I played EQ since launch. It never had "tons" of PVP servers. It had at most 4 . I'm trying to find earlier info but it also only had ONE PvP server since at least 2008. Edit: They merged the 4 PVP servers into one server (out of many) in 2005.
Right now it has ONE PvP server out of TWENTY FOUR servers.
https://www.youtube.com/watch?v=xSXfVPel38I EdmondDontes wrote: »EdmondDontes wrote: »We're all forgetting the elephant in the room:
Players, new to the PVP scene, *have to have an actual chance of surviving and succeeding*. Getting steamrollered and ganked all the time, to the point where one's only hope of making any sort of "achievement" is surviving and avoiding enemy players for long enough to complete the meagre PVE objectives in a PVP area, is just Not Fun.
In other words, a newbie - even in mismatched, inferior gear and with few skills to speak of - has to actually stand a chance of surviving against a veteran, and possibly even winning. Or at least, not be punished for dying: the whole "get sent back to base, when base is a hell of a long way away from where you actually want to be", is a major punishment that cannot be borne when it happens over and over again.
And "get better" is not always the answer, not when "get better" requires huge amounts of time and often real money to get the actual gear needed. Whether that's farming the gear, or donating for crowns to sell for gold to buy gear with, or whatever.
Perhaps it's possible to survive when there is a critical mass of other lowbies in the same situation as you, where there is a ratio of Very Few powerful players to Very Many newbies: a position where if, even if you are awful at PVP, the chances are that if you meet another player, they will be as awful as you.
Once you get a critical mass of people who are better than that, a player who is new to PVP just isn't going to be in that situation. They aren't going to get a chance: they get killed, in seconds, over and over again, often without even seeing who killed them.
Honestly, it *needs* churn - it needs veterans to leave, so that new players can enjoy competing against each other without veterans stuffing up the place and mowing people down who don't have a chance to fight back.
And it needs less of a difference between newbie and veteran: say, a situation where five newbies even in mismatched gear and only a few skills between them, should be able to fight on equal footing against a fully equipped veteran, and if you had ten such newbies, the veteran should not have a chance of survival.
Movement speed differences are a serious thing, especially with short-range teleports like Streak, which belong to only one class. If you are not literally fast enough, you cannot catch another player to damage them.
No. Just no.
You just made the case for playing Candy Crush or some other mindless game with no learning curve.
There is supposed to be a skill gap between someone who just started playing and someone who's been playing since beta. That's how it's supposed to be.
He’s exactly right. There’s a difference between a skill gap and a system where you get one-shot instantly even when equipping tank gear.
People will tolerate losing to more skilled players. They won’t tolerate being unable to improve because they can’t survive long enough to block due to ridiculously high damage output.
No. The poster is not right.
ESO is supposed to be a game that takes some skill and practice. It's not supposed to be the game that hands out participation trophies. If the ESO combat system is too hard, then practice. ESO is a game that takes skill and practice. That means players with more practice will and should perform better. There absolutely should be a skill gap between a new player and a veteran player. Those with practice can and should be expected to perform better at anything. That's how it's supposed to work.
ESO should not be the game that hands out participation trophies.
LOL, its true, now IC is more hard core PvP than Cyrodil, its street fighting who also in real life is way more brutal than other environments. In Cyrodil its an cutesy to not attack pve players just doing quests and farming skyshards.SammyKhajit wrote: »Because the Imperial City is such a gloomy, depress place to hang out at. Sorry OP. It it’s just such a horrible environment and with COVID etc this one looks for bright sunny venues whilst in lockdown.
You have an excellent point, in PvE you start with normal dungeons, then normal dlc and vet dungeons, normal trials, early vet dlc dungeons, vet craglorn trials, you do other vet dlc, some HM dlc, vMoL and move on.EdmondDontes wrote: »EdmondDontes wrote: »We're all forgetting the elephant in the room:
Players, new to the PVP scene, *have to have an actual chance of surviving and succeeding*. Getting steamrollered and ganked all the time, to the point where one's only hope of making any sort of "achievement" is surviving and avoiding enemy players for long enough to complete the meagre PVE objectives in a PVP area, is just Not Fun.
In other words, a newbie - even in mismatched, inferior gear and with few skills to speak of - has to actually stand a chance of surviving against a veteran, and possibly even winning. Or at least, not be punished for dying: the whole "get sent back to base, when base is a hell of a long way away from where you actually want to be", is a major punishment that cannot be borne when it happens over and over again.
And "get better" is not always the answer, not when "get better" requires huge amounts of time and often real money to get the actual gear needed. Whether that's farming the gear, or donating for crowns to sell for gold to buy gear with, or whatever.
