StamPlar_1976 wrote: »zelaminator wrote: »
And of course we find none of that in pve..... 🙄🙄
ESO was marketed as a pvp game
PvP in ESO will never be truly important, simply because it's so utterly inaccessible for most players.
I'm sure there's fun to be had in both Battlegrounds or Cyrodiil, but it requires too much time investment - most of which will be filled with frustration at first - to be viable for people just occasionally PvPing on the side.
Which is a shame. I tend to like PvP in most MMOs, but everytime I try in ESO I get reminded why I stopped bothering during my last attempt.
The biggest problem with PvP is, it mostly attracts the personality that does not show mercy. Which is why most players who try it, will never touch it again. There is nothing wrong with this, but there needs to be a stepping stone into PvP. But whenever a suggestion is made to make PvP more beneficial to those that would keep losing PvP's, the PvP'ers won't let that happen.
This is more on the players who quit after a couple of deaths, they weren't a PvP material to start with. If you don't come to Cyrodiil with a live-die-repeat mindset, you won't stay.
ESO was marketed as a pvp game, and early on patches had massive lists of pvp changes and improvements.
then when IC did so poorly and Wrothgar so well. . .
this by the way is sabotaged, IC was thrown out after a content drought due to ZOS working on ths console launch, and was met with a bunch of negativity due to the terrible PvEvP design that was a fad at the time *division dark zone anyone?* and that is still ruined by those decisions to this day, where as Wrothgar was literally released like a month later and still comparable to expansions due to zone quality, content quality, etc.
had the release of Wrothgar and IC been reversed, the game might be a little different, and IC not regarded with the toxicity it (somewhat justly, but due to ZOS system choices) gets.
they tossed the PvE content starved masses into a PvP pit (and you used to lose 90% tel var) thus the great classic divide bonfire between PvE and PvP players was stoked in ESO
then they released some of the best PvE content they have ever made a month later. . .
and then the lighting patch
while this patch is infamously called "the lighting patch" because its what was changed and PvP performance degraded,
what ACTUALLY happened was that due to cheat engine and duplication exploits that allowed people to give themselves unlimited gold mats, ZOS had to move alot of information that was previously dealt with client side to the server side of things, this prevented some exploiting,
and threw PvP performance under the bus.
and the rest is history, proc sets calcs, monsters sets introduced, mythics, CP, HoT's, etc.
more pings on the server, more lag in Cyro.
now its spreading into PvE, when Greymoor launched Harrowstorms lagged the zone like crazy, now with Blackwood the group event has been poorly sectioned off to its own instance to prevent so many pings in a single zone.
this is it people, this is the point were you see sections of the game and events redesigned due to poor performance, rather then design intention.
The biggest problem with PvP is, it mostly attracts the personality that does not show mercy. Which is why most players who try it, will never touch it again. There is nothing wrong with this, but there needs to be a stepping stone into PvP. But whenever a suggestion is made to make PvP more beneficial to those that would keep losing PvP's, the PvP'ers won't let that happen.
This is more on the players who quit after a couple of deaths, they weren't a PvP material to start with. If you don't come to Cyrodiil with a live-die-repeat mindset, you won't stay.
@nukk3r With Cyrodiil specifically, it's less a problem that people can't accept failure and more a problem that it's so heavily punished. I wouldn't mind dying in a fight if A. It didn't happen in less than 30 seconds from starting the fight, and B. I didn't have to walk literally 5+ minutes to get back to the fight. Even if you go in with the mindset of improving rather than winning, it's just not a fun experience getting zero value from 90% of your playtime. No other competitive game operates like this, and for a reason. Even Planetside at least lets you back into the fight with minimal downtime.
It's true, there needs to be a way for players to get into PvP. And in a way that does not place them against the best of the best without any chance of winning, and without any incentives. This leads to empty zones, like the Imperial City is now.OlumoGarbag wrote: »I'd be fine if they removed PvP completely. It ruins the game's balance, the focus on fixing Cyrodiil is just too taxing on the other parts of the game, and it divides the playerbase into two camps.
The biggest problem with PvP is, it mostly attracts the personality that does not show mercy. Which is why most players who try it, will never touch it again. There is nothing wrong with this, but there needs to be a stepping stone into PvP. But whenever a suggestion is made to make PvP more beneficial to those that would keep losing PvP's, the PvP'ers won't let that happen.
Personally I'd treat Cyrodiil as PvP endgame, and make the Imperial City a new-to-PvP zone. Let all mobs grant a slight amount of AP and telvar, and make the telvar loss on death only 10%. This would allow players, like me, to step into PvP. Yes we might get killed, but we won't walk away with nothing, like we do now. We'd have some AP, and some telvar to show for our efforts. While we do engage in PvP, even if it might not be much/often, the risk is there. But it would offer a stepping stone, and maybe get more players into PvP.
