Android_Archer wrote: »Please sir, if you have time, see this video that was published 2012 which is about this beautiful game. PVP is described starting at time stamp 7:21.Android_Archer wrote: »Oh boy...
If you think bad performance only effects pvp and cyrodiil, then I think you and I are playing a very different game.
Come do some trials on PC EU during primetime.
The term instance fishing is used for a reason.
Skill delays, lag, bugs also effect 4 man content, bgs dungeons you name it.
Oh no. I don't think that at all. I know full well how bad overall game performance is right now and how it's been degrading for years. I've been in game since release. I've been here through all the growing pains. And, it's never been worse than it is right now.
I'm not a young buck and the memory might not be what it once was but, I'll lay odds that it still serves me well enough that I'd be right in saying the great majority of problems really began after PvP was introduced, and the nigh unending attempts to 'balance' these two very different types of game play is perhaps the root cause of most (if not all) of our current problems.https://www.youtube.com/watch?v=YlEipFtHw7o
A great video and thank you for the memory refresher. So, yes. PvP was originally a concept. But, I know for sure, it was not in game at launch. As I think back on it more, I believe that (launch w/o PvP) was quite the brewhaha at the time. This video however, and the lack of PvP at launch, only supports my assertion that PvP was shoehorned in later and again, it was after that point I argue, that the quality of game play began its decline into the current state of affairs we're dealing with now.
The fastest, easiest way I see to correct course from where we are now, is to simply remove what does not work well. Then focus on cleaning up what issues (few I believe) remain and carry on smartly. Perhaps, after a fashion, the more problematic aspects of game play could be re-introduced. Better yet, if their appears to be enough interest in the community for that particular slice of game play mechanic, turn it into it's own game entirely. This allows each to remain its own focus, without the contamination of the other.
MartiniDaniels wrote: »Android_Archer wrote: »2% of players are Pvp? Have you been to Cyrodill? Ever? At prime time there is probably more people sieging one keep than all the players outside of Cyro put together.
The truth is. Some of us play this game for Cyrodill only. Some for both PvE and PvP.
There is no other game that has done mass PvP like this and it's what keeps us playing.
I honestly think the split is more like 50/25/25 (PvE, PvP, PvP+PvE)
Yes, I've been in PvP many times in fact. Do I make a point of going there, only when I must. Have I been in their during 'prime time', absolutely. And even then, I would argue the number of PvP to PvE active players, would at best be at 25/75 split. I think that likely because, there's a hard cap for the number of participants in a given campaign (single instance), while there is no cap (multi-instanced) for PvE except operational load.
So you went from 2% PVP-ers in original post to 25% within 1 hour..?
It removes any credibility from original post
justaquickword wrote: »MartiniDaniels wrote: »Android_Archer wrote: »2% of players are Pvp? Have you been to Cyrodill? Ever? At prime time there is probably more people sieging one keep than all the players outside of Cyro put together.
The truth is. Some of us play this game for Cyrodill only. Some for both PvE and PvP.
There is no other game that has done mass PvP like this and it's what keeps us playing.
I honestly think the split is more like 50/25/25 (PvE, PvP, PvP+PvE)
Yes, I've been in PvP many times in fact. Do I make a point of going there, only when I must. Have I been in their during 'prime time', absolutely. And even then, I would argue the number of PvP to PvE active players, would at best be at 25/75 split. I think that likely because, there's a hard cap for the number of participants in a given campaign (single instance), while there is no cap (multi-instanced) for PvE except operational load.
So you went from 2% PVP-ers in original post to 25% within 1 hour..?
It removes any credibility from original post
That would imply it had any credibility in the first place...

MartiniDaniels wrote: »justaquickword wrote: »MartiniDaniels wrote: »Android_Archer wrote: »2% of players are Pvp? Have you been to Cyrodill? Ever? At prime time there is probably more people sieging one keep than all the players outside of Cyro put together.
The truth is. Some of us play this game for Cyrodill only. Some for both PvE and PvP.
There is no other game that has done mass PvP like this and it's what keeps us playing.
I honestly think the split is more like 50/25/25 (PvE, PvP, PvP+PvE)
Yes, I've been in PvP many times in fact. Do I make a point of going there, only when I must. Have I been in their during 'prime time', absolutely. And even then, I would argue the number of PvP to PvE active players, would at best be at 25/75 split. I think that likely because, there's a hard cap for the number of participants in a given campaign (single instance), while there is no cap (multi-instanced) for PvE except operational load.
So you went from 2% PVP-ers in original post to 25% within 1 hour..?
It removes any credibility from original post
That would imply it had any credibility in the first place...
Well, he also presented wrong info that game was not created for PVP and it was an afterthought addition, and now he mumbles something about his impressions during launch..