Integral1900 wrote: »I don’t pvp because I don’t enjoy it.... it’s not that hard to understand is it? 🤨
Atherakhia wrote: »The problem is Cyrodiil has turned into a joke. It is completely unplayable for about 20 out of 24 hours of the day. Due to this, most people aren't really dedicated to getting anything real accomplished. They go in, get their tier 1 reward, and go to their next alt to do the same. Due to the game being unplayable due to poor server performance, you force players to do nothing but hang out in relative safety in large groups or on walls attacking from range.
If you want people to contribute more, you need a game that allows them to do so. That isn't ESO.
VaranisArano wrote: »Well, in the first example, if I'm setting up siege its because I expect you to be the first player trickling in from the horde behind you. Depending on what keep you are dancing around in front of, its pretty easy to predict whether or not a bunch of players are coming to attack it soon. And, no offense if this isn't your strategy, but I also prefer not to get baited off the wall by solo players who are going to turn tail and run until they draw me into a protracted LOS fight around some nearby rocks and trees that, even if I disengage will leave me stuck in combat. It especially sucks to get baited off the wall into a 1v1...and then rolled over by the raid that arrives to set up siege. I call it "Schroedinger's Duelist." You might just want a straight-up duel, you might be a waste of time, or you might be a trap, and I won't know unless I engage.
In the second example, I generally see PUGs turn and run when:
A. They realized they left the siege at home and their light attacks aren't bringing down the door. We killed the easy targets, but now there's no more AP to be had, so lets go home and let them feed us AP for a while.
B. Between Alessia and Sej? Can anyone say "bridge fight"?
As a general rule of thumb, I find it helps to consider that players have a lot of different incentives in Cyrodiil and, depending on their playstyle, those incentives don't always reward stopping to fight every single player. Its especially noticeable with "Schroedinger's Duelist" as players have to weigh "Is what I want to do worth missing out on if this guy turns out to be a trap or a time-waster?"
This is what zerglings would convince you to because they arent happy when players escape to get a chance of striking back in more suitable environment, zerglings want you dead on spot.Fight and play. No need to run 2000m to not die. I know it’s not fun running and hiding all the time.
Tommy_The_Gun wrote: »For me there is no reason to PvP. I have achieved max alliance rank, got all the skill points, all Cyro achievements, skyshards, won a lot of campaigns... I have a lot of Transmute crystals bags and AP banked... and nothing to spend them on...
If PvP was fun to play, then yeah, I would probably play it. But the thing is - it is not. It does not matter what build I will run if we have non-existing server performance.
It’s a game. Fight and play. No need to run 2000m to not die. I know it’s not fun running and hiding all the time.
That's a valid point of view, but those two players were likely not into sieging or defending keeps anyway. Still, they didn't give your faction any hassle, I suppose.redspecter23 wrote: »It may not be about dying necessarily. A player can contribute to a fight by dying, but in the same way, a death can be a massive detriment to any given fight. Running can be a valid tactic if you can keep the enemy busy by doing it.
One time, I had 2 extremely good low man pvp players after me. I ran. They chased. 10 minutes later, they did eventually catch up to me and stayed on my corpse for the entire time I was able to stay there. From their point of view they won that fight. From my point of view, I took the two best players in a small man pvp group off the map for 20 minutes while the rest of my team in coms took keeps and resources without those two players able to help stop them. I saw it as a win.
That's both clever and apt. I like it.VaranisArano wrote: »I call it "Schroedinger's Duelist." You might just want a straight-up duel, you might be a waste of time, or you might be a trap, and I won't know unless I engage.
redspecter23 wrote: »It may not be about dying necessarily. A player can contribute to a fight by dying, but in the same way, a death can be a massive detriment to any given fight. Running can be a valid tactic if you can keep the enemy busy by doing it.
One time, I had 2 extremely good low man pvp players after me. I ran. They chased. 10 minutes later, they did eventually catch up to me and stayed on my corpse for the entire time I was able to stay there. From their point of view they won that fight. From my point of view, I took the two best players in a small man pvp group off the map for 20 minutes while the rest of my team in coms took keeps and resources without those two players able to help stop them. I saw it as a win.
[snip] Lots of people aren't that good. They do what they can and they know it. They may still enjoy the game.I’m a solo player and more times than not, like 95% of the time, when I’m out front of an ad keep five siege immediately go up and 4 snipers are on walls. Is this necessary?
This is just one example. Another would be zerging solo players and then once you get even numbers you run back to a aless from sej.
The point is, y’all shouldn’t worry about valuing your characters life more than your irl life. It’s a game. Fight and play. No need to run 2000m to not die. I know it’s not fun running and hiding all the time.
They are free to play the game how they see fit, that is why.
I’m a solo player and more times than not, like 95% of the time, when I’m out front of an ad keep five siege immediately go up and 4 snipers are on walls.
The point is, y’all shouldn’t worry about valuing your characters life more than your irl life. It’s a game. Fight and play. No need to run 2000m to not die.
I’m a solo player and more times than not, like 95% of the time, when I’m out front of an ad keep five siege immediately go up and 4 snipers are on walls. Is this necessary?
This is just one example. Another would be zerging solo players and then once you get even numbers you run back to a aless from sej.
The point is, y’all shouldn’t worry about valuing your characters life more than your irl life. It’s a game. Fight and play. No need to run 2000m to not die. I know it’s not fun running and hiding all the time.
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I’m a solo player and more times than not, like 95% of the time, when I’m out front of an ad keep five siege immediately go up and 4 snipers are on walls. Is this necessary?