) powerful bosses on each floor with maybe 10-20 floors and at the top a big boss with a decent loot table.
    Imp city has been dead since it's release and only sees spikes on the event and when they changed it last year, now it's dead again. Cyrodiil should stay PvP
    Edited by iiYuki on January 19, 2020 9:14PM
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  • VaranisArano
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    JKorr wrote: »
    why are people so afraid of dying in this game? Its not like you die in real life???

    It isn't the dying. Its the fact that some of the pvp players won't just kill you and move on; they will continue killing you and preventing you from playing. Dying in the game is fine; being harassed by being continually killed because the uber competitive pvp player gets some kind of satisfaction by screwing with your game isn't.
    Starlock wrote: »
    Remove ALL of the rewards from PvPvE zones like skyshards, currency, and achievements. Then, sure, have a PVP-free toggle.

    All those rewards are designed to be obtained with the risk of PVP. Players should not be able to get those rewards without the risk.

    Questing and exploration is the best reward of all. Wanna remove that too, I guess?

    Considering that this entire argument is over "can we quest, explore, AND get rewarded (skyshards, AP, Tel Var, achievements) without the risk of PVP", I think you are a little too quick to try to score cheap points in this conversation.

    My requirement: Take out the rewards (skyshards, AP, Tel Var, and achievements), then remove the PVP risk and let the questing and exploration be its own reward.

    Thing is, that's not what many PVEers want. They don't want questing and exploration to be its own reward. They want all those other rewards with no risk.

    Questing and exploration is the best reward?
    Fine. Have your toggle to avoid PVP. Just remove the other rewards that are intended to be gotten through the risk of PVP, including the AP, Tel Var, skyshards, and achievements.
    The players who obtain those rewards by questing and exploring WITH the threat of PVP as intended can enjoy those rewards.

    No, you're not quite right. Take out anything that is directly earned through pvp activity only; alliance ranks, AP and telvar for instance. However for the the story quests, the dungeons/skyshards, you still have to fight through hostile enemy npcs to do the content. If I clear a delve of all the npcs, the group challenge, the bosses, then why shouldn't I get the skyshard? Granted, I didn't pvp other players but I did do the same thing as I do outside Cyrodiil to get the same rewards, so..... Any direct pvp involved benefit, yes, remove. Benefits that are the same as outside Cyrodiil for the same efforts, imo, no.

    I think we've got a fundamental difference of approach here.

    Yours seems to be "I'm doing essentially the same thing as I would in a PVE-Only zone, so why should I have to deal with the extra threat of PVP to get the same rewards/achievements?"

    Mine is "Those rewards/achievements are intended to be acquired in a PVP-enabled zone, so why would you expect the same reward/achievement when you aren't taking on the full risk of that zone as ZOS intended."


    I'll use the Imperial City Arena because its a very clear-cut example of what I'm talking about.
    There's an achievement, Imperial Arena Champion, for completing the PVE boss fight as a part of the Quest. This seems like a perfectly normal PVE achievement, right?
    Except that IC is designed explicitly as a PvPvE zone and there's another achievement for killing 100 enemy players in the Arena. Imperial Arena Champion, while superficially PVE, is intended by ZOS to be completed in the same area as ZOS explicitly encourages enemy players to kill each other.

    So a PVE-only-Toggled player or a player in a PVE-only IC doesn't actually complete the same achievement as a player who plays with the risk of PVP. They complete a far easier version of that achievement because they never have the risk of fighting an enemy player.


    The same is true of the Cyrodiil achievements. Using a PVE-toggle or a PVE-only version of Cyrodiil means that players aren't actually completing the same delves, the same quests, the same towns, or the same skyshards as players who accept the risk of PVP in Cyrodiil as ZOS intended and indeed deliberately incorporated those superficially PVE objectives directly into the Alliance War. Why do they expect the same rewards as the players who accept the risk of PVP as intended?

    If you complete a Cyrodiil Delve with a PVE-toggle, you don't complete the same Cyrodiil delve as the player who plays with the risk of PVP as ZOS intended. Why should you expect the same reward?



    There's a couple possibilities, and I'll explore what they look like using the Imperial Arena Champion as an example.
    1. ZOS' approach - You want the rewards/achievements? Then do the content as intended, with the risk of PVP. There is no PVE-only toggle or zone. The only way to get Imperial Arena Champion is to play in PVP-enabled Imperial City.

    2. PVE-only suggestions: we should get the same rewards/achievements as players who accept the intended risk of PVP even though we are not completing those rewards/achievements as ZOS intended. We should be able to get Imperial Arena Champion even though we are avoiding the intended threat from enemy players.

    3. My original compromise: Remove the rewards/achievements and let questing be its own reward. Players who want to experience the Arena fight in PVE-only safety can, but they won't get the achievement until they experience it as ZOS intended it with the risk of PVP.

    4. A further compromise I'm willing to consider: Create separate rewards/achievements for the PVE-only version. The PVE-only player does complete a boss fight, after all, so they can have an achievement commemorating their PVE-only accomplishment which is distinct from the achievement received by players who completed the fight with the risk of PVP as ZOS intended. The current rewards/achievements remain intact, with the requirement that one must accept the risk of PVP to get them. If you want the PVE-only achievement, do it in PVE-only safety. If you want the Imperial Arena Champion, do it as intended with the threat of PVP.

    Number 3 and 4 both preserve ZOS' philosophy that if you want ALL of the rewards and achievements, you have to do ALL of the content. You won't get the same rewards as the players who accepted the intended risk of PVP. You also won't get the achievements for completing all of the base game (Tamriel Skyshard Hunter, Dolmens, Master Angler, etc) because without experiencing PVP-enabled Cyrodiil, you didn't actually experience the entirety of the base game.
  • Linaleah
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    Yes, I would like to see PvP Mode Toggle in Cyrodiil and Imperial City!
    Starlock wrote: »
    Remove ALL of the rewards from PvPvE zones like skyshards, currency, and achievements. Then, sure, have a PVP-free toggle.

    All those rewards are designed to be obtained with the risk of PVP. Players should not be able to get those rewards without the risk.

    Questing and exploration is the best reward of all. Wanna remove that too, I guess?

    Considering that this entire argument is over "can we quest, explore, AND get rewarded (skyshards, AP, Tel Var, achievements) without the risk of PVP", I think you are a little too quick to try to score cheap points in this conversation.

    My requirement: Take out the rewards (skyshards, AP, Tel Var, and achievements), then remove the PVP risk and let the questing and exploration be its own reward.

    Thing is, that's not what many PVEers want. They don't want questing and exploration to be its own reward. They want all those other rewards with no risk.

    Questing and exploration is the best reward?
    Fine. Have your toggle to avoid PVP. Just remove the other rewards that are intended to be gotten through the risk of PVP, including the AP, Tel Var, skyshards, and achievements.
    The players who obtain those rewards by questing and exploring WITH the threat of PVP as intended can enjoy those rewards.

    that's fine. I just want to see the damn stories (FOR MYSELF, reading recaps or watching in on youtube is NOT the same) and enjoy the environment without having to skip dialogue and if I die to a boss of a quest its not becasue someone decided to wait until I was in combat and then attack me ALONG with the boss, so that I have no chance with all the extra damage happening.
    dirty worthless casual.
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  • gatekeeper13
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    Yes, I would like to see PvP Mode Toggle in Cyrodiil and Imperial City!
    Yes, I would love to see a PVE mode for those areas. There are so many interesting places and lore to explore that simply cant be enjoyed as it is right now.
  • Beardimus
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    No.

    What a pointless idea. It's easier enough to PvE your way through Cyrodill now.

    Id take a PvP toggle for all other zones tho, be like The Purge for resource nodes
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  • MashmalloMan
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    I thought this post was going to focus on expanding PVP in to PVE zones, not the other way around. Do you know how annoying it would be to go in to a PVP zone and try to attack a player just to find out they're in PVE mode.

    Yeah no. PVP barely has any content. There is 20/1 zones for PVE vs PVP, maybe more.

    I'd much rather see PVP optionaly brought in to the PVE zones via a bounty hunting system. Just make it optional.
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  • Casterial
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    Counter Point: PVP Toggle in all zones? Would you like to see it?
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  • Strider__Roshin
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    Bias post. No option for a PvE/PvP toggle for outside of Cyrodiil/IC
  • JKorr
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    JKorr wrote: »
    why are people so afraid of dying in this game? Its not like you die in real life???

    It isn't the dying. Its the fact that some of the pvp players won't just kill you and move on; they will continue killing you and preventing you from playing. Dying in the game is fine; being harassed by being continually killed because the uber competitive pvp player gets some kind of satisfaction by screwing with your game isn't.
    Starlock wrote: »
    Remove ALL of the rewards from PvPvE zones like skyshards, currency, and achievements. Then, sure, have a PVP-free toggle.

    All those rewards are designed to be obtained with the risk of PVP. Players should not be able to get those rewards without the risk.

    Questing and exploration is the best reward of all. Wanna remove that too, I guess?

    Considering that this entire argument is over "can we quest, explore, AND get rewarded (skyshards, AP, Tel Var, achievements) without the risk of PVP", I think you are a little too quick to try to score cheap points in this conversation.

    My requirement: Take out the rewards (skyshards, AP, Tel Var, and achievements), then remove the PVP risk and let the questing and exploration be its own reward.

    Thing is, that's not what many PVEers want. They don't want questing and exploration to be its own reward. They want all those other rewards with no risk.

    Questing and exploration is the best reward?
    Fine. Have your toggle to avoid PVP. Just remove the other rewards that are intended to be gotten through the risk of PVP, including the AP, Tel Var, skyshards, and achievements.
    The players who obtain those rewards by questing and exploring WITH the threat of PVP as intended can enjoy those rewards.

    No, you're not quite right. Take out anything that is directly earned through pvp activity only; alliance ranks, AP and telvar for instance. However for the the story quests, the dungeons/skyshards, you still have to fight through hostile enemy npcs to do the content. If I clear a delve of all the npcs, the group challenge, the bosses, then why shouldn't I get the skyshard? Granted, I didn't pvp other players but I did do the same thing as I do outside Cyrodiil to get the same rewards, so..... Any direct pvp involved benefit, yes, remove. Benefits that are the same as outside Cyrodiil for the same efforts, imo, no.

    I think we've got a fundamental difference of approach here.

    Yours seems to be "I'm doing essentially the same thing as I would in a PVE-Only zone, so why should I have to deal with the extra threat of PVP to get the same rewards/achievements?"

    Mine is "Those rewards/achievements are intended to be acquired in a PVP-enabled zone, so why would you expect the same reward/achievement when you aren't taking on the full risk of that zone as ZOS intended."


    I'll use the Imperial City Arena because its a very clear-cut example of what I'm talking about.
    There's an achievement, Imperial Arena Champion, for completing the PVE boss fight as a part of the Quest. This seems like a perfectly normal PVE achievement, right?
    Except that IC is designed explicitly as a PvPvE zone and there's another achievement for killing 100 enemy players in the Arena. Imperial Arena Champion, while superficially PVE, is intended by ZOS to be completed in the same area as ZOS explicitly encourages enemy players to kill each other.

    So a PVE-only-Toggled player or a player in a PVE-only IC doesn't actually complete the same achievement as a player who plays with the risk of PVP. They complete a far easier version of that achievement because they never have the risk of fighting an enemy player.


    The same is true of the Cyrodiil achievements. Using a PVE-toggle or a PVE-only version of Cyrodiil means that players aren't actually completing the same delves, the same quests, the same towns, or the same skyshards as players who accept the risk of PVP in Cyrodiil as ZOS intended and indeed deliberately incorporated those superficially PVE objectives directly into the Alliance War. Why do they expect the same rewards as the players who accept the risk of PVP as intended?

    If you complete a Cyrodiil Delve with a PVE-toggle, you don't complete the same Cyrodiil delve as the player who plays with the risk of PVP as ZOS intended. Why should you expect the same reward?



    There's a couple possibilities, and I'll explore what they look like using the Imperial Arena Champion as an example.
    1. ZOS' approach - You want the rewards/achievements? Then do the content as intended, with the risk of PVP. There is no PVE-only toggle or zone. The only way to get Imperial Arena Champion is to play in PVP-enabled Imperial City.

    2. PVE-only suggestions: we should get the same rewards/achievements as players who accept the intended risk of PVP even though we are not completing those rewards/achievements as ZOS intended. We should be able to get Imperial Arena Champion even though we are avoiding the intended threat from enemy players.

    3. My original compromise: Remove the rewards/achievements and let questing be its own reward. Players who want to experience the Arena fight in PVE-only safety can, but they won't get the achievement until they experience it as ZOS intended it with the risk of PVP.

    4. A further compromise I'm willing to consider: Create separate rewards/achievements for the PVE-only version. The PVE-only player does complete a boss fight, after all, so they can have an achievement commemorating their PVE-only accomplishment which is distinct from the achievement received by players who completed the fight with the risk of PVP as ZOS intended. The current rewards/achievements remain intact, with the requirement that one must accept the risk of PVP to get them. If you want the PVE-only achievement, do it in PVE-only safety. If you want the Imperial Arena Champion, do it as intended with the threat of PVP.

    Number 3 and 4 both preserve ZOS' philosophy that if you want ALL of the rewards and achievements, you have to do ALL of the content. You won't get the same rewards as the players who accepted the intended risk of PVP. You also won't get the achievements for completing all of the base game (Tamriel Skyshard Hunter, Dolmens, Master Angler, etc) because without experiencing PVP-enabled Cyrodiil, you didn't actually experience the entirety of the base game.

    Personal opinion only; I would be fine with your options 3 and 4. I would like to do the exploring and the pve content, but not deal with [some players only I know, not all] of the uber competitive rabid gottakilleverythingallthetimeeverywhere contingent. The achievements really don't matter that much to me. There are more than a few pve achievements I still haven't bothered with for my main, made on the first day early access, character. Not getting the pvp achievements wouldn't be a huge issue for me.
  • BNOC
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    You know whats funny, they spend so much time killing each other while daedra walk the streets inside of the imperial city instead of dealing with the crisis that should be a priority to everyone. Its really odd the three alliances at least don't have a cease fire there to deal with the threat then go back to killing each other . Given there is a far bigger threat loaming over the city. Deal with threat to mundus should be prime priority in my opinion. But that is just me. I do know it was designed for both pve and pvp. Both pvp zones were designed with this in mind. But it doesn't make as much sense for the imperial city given everyone should be working together to drive the forces out. Stop Molag Bal before he takes the city and merges Tamriel with Coldhabour.

    So Dc orc goes into city to kill Ad Altmer and Ep Dunmer. Sees all the daedra this is bad. So bad sees a Dominion soldier killing a daedra along with a nord. What they do they go and kill each other then the daedra and the daedra kill the orc, orc respawns the other two as well and they got back to killing each other distracting them while molags forces laugh and keep doing what they are doing when the Orc, could work with the ad altmer and the ep nord to take care of their common enemy. Then go back to kiling each other once all the daedra are cleared out. But not before then. That is how I would have done it. Have to drive out all the Daedra in a pve Imperial city then once its all cleared out can then pvp without daedric threat and go full on full alliance war brawl down but only after the Tthreat to the city is dealt with. Pvp should be the reward for defeating the threat in my opinion. Imperial city cleared now we are allowed to kill each other once again and try to claim the city plus the tower. I would have then made the white gold tower a pvp zone along with the center area. But have to complete the dungeon first in order to unlock that pvp location.

    Unfortunately, although they have to tie everything to lore for the dedicated roleplayers PvP shouldn't be locked behind lore based PvE requirements.

    Some of us simply know nothing about the lore and couldn't care less, we just want to bang people and take their stones.


    In regards to OP, people would turn their PVP off and it would never come back on - I know plenty of people that would do this.

    If anything, I'd want harsher rules in favour of PVP in IC.
    Minyassa wrote: »
    Remove ALL of the rewards from PvPvE zones like skyshards, currency, and achievements. Then, sure, have a PVP-free toggle.

    All those rewards are designed to be obtained with the risk of PVP. Players should not be able to get those rewards without the risk.

    Actually I like that idea, and would even like to see it taken further. PvP should be its own reward. After all, everyone's constantly extolling its virtues and saying that if the PvEers just geared up and skilled up properly, they'd surely love it. So remove ALL rewards that have nothing to do with PvP from Cyrodiil and IC leaving only AP. No skyshards in either place, no type of achievement whatsoever that does not come from killing other players, no gold, no discoveries, no lorebooks. Just AP and Telvar stones. Then the PvE people would have ZERO reason to complain, and the PvP people would never have to encounter those who were not there for the sheer enjoyment of it and therefore would enjoy themselves a lot more.

    Couldn't think of a worse idea.

    You're right the PvE wouldn't be able to complain, they'd be able to kill bosses in their 40 man groups (which is what it would be if they were safe), getting 300 stones per kill and between them, would just ruin the entire city and environment.

    If there's a toggle, there should be literally 0 Telvar (best money maker in game by a country mile) and AP gain.




    PvP toggle in outland though, that's something I could get behind.
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  • Katahdin
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    Only way a PVE Cyrodiil/IC that I would agree with is

    Quests only, nothing else for gold rewards and blue/green drops, no AP. And only the story/town quests, none of the war board dailies.

    No AP
    No Tel var
    No alliance rank XP
    No emperor
    No alliance skill line progression.

    I would be ok with skyshard that are outside the gates. If you want the ones behind the gates, then you have to PvP.
    Beta tester November 2013
  • Van_Winkle
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    Yet again this absurd topic... Why i have never seen PvP players, that creates topics about removing of monsters from dungeons and trials, cause they are interfere with collecting loot? I do not like PvE, give me an option to toggle PvE-mod off.
  • precambria
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    ADD PVP TO THE OVERLAND and lets call it a deal.
  • NordSwordnBoard
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    Some people do both, and enjoy both. Even at the same time. Sorry for being the player the devs had in mind, but we exist.

    I bet the most popular skyshard packs to buy are the alliance war or IC ones - one nerf we won't see is one to profits.
    Fear is the Mindkiller
  • NBrookus
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    Do you have any idea how badly this would be exploited?

    I'm not against an alternate dimension PVE Cyrodiil with quests only -- no skyshards, AP, etc. -- so people can explore Cyrodiil's lovely terrain. But it absolutely should not be on the same map as PVP.
  • Jayne_Doe
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    On the one hand, I think it would be great to explore Cyrodiil and Imperial City without having to worry about PvP, but the only way it could work and not be exploited would be to have separate campaigns just for PvE, which I'm not sure ZOS would want to do. Unless I'm mistaken, the only real quests in Cyrodiil are the town quests? I've experienced some of them in the spun-up campaigns during MYM, and there's not much story to them. The real story in Cyrodiil to me seems to be the war, which players are participating in. I don't really have any interest in the Three Banners War - my character is a citizen of Tamriel who is off saving Nirn from Daedric plots, etc.

    So, I think it would be weird to be in a version of Cyrodiil without any war going on. And I would certainly think any PvE version would not have transitus shrines, so a LOT of riding would be involved. I do think skyshards and fishing should be available, but no AP gain or gear rewards from doing any of the content, for which there seems little outside of PvP. But perhaps I just haven't explored enough of Cyrodiil - there are the delves, as well, but I've only explored some of them when town dailies sent me there.

    Imperial City could probably work better as just a PvE zone, but again certainly no gear or TV gain, but I think skyshards would be ok to earn. I know PvPers strongly disagree with that, and that's fine since I don't think we'll ever have PvE-only options for either. I just think that if we ever would, that certain standard PvE exploration should remain, such as skyshards and fishing.

    But, there are plenty of skyshards and skillpoints out there, that I'm not feeling the loss from not having the ones from IC or Cyrodiil. I already have a few from Cyrodiil and if I ever felt the need for more of them, I'd go exploring in a low-pop campaign. The only "problem" I have with dying to other players is just the inconvenient slog back to what I was doing before getting killed. I just want to quest - but there's plenty of content for questers like me. Should I feel the need to explore Cyrodiil or Imperial City, I will do so and prepare to die from time to time while I'm trying to quest - that's really the only reason why I haven't bothered - that and the inconvenient travel system.
  • zaria
    zaria
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    I don't see much point, the PvE content in Cyrodil / IC is low.
    And this will make spying much more of an problem.

    If you want to do Cyrodil PvE wait to the last days of the PvP event and go to the overflow server owned by your faction.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Sorbin
    Sorbin
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    As it stands, no, you should expect to deal with PvP to see what these zones have to offer. But if ZOS wants to revamp world PvP in some sort of substantial way that gives PvP players new content and environments to play in, sure, I'd be cool with a PvE only Cyrodiil then.
  • MongooseOne
    MongooseOne
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    This is such a horrible idea I can’t decide if OP is serious or not.
  • Dojohoda
    Dojohoda
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    PVP is in those places by design. Changing inter-actionable elements is not just flipping a switch. It'd be a big undertaking.

    Cyrodiil and IC are great places to explore. Bring plenty of Invisible/speed potions and stay alert. Better yet, bring a magblade who can hide and then rez you when the coast is clear.



    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • Rahar
    Rahar
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    There are too many ramifications to letting PvE players roam around PvP zones completely unbothered. Confusion, potential trolling to actual PvP players, having an effect on PvP combat inadvertently (placing siege, crowding fights intentionally, pulling NPCs to other PvPing players), and that's not even mentioning that it will exacerbate the already strained performance issues and take up queue spots for actual PvP players.

    Hard no on this one, boss.
    NeRf MaGsOrC
  • TheBonesXXX
    TheBonesXXX
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    Soon as I can PvP outside Cyro/Imp City.
  • Na0cho
    Na0cho
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    Noooiooope.

    Poll seems about right.
  • TempPlayer
    TempPlayer
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    Reading from other post, it seem that a mode switch will never work in a PvP zone. The only way it will work is to create a PvE only instance.
    I always have this stupid idea that maybe in this instance, we can turn Cyrodiil into a strategy game so rather than fighting directly to capture a fort or resources, we prepare and send troop and the other side can do the same to defend it. All of these so that I can eat popcorn while watching, like I did when watching Totally Accurate Battle Simulator.
  • Paramedicus
    Paramedicus
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    i'm surprised how this discussion is often about 'fairness' i.e. what achievements would have to be disabled to make PVE-option 'fair'.

    People voting 'yes', just think for a second: PVE player in PVP area would be invincible god that can troll as much as he wants. It's pretty obvious that new strategy in PVP would be making invincible PVE-zergs (20-40 players) which only purpouse would be trolling oponents (i.e. making invincible human wall around stolen scroll or cluttering keeps/fights in cyro).

    This would make PVP unplayable.
    Edited by Paramedicus on January 15, 2020 10:50AM
    PC EU
    /script JumpToHouse("@Hateful_Huske")
    

    ↑↑↑ Feel free to visit my house if you need to use: ↑↑↑
    • Transmute Station
    • Scribing Altar
    • vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall)
  • MCBIZZLE300
    MCBIZZLE300
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    No! I wouldn't want to see these changes! Cyrodiil and Imperial City is for PvPlayers only!
    I hate this idea so much.
  • Luede
    Luede
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    dont see a problem, choose a campaign that has only one bar per faction even at primetime, Play not at primetime, maybe in the morning so in worst case 10 players are online in ur cyrodiil campaign.

    do what ever u want to do, without pvp.
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