ImmortalCX wrote: »<snip>
[snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?
DenverRalphy wrote: »ImmortalCX wrote: »<snip>
[snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?
The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.
ImmortalCX wrote: »DenverRalphy wrote: »ImmortalCX wrote: »<snip>
[snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?
The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.
They put crafting motifs behind PvP content.
I know its PvP area, but its designed so there is a short vulnerable corridor back to the base camp. Some loser was camped there. Ganked another person too acording to the log.
I hope it was worth the 11 tel var stones.
Its an example of bad game design that encourages toxic play style. The only reason he was camped there was to gank vulnerable PvE people who needed to go there and get out.
ImmortalCX wrote: »I had to buy some Xivkyn motifs. I went in with a big stack of invisibility potions. Was able to reach the two vendors in different districts to buy the pieces I needed.
Then I crawled down the sewer grate closest to DC base. I am a room away from the base, just standing there to decide which direction to turn, then I get literally one shotted.
FAIL!
[snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?
chessalavakia_ESO wrote: »You can queue for a Cyrodiil campaign to get out of the Imperial City quickly.
ImmortalCX wrote: »[snip]
ImmortalCX wrote: »
Credible_Joe wrote: »
So, what you are saying is, you paid 11 telvar to fast travel back to base. If you are not complaining about losing telvar, being attacked literally did not inconvenience you.
Franchise408 wrote: »1. I don't particularly care for PVP in this game, although I do partake on occasion
2. I especially dislike gankers who ambush defenseless PVE'ers who can't really fight back, as there is no competitive engagement in such an encounter, and is done for the specific purpose of trolling.
I put that information up there to inform about my perspective on PVP in this game.
And with that said, this thread describes no wrong doing. Whether I agree with ganking or not, the fact is that when in IC, you are a target to anyone and everyone of the opposing factions. Someone is well within their rights to kill you in that zone, and there is no wrong doing that has occurred.
ImmortalCX wrote: »DenverRalphy wrote: »ImmortalCX wrote: »<snip>
[snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?
The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.
They put crafting motifs behind PvP content.
I know its PvP area, but its designed so there is a short vulnerable corridor back to the base camp. Some loser was camped there. Ganked another person too acording to the log.
I hope it was worth the 11 tel var stones.
Its an example of bad game design that encourages toxic play style. The only reason he was camped there was to gank vulnerable PvE people who needed to go there and get out.
[edited to remove quote]
ImmortalCX wrote: »I had to buy some Xivkyn motifs. I went in with a big stack of invisibility potions. Was able to reach the two vendors in different districts to buy the pieces I needed.
Then I crawled down the sewer grate closest to DC base. I am a room away from the base, just standing there to decide which direction to turn, then I get literally one shotted.
Thumbless_Bot wrote: »ImmortalCX wrote: »DenverRalphy wrote: »ImmortalCX wrote: »<snip>
[snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?
The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.
They put crafting motifs behind PvP content.
I know its PvP area, but its designed so there is a short vulnerable corridor back to the base camp. Some loser was camped there. Ganked another person too acording to the log.
I hope it was worth the 11 tel var stones.
Its an example of bad game design that encourages toxic play style. The only reason he was camped there was to gank vulnerable PvE people who needed to go there and get out.
[edited to remove quote]
Bad design is not that there is pvp in, idk, a pvp area, or that certain things are exclusively gