The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
PvE players complaining want the reward without the work.
The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
PvE players complaining want the reward without the work.
The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
VaranisArano wrote: »The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
If you want all the rewards/achievements, the Undaunted and Witches Festival require dungeons, arenas, and trials. If you don't like PVP, the Imperial City Event offers the option to do 2 DLC dungeons.
I say this with the caveat that I've seen roleplayers complain that the Thieves Guild/Dark Brotherhood events exclude players who don't want to play evil characters and join those guilds.
ZOS isn't really about making making sure that every event features content that every player enjoys.
VaranisArano wrote: »The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
If you want all the rewards/achievements, the Undaunted and Witches Festival require dungeons, arenas, and trials. If you don't like PVP, the Imperial City Event offers the option to do 2 DLC dungeons.
I say this with the caveat that I've seen roleplayers complain that the Thieves Guild/Dark Brotherhood events exclude players who don't want to play evil characters and join those guilds.
ZOS isn't really about making making sure that every event features content that every player enjoys.
Ah true, I had forgotten about the Dremora Motif pages from the Witches Festival, and the Opal Monster Mask style page. But aren't both of these either available to buy from the Impresario using tickets or for gold through the trading system?
Tickets in both of these events do not require Endgame. Undaunted gives tickets for completing FG1. I mean I can do that solo, and my main is a very squishy (low) DPS.
Is there an avenue to the tickets in MYM that is similarly devoid of endgame in PvP? Surely, by entering the PvP zones are we not, as we are so often reminded, subject to all that the name PvP suggests?
All that said, I would have no interest in a PvE version of IC/Cyrodiil if the reciprocal offer was not made to PvP players. I want people to have options to enjoy the game. If we aren't enjoying playing... then something is wrong. So yes, I'd love to see an extra instance added to PvE zones during PvE events to give PvP people a chance to enjoy the events with some extra risk... or even have alternate challenges that were in keeping with the event, that took place in Cyrodiil (or IC), that would provide the same rewards.
I just don't agree with limiting options in such a way as people end up doing things in a game that they don't enjoy.
YandereGirlfriend wrote: »VaranisArano wrote: »The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
If you want all the rewards/achievements, the Undaunted and Witches Festival require dungeons, arenas, and trials. If you don't like PVP, the Imperial City Event offers the option to do 2 DLC dungeons.
I say this with the caveat that I've seen roleplayers complain that the Thieves Guild/Dark Brotherhood events exclude players who don't want to play evil characters and join those guilds.
ZOS isn't really about making making sure that every event features content that every player enjoys.
Ah true, I had forgotten about the Dremora Motif pages from the Witches Festival, and the Opal Monster Mask style page. But aren't both of these either available to buy from the Impresario using tickets or for gold through the trading system?
Tickets in both of these events do not require Endgame. Undaunted gives tickets for completing FG1. I mean I can do that solo, and my main is a very squishy (low) DPS.
Is there an avenue to the tickets in MYM that is similarly devoid of endgame in PvP? Surely, by entering the PvP zones are we not, as we are so often reminded, subject to all that the name PvP suggests?
All that said, I would have no interest in a PvE version of IC/Cyrodiil if the reciprocal offer was not made to PvP players. I want people to have options to enjoy the game. If we aren't enjoying playing... then something is wrong. So yes, I'd love to see an extra instance added to PvE zones during PvE events to give PvP people a chance to enjoy the events with some extra risk... or even have alternate challenges that were in keeping with the event, that took place in Cyrodiil (or IC), that would provide the same rewards.
I just don't agree with limiting options in such a way as people end up doing things in a game that they don't enjoy.
Doing the Cyrodiil "Scout a Keep" quest is the PvP equivalent of Fungal Grotto 1.
YandereGirlfriend wrote: »VaranisArano wrote: »The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
If you want all the rewards/achievements, the Undaunted and Witches Festival require dungeons, arenas, and trials. If you don't like PVP, the Imperial City Event offers the option to do 2 DLC dungeons.
I say this with the caveat that I've seen roleplayers complain that the Thieves Guild/Dark Brotherhood events exclude players who don't want to play evil characters and join those guilds.
ZOS isn't really about making making sure that every event features content that every player enjoys.