Lul what are you talking about?
Actually, except the CP nerf. All of those are PvP nerfs. PvP crit needed to get nerfed, armor rebalance was because of players not/barely dying in PvP. And player tankyness keeps getting nerfed due to PvP. Most of the changes to damage and armor, are based on PvP. Like the downsides to armour types.OlumoGarbag wrote: »Yes some changes affect pve as well but most of the changes for PVE endgame were for PVE sake. CP 2.0, crit nerf, armor rebalance non of that was for pvp. And i also think its a good thing pve wise to scale proc sets of max stats. Thats how it should be.
Low level Cyrodiil and BG's are useless, learning-wise. This is all about which class gets an OP skill before another does, and then they will rule that zone/level-bracket. Nothing to learn there, even though low level BG's can be fun. Low MMR BG's do not actually exist, as there are too few players playing BG's. MMR sounds good on paper, but in reality it may as well not exist. Especially during low population hours. And objective driven BG's VS pvp-driven BG's means there is still barely any learning about actual PvP. As even when there is PvP in those, it is usually multiple players vs one.OlumoGarbag wrote: »And the stepping stone.... we have low lvl cyrodiil, low lvl bgs, low mmr bgs, 90% of bgs are objective driven and dont actually reward player interaction.
I would say pvp is as casual friendly as it ever was, but they removed alot of the nobrainers like proctanks, that could make any pver into a endgame pvp player,
The biggest problem with PvP is, it mostly attracts the personality that does not show mercy. Which is why most players who try it, will never touch it again. There is nothing wrong with this, but there needs to be a stepping stone into PvP. But whenever a suggestion is made to make PvP more beneficial to those that would keep losing PvP's, the PvP'ers won't let that happen.
This is more on the players who quit after a couple of deaths, they weren't a PvP material to start with. If you don't come to Cyrodiil with a live-die-repeat mindset, you won't stay.
@nukk3r @Alucardo With Cyrodiil specifically, it's less a problem that people can't accept failure and more a problem that it's so heavily punished. I wouldn't mind dying in a fight if A. It didn't happen in less than 30 seconds from starting the fight, and B. I didn't have to walk literally 5+ minutes to get back to the fight. Even if you go in with the mindset of improving rather than winning, it's just not a fun experience getting zero value from 90% of your playtime. No other competitive game operates like this, and for a reason. Even Planetside at least lets you back into the fight with minimal downtime.
PvP in ESO will never be truly important, simply because it's so utterly inaccessible for most players.
I'm sure there's fun to be had in both Battlegrounds or Cyrodiil, but it requires too much time investment - most of which will be filled with frustration at first - to be viable for people just occasionally PvPing on the side.
Which is a shame. I tend to like PvP in most MMOs, but everytime I try in ESO I get reminded why I stopped bothering during my last attempt.
If you're afraid of time investments then maybe MMOs in general aren't the best thing for you.
PvP crit needed to get nerfed
What my idea promotes is to get players to go: "I was in the IC for an hour last night, and gained 1 alliance rank from mobs, even though I lost all PvP's I was in. I got killed a few times, but the last fight, it took them longer to kill me ." This would make players hang out in a zone, with the risk of PvP. Allowing them to grow.
PS: I feel proc sets actually hurt the PvP learning-curve. And think ZOS should remove proc sets from PvP entirely. As I feel players should grow in PvP, and not use cheesy sets.
It's true, there needs to be a way for players to get into PvP. And in a way that does not place them against the best of the best without any chance of winning, and without any incentives. This leads to empty zones, like the Imperial City is now.OlumoGarbag wrote: »I'd be fine if they removed PvP completely. It ruins the game's balance, the focus on fixing Cyrodiil is just too taxing on the other parts of the game, and it divides the playerbase into two camps.
The biggest problem with PvP is, it mostly attracts the personality that does not show mercy. Which is why most players who try it, will never touch it again. There is nothing wrong with this, but there needs to be a stepping stone into PvP. But whenever a suggestion is made to make PvP more beneficial to those that would keep losing PvP's, the PvP'ers won't let that happen.
Personally I'd treat Cyrodiil as PvP endgame, and make the Imperial City a new-to-PvP zone. Let all mobs grant a slight amount of AP and telvar, and make the telvar loss on death only 10%. This would allow players, like me, to step into PvP. Yes we might get killed, but we won't walk away with nothing, like we do now. We'd have some AP, and some telvar to show for our efforts. While we do engage in PvP, even if it might not be much/often, the risk is there. But it would offer a stepping stone, and maybe get more players into PvP.