Perhaps it's possible to survive when there is a critical mass of other lowbies in the same situation as you, where there is a ratio of Very Few powerful players to Very Many newbies: a position where if, even if you are awful at PVP, the chances are that if you meet another player, they will be as awful as you.
Once you get a critical mass of people who are better than that, a player who is new to PVP just isn't going to be in that situation. They aren't going to get a chance: they get killed, in seconds, over and over again, often without even seeing who killed them.
Honestly, it *needs* churn - it needs veterans to leave, so that new players can enjoy competing against each other without veterans stuffing up the place and mowing people down who don't have a chance to fight back.
And it needs less of a difference between newbie and veteran: say, a situation where five newbies even in mismatched gear and only a few skills between them, should be able to fight on equal footing against a fully equipped veteran, and if you had ten such newbies, the veteran should not have a chance of survival.
Movement speed differences are a serious thing, especially with short-range teleports like Streak, which belong to only one class. If you are not literally fast enough, you cannot catch another player to damage them.
No. Just no.
You just made the case for playing Candy Crush or some other mindless game with no learning curve.
There is supposed to be a skill gap between someone who just started playing and someone who's been playing since beta. That's how it's supposed to be.
He’s exactly right. There’s a difference between a skill gap and a system where you get one-shot instantly even when equipping tank gear.
People will tolerate losing to more skilled players. They won’t tolerate being unable to improve because they can’t survive long enough to block due to ridiculously high damage output.
No. The poster is not right.
ESO is supposed to be a game that takes some skill and practice. It's not supposed to be the game that hands out participation trophies. If the ESO combat system is too hard, then practice. ESO is a game that takes skill and practice. That means players with more practice will and should perform better. There absolutely should be a skill gap between a new player and a veteran player. Those with practice can and should be expected to perform better at anything. That's how it's supposed to work.
ESO should not be the game that hands out participation trophies.
You’re arguing points that haven’t been made. What is being stated is that the issue is the gap is too wide, and it’s frustrating for new players to engage with content when they have zero chance of success. Since it’s so frustrating, they don’t engage. This isn’t entirely a skill issue either, it’s also an equipment issue, since the survivability thresholds necessary to survive more than one ability activation in PvP are so different than PvE content.
If you actually like PvP, you’ll need to recognize that it has to be new player friendly to survive, and the gap between high skill and powerful equipment needs to be considerably smaller than current. That’s not handing out “participation trophies”. It’s giving a new player some chance to compete, and/or learn.
WhyMustItBe wrote: »Missing "Other" option: Most people drawn to a fantasy RPG MMO, specifically with the lore/background of the Elder Scrolls franchise, will not be the type of people who are particularly interested in PVP.
That is fine by the way, and the devs should embrace it TBH. It seems trendy at this point for every MMO released to NEED to devote time to developing and balancing PVP as a major aspect of the game, even making it non-optional after a certain level in open world questing areas like many eastern titles opening the door to griefing and other toxic experiences.
Not every game in the world HAS to be all about PVP. It is OK for a game to exist that focuses on lore, dungeons/raids, and RPG elements. They are called GENRES. Not everything has to be a melting pot.
Besides, anytime an MMO starts shoehorning PVP it inevitably leads to PVE systems being wrecked and the abilities/playstyle of that part of the game being "streamlined," nerfed, and generally made un-fun, all in the name of "balance," since for whatever reason no game developer in the universe seems capable of balancing PVP and PVE separately.
Appreciate your response and feedback but this poll is trying to solicit a response from the PVP community, not the aspects of the game you're referring to.
No, it really doesn't. MMOs originated in PVE cooperative games with little solo content. Think things like EverQuest in 1999.
That changed over time to become more solo friendly.
Most games had servers for PVP and there would be only one of them, compared to 20-30 PVE servers.
Slap on the Elder Scrolls IP to this game and you'd expect an even greater focus on PVE than other MMos today.
Not true.
EQ had tons of PvP servers and even held annual cross server best of the best competitions.
I remember literal 3 day wars over Veeshan. Raid groups of 72 etc. etc.
Back when DAoC and EQ1 were thriving, it was like a turning point for RPG's having this inclusion of mass pvp contact. We had lan parties renting old T1's with PC's all over the house on every floor, you name it. It was nuts.
Now? You'd think with the advancement in technology things would be better 20 years later.
I played EQ since launch. It never had "tons" of PVP servers. It had at most 4 . I'm trying to find earlier info but it also only had ONE PvP server since at least 2008. Edit: They merged the 4 PVP servers into one server (out of many) in 2005.
Right now it has ONE PvP server out of TWENTY FOUR servers.
If you actually like PvP, you’ll need to recognize that it has to be new player friendly to survive, and the gap between high skill and powerful equipment needs to be considerably smaller than current. That’s not handing out “participation trophies”. It’s giving a new player some chance to compete, and/or learn.