Ah true, I had forgotten about the Dremora Motif pages from the Witches Festival, and the Opal Monster Mask style page. But aren't both of these either available to buy from the Impresario using tickets or for gold through the trading system?
Tickets in both of these events do not require Endgame. Undaunted gives tickets for completing FG1. I mean I can do that solo, and my main is a very squishy (low) DPS.
Is there an avenue to the tickets in MYM that is similarly devoid of endgame in PvP? Surely, by entering the PvP zones are we not, as we are so often reminded, subject to all that the name PvP suggests?
All that said, I would have no interest in a PvE version of IC/Cyrodiil if the reciprocal offer was not made to PvP players. I want people to have options to enjoy the game. If we aren't enjoying playing... then something is wrong. So yes, I'd love to see an extra instance added to PvE zones during PvE events to give PvP people a chance to enjoy the events with some extra risk... or even have alternate challenges that were in keeping with the event, that took place in Cyrodiil (or IC), that would provide the same rewards.
I just don't agree with limiting options in such a way as people end up doing things in a game that they don't enjoy.
Doing the Cyrodiil "Scout a Keep" quest is the PvP equivalent of Fungal Grotto 1.
In that it gets you one full day's worth of event tickets without the need to include any other people or make any changes whatsoever to your character to do?
YandereGirlfriend wrote: »YandereGirlfriend wrote: »VaranisArano wrote: »The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
If you want all the rewards/achievements, the Undaunted and Witches Festival require dungeons, arenas, and trials. If you don't like PVP, the Imperial City Event offers the option to do 2 DLC dungeons.
I say this with the caveat that I've seen roleplayers complain that the Thieves Guild/Dark Brotherhood events exclude players who don't want to play evil characters and join those guilds.
ZOS isn't really about making making sure that every event features content that every player enjoys.
Ah true, I had forgotten about the Dremora Motif pages from the Witches Festival, and the Opal Monster Mask style page. But aren't both of these either available to buy from the Impresario using tickets or for gold through the trading system?
Tickets in both of these events do not require Endgame. Undaunted gives tickets for completing FG1. I mean I can do that solo, and my main is a very squishy (low) DPS.
Is there an avenue to the tickets in MYM that is similarly devoid of endgame in PvP? Surely, by entering the PvP zones are we not, as we are so often reminded, subject to all that the name PvP suggests?
All that said, I would have no interest in a PvE version of IC/Cyrodiil if the reciprocal offer was not made to PvP players. I want people to have options to enjoy the game. If we aren't enjoying playing... then something is wrong. So yes, I'd love to see an extra instance added to PvE zones during PvE events to give PvP people a chance to enjoy the events with some extra risk... or even have alternate challenges that were in keeping with the event, that took place in Cyrodiil (or IC), that would provide the same rewards.
I just don't agree with limiting options in such a way as people end up doing things in a game that they don't enjoy.
Doing the Cyrodiil "Scout a Keep" quest is the PvP equivalent of Fungal Grotto 1.
In that it gets you one full day's worth of event tickets without the need to include any other people or make any changes whatsoever to your character to do?
Yep, you simply ride your horse there and hit 'e'.
A few seconds later it's done and you can use the /stuck command to teleport back to base.
The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
As long as I have to deal with bad performance in pvp because of this event I will turn every town into a blood bath. I cant go anywhere else without the game becoming unplayable. And maybe if pve players complained about performance as much as they do about having to go to cyrodil for tickets then something would have been done about it. Until then I will hold the line.
YandereGirlfriend wrote: »VaranisArano wrote: »The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
If you want all the rewards/achievements, the Undaunted and Witches Festival require dungeons, arenas, and trials. If you don't like PVP, the Imperial City Event offers the option to do 2 DLC dungeons.
I say this with the caveat that I've seen roleplayers complain that the Thieves Guild/Dark Brotherhood events exclude players who don't want to play evil characters and join those guilds.
ZOS isn't really about making making sure that every event features content that every player enjoys.
Ah true, I had forgotten about the Dremora Motif pages from the Witches Festival, and the Opal Monster Mask style page. But aren't both of these either available to buy from the Impresario using tickets or for gold through the trading system?
Tickets in both of these events do not require Endgame. Undaunted gives tickets for completing FG1. I mean I can do that solo, and my main is a very squishy (low) DPS.
Is there an avenue to the tickets in MYM that is similarly devoid of endgame in PvP? Surely, by entering the PvP zones are we not, as we are so often reminded, subject to all that the name PvP suggests?
All that said, I would have no interest in a PvE version of IC/Cyrodiil if the reciprocal offer was not made to PvP players. I want people to have options to enjoy the game. If we aren't enjoying playing... then something is wrong. So yes, I'd love to see an extra instance added to PvE zones during PvE events to give PvP people a chance to enjoy the events with some extra risk... or even have alternate challenges that were in keeping with the event, that took place in Cyrodiil (or IC), that would provide the same rewards.
I just don't agree with limiting options in such a way as people end up doing things in a game that they don't enjoy.
Doing the Cyrodiil "Scout a Keep" quest is the PvP equivalent of Fungal Grotto 1.
In that it gets you one full day's worth of event tickets without the need to include any other people or make any changes whatsoever to your character to do?
VaranisArano wrote: »YandereGirlfriend wrote: »VaranisArano wrote: »The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
If you want all the rewards/achievements, the Undaunted and Witches Festival require dungeons, arenas, and trials. If you don't like PVP, the Imperial City Event offers the option to do 2 DLC dungeons.
I say this with the caveat that I've seen roleplayers complain that the Thieves Guild/Dark Brotherhood events exclude players who don't want to play evil characters and join those guilds.
ZOS isn't really about making making sure that every event features content that every player enjoys.
Ah true, I had forgotten about the Dremora Motif pages from the Witches Festival, and the Opal Monster Mask style page. But aren't both of these either available to buy from the Impresario using tickets or for gold through the trading system?
Tickets in both of these events do not require Endgame. Undaunted gives tickets for completing FG1. I mean I can do that solo, and my main is a very squishy (low) DPS.
Is there an avenue to the tickets in MYM that is similarly devoid of endgame in PvP? Surely, by entering the PvP zones are we not, as we are so often reminded, subject to all that the name PvP suggests?
All that said, I would have no interest in a PvE version of IC/Cyrodiil if the reciprocal offer was not made to PvP players. I want people to have options to enjoy the game. If we aren't enjoying playing... then something is wrong. So yes, I'd love to see an extra instance added to PvE zones during PvE events to give PvP people a chance to enjoy the events with some extra risk... or even have alternate challenges that were in keeping with the event, that took place in Cyrodiil (or IC), that would provide the same rewards.
I just don't agree with limiting options in such a way as people end up doing things in a game that they don't enjoy.
Doing the Cyrodiil "Scout a Keep" quest is the PvP equivalent of Fungal Grotto 1.
In that it gets you one full day's worth of event tickets without the need to include any other people or make any changes whatsoever to your character to do?
Well, no, MYM doesn't have a "one and done" quest like Undaunted, but I suspect you knew that.
Its the equivalent of FG1 because its the easiest quest Cyrodiil has to offer, and one that can pretty much be cheesed with a little bit of stealth. The IC Arena District daily can be outright cheesed with no combat whatsoever.
YandereGirlfriend wrote: »VaranisArano wrote: »The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
If you want all the rewards/achievements, the Undaunted and Witches Festival require dungeons, arenas, and trials. If you don't like PVP, the Imperial City Event offers the option to do 2 DLC dungeons.
I say this with the caveat that I've seen roleplayers complain that the Thieves Guild/Dark Brotherhood events exclude players who don't want to play evil characters and join those guilds.
ZOS isn't really about making making sure that every event features content that every player enjoys.
Ah true, I had forgotten about the Dremora Motif pages from the Witches Festival, and the Opal Monster Mask style page. But aren't both of these either available to buy from the Impresario using tickets or for gold through the trading system?
Tickets in both of these events do not require Endgame. Undaunted gives tickets for completing FG1. I mean I can do that solo, and my main is a very squishy (low) DPS.
Is there an avenue to the tickets in MYM that is similarly devoid of endgame in PvP? Surely, by entering the PvP zones are we not, as we are so often reminded, subject to all that the name PvP suggests?
All that said, I would have no interest in a PvE version of IC/Cyrodiil if the reciprocal offer was not made to PvP players. I want people to have options to enjoy the game. If we aren't enjoying playing... then something is wrong. So yes, I'd love to see an extra instance added to PvE zones during PvE events to give PvP people a chance to enjoy the events with some extra risk... or even have alternate challenges that were in keeping with the event, that took place in Cyrodiil (or IC), that would provide the same rewards.
I just don't agree with limiting options in such a way as people end up doing things in a game that they don't enjoy.
Doing the Cyrodiil "Scout a Keep" quest is the PvP equivalent of Fungal Grotto 1.
FantasticFreddie wrote: »As long as I have to deal with bad performance in pvp because of this event I will turn every town into a blood bath. I cant go anywhere else without the game becoming unplayable. And maybe if pve players complained about performance as much as they do about having to go to cyrodil for tickets then something would have been done about it. Until then I will hold the line.
DUDE.
PVE performance has been ABYSMAL since Greymoor dropped. That's 7 months of hard crashes to desktop, dungeons that are literally unplayable (zos's official word on that? Skip them when they are pledges), broken group roles, broken dungeon finder, broken everything. Multiple guilds have quit, many end game teams are dissolved or on permanent hiatus.
If you don't think pvers are complaining, then you simply aren't listening.
Suna_Ye_Sunnabe wrote: »
The scout the keep mission is all well and good, and have no issue with that because the odds of running into another player are so low. What I really hate is having to complete Imperial City dailies.. I remember when we used to be able to do those by completing White Gold Tower or Imperial City Prison. It's rubbish. (And before anyone comes at me telling me how "easy" they are, I'm well aware of the various methods of getting them done. It's still insufferable to me personally.)
YandereGirlfriend wrote: »YandereGirlfriend wrote: »VaranisArano wrote: »The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
If you want all the rewards/achievements, the Undaunted and Witches Festival require dungeons, arenas, and trials. If you don't like PVP, the Imperial City Event offers the option to do 2 DLC dungeons.
I say this with the caveat that I've seen roleplayers complain that the Thieves Guild/Dark Brotherhood events exclude players who don't want to play evil characters and join those guilds.
ZOS isn't really about making making sure that every event features content that every player enjoys.
Ah true, I had forgotten about the Dremora Motif pages from the Witches Festival, and the Opal Monster Mask style page. But aren't both of these either available to buy from the Impresario using tickets or for gold through the trading system?
Tickets in both of these events do not require Endgame. Undaunted gives tickets for completing FG1. I mean I can do that solo, and my main is a very squishy (low) DPS.
Is there an avenue to the tickets in MYM that is similarly devoid of endgame in PvP? Surely, by entering the PvP zones are we not, as we are so often reminded, subject to all that the name PvP suggests?
All that said, I would have no interest in a PvE version of IC/Cyrodiil if the reciprocal offer was not made to PvP players. I want people to have options to enjoy the game. If we aren't enjoying playing... then something is wrong. So yes, I'd love to see an extra instance added to PvE zones during PvE events to give PvP people a chance to enjoy the events with some extra risk... or even have alternate challenges that were in keeping with the event, that took place in Cyrodiil (or IC), that would provide the same rewards.
I just don't agree with limiting options in such a way as people end up doing things in a game that they don't enjoy.
Doing the Cyrodiil "Scout a Keep" quest is the PvP equivalent of Fungal Grotto 1.
In that it gets you one full day's worth of event tickets without the need to include any other people or make any changes whatsoever to your character to do?
Yep, you simply ride your horse there and hit 'e'.
A few seconds later it's done and you can use the /stuck command to teleport back to base.
Interesting. Then I might be able to set aside my total antipathy for PvP aside long enough to try this. Let's see what the results are...
Suna_Ye_Sunnabe wrote: »YandereGirlfriend wrote: »VaranisArano wrote: »The hurdles/time in pve to play pvp effectively is a lot. Plenty of pve content has huge walls for pvp players...for example, we get a random two monster sets a week, & usually sets years old.
Would I be accepted in a vet dlc/trial with my pvp build & sets? Or would I have to prep for that content to be successful?
PvE players complaining want the reward without the work.
PvP endgame like PvE endgame requires dedication, prep, experience, & yes a lot of dying.
Emphasis mine.
This final sentence is interesting. How many of the PvE events require PvE endgame? As opposed to just normal, every day, overland style activities?
If you want all the rewards/achievements, the Undaunted and Witches Festival require dungeons, arenas, and trials. If you don't like PVP, the Imperial City Event offers the option to do 2 DLC dungeons.
I say this with the caveat that I've seen roleplayers complain that the Thieves Guild/Dark Brotherhood events exclude players who don't want to play evil characters and join those guilds.
ZOS isn't really about making making sure that every event features content that every player enjoys.
Ah true, I had forgotten about the Dremora Motif pages from the Witches Festival, and the Opal Monster Mask style page. But aren't both of these either available to buy from the Impresario using tickets or for gold through the trading system?
Tickets in both of these events do not require Endgame. Undaunted gives tickets for completing FG1. I mean I can do that solo, and my main is a very squishy (low) DPS.
Is there an avenue to the tickets in MYM that is similarly devoid of endgame in PvP? Surely, by entering the PvP zones are we not, as we are so often reminded, subject to all that the name PvP suggests?
All that said, I would have no interest in a PvE version of IC/Cyrodiil if the reciprocal offer was not made to PvP players. I want people to have options to enjoy the game. If we aren't enjoying playing... then something is wrong. So yes, I'd love to see an extra instance added to PvE zones during PvE events to give PvP people a chance to enjoy the events with some extra risk... or even have alternate challenges that were in keeping with the event, that took place in Cyrodiil (or IC), that would provide the same rewards.
I just don't agree with limiting options in such a way as people end up doing things in a game that they don't enjoy.
Doing the Cyrodiil "Scout a Keep" quest is the PvP equivalent of Fungal Grotto 1.
The scout the keep mission is all well and good, and have no issue with that because the odds of running into another player are so low. What I really hate is having to complete Imperial City dailies.. I remember when we used to be able to do those by completing White Gold Tower or Imperial City Prison. It's rubbish. (And before anyone comes at me telling me how "easy" they are, I'm well aware of the various methods of getting them done. It's still insufferable to me personally.)
I'm seeing a lot of posts asking for special considerations for PvE players in Cyrodiil, such as immunity, or conflict-free zones or whatever. As much as I dislike PvP for all the popular reasons, I don't think that changing the core PvP experience is really the solution.
However, there is something to be said regarding gear inequality, specifically PvP sets vs PvE sets, Gold gear vs Purple etc. that tends to make things exponentially easier for the well-equipped and well-experienced to beat up on the noobs.
So, since we already have a No CP campaign, why not just create a new campaign where all the gear, levels, stat points etc. are flattened and the exact same for everyone? For example, players are set to level 50, no champion points, no attribute points, white gear only (with no set bonuses). But any unlocked skills are still available for use.
I haven't done any math on this, so for all I know fights could take forever as everyone hits like a wet noodle, so maybe increase the gear color allowed (but still disable set bonuses) or tweak things around a bit so the Time-To-kill is still reasonable.
If everyone is on a level-playing field (as far as gear and stats), then the deciding factor simply comes down to player skill. Sure, the good PvPers will still dominate, but at least it won't be because PvE players don't have the right gear. And yes, if you want to take your uber build into PvP, you can still do that in the current campaigns. This would just be another campaign choice, like No-CP.
I mean, at the end of the day, how many people would play Counter-Strike (or whatever), if gear made a huge difference? Everyone would hate it and would be hugely unpopular. These PvP-only games are popular because the only barrier to winning is your own skill.
That said, I will undoubtedly still suck at PVP - but at least I'll know it was a somewhat fair fight and I was beaten by skill.
I understand what you're asking for, but realistically that would never take off in this type of genre. If you follow the history of MMOs, from as far back as the niche online MUDs, the infamous Ultima Online, to Dark Age of Camelot, and finally Blizzard's popularization of MMO games with WoW, you'll see they've all inherited the same design philosophy behind PvP. Unlike arena based games that are designed to be quasi-fair (nothing is ever truly fair and balanced), MMOs have a history of rewarding players who invest in making themselves powerful. It's literally woven into the DNA of MMOs, and players have come to accept that as an industry standard.So, since we already have a No CP campaign, why not just create a new campaign where all the gear, levels, stat points etc. are flattened and the exact same for everyone? For example, players are set to level 50, no champion points, no attribute points, white gear only (with no set bonuses). But any unlocked skills are still available for use.