Lul what are you talking about?Actually, except the CP nerf. All of those are PvP nerfs. PvP crit needed to get nerfed, armor rebalance was because of players not/barely dying in PvP. And player tankyness keeps getting nerfed due to PvP. Most of the changes to damage and armor, are based on PvP. Like the downsides to armour types.OlumoGarbag wrote: »Yes some changes affect pve as well but most of the changes for PVE endgame were for PVE sake. CP 2.0, crit nerf, armor rebalance non of that was for pvp. And i also think its a good thing pve wise to scale proc sets of max stats. Thats how it should be.Low level Cyrodiil and BG's are useless, learning-wise. This is all about which class gets an OP skill before another does, and then they will rule that zone/level-bracket. Nothing to learn there, even though low level BG's can be fun. Low MMR BG's do not actually exist, as there are too few players playing BG's. MMR sounds good on paper, but in reality it may as well not exist. Especially during low population hours. And objective driven BG's VS pvp-driven BG's means there is still barely any learning about actual PvP. As even when there is PvP in those, it is usually multiple players vs one.OlumoGarbag wrote: »And the stepping stone.... we have low lvl cyrodiil, low lvl bgs, low mmr bgs, 90% of bgs are objective driven and dont actually reward player interaction.
I would say pvp is as casual friendly as it ever was, but they removed alot of the nobrainers like proctanks, that could make any pver into a endgame pvp player,
The only way to have an actual stepping stone into PvP, is to have it at the max level, level 50-CP160. And the best way to do this, is to use an already existing zone, like IC, and make it new-to-PvP friendly. By getting more and more players into the zone, while risking PvP, so they can eventually grow into PvP.
Dying over and over, getting loading screens over and over, having to walk back over and over, knowing you lost half your telvar... that is not fun. Especially not when there is no gain at all. Noone learns from that. The only thing that happens is, players leave PvP to never come back. Which is where we are now.
What my idea promotes is to get players to go: "I was in the IC for an hour last night, and gained 1 alliance rank from mobs, even though I lost all PvP's I was in. I got killed a few times, but the last fight, it took them longer to kill me ." This would make players hang out in a zone, with the risk of PvP. Allowing them to grow.
PS: I feel proc sets actually hurt the PvP learning-curve. And think ZOS should remove proc sets from PvP entirely. As I feel players should grow in PvP, and not use cheesy sets.
The by far biggest streamer only pvps and the majority of bigger streams are pvp ones.
This is adding insult to injury for the pvp community and was probably done to prevent broadcasting Zo$'s failures and neglect.
The pvp community is far larger than it seems, its just that most are on breaks due to poor performance, poor balance and no new content, many even indefinetly. You'd be surprised how many people would come back to this game tomorrow if someone told them the performance was fixed.
I'd be fine if they removed PvP completely. It ruins the game's balance, the focus on fixing Cyrodiil is just too taxing on the other parts of the game, and it divides the playerbase into two camps.
Andre_Noir wrote: »I'd be fine if they removed PvP completely. It ruins the game's balance, the focus on fixing Cyrodiil is just too taxing on the other parts of the game, and it divides the playerbase into two camps.
Oh please... The only thing ruin the game is "pro" PVE included iron atronach, payruns, "show ur logs", 4 dd/1t 3 dd runs, self-sustain tanks etc.
Almost 90% of sets and 1/2 of abilities are dead exactly because of dummy-lovers community exist.
I expect when Powerful Assault (a PVP dedicated set) will be nerfed the first who will flood the forum with their screams will be a dummy-lovers. And ofc they will scream: "It's all damned PVP ! Stop killing PVE !"
Andre_Noir wrote: »I'd be fine if they removed PvP completely. It ruins the game's balance, the focus on fixing Cyrodiil is just too taxing on the other parts of the game, and it divides the playerbase into two camps.
Oh please... The only thing ruin the game is "pro" PVE included iron atronach, payruns, "show ur logs", 4 dd/1t 3 dd runs, self-sustain tanks etc.
Almost 90% of sets and 1/2 of abilities are dead exactly because of dummy-lovers community exist.
I expect when Powerful Assault (a PVP dedicated set) will be nerfed the first who will flood the forum with their screams will be a dummy-lovers. And ofc they will scream: "It's all damned PVP ! Stop killing PVE !"
Optimized trial groups are not all there is to PvE. There's plenty of build diversity a step below that. Or you know, was, before ZOS threw most proc sets for PvE under the bus completely. Why? Take a guess.
Now, it also happens the other way around. And it will keep happening until ZOS finally accepts that simultaneously balancing PvE and PvP is a fool's errand due to vastly different requirements.
zelaminator wrote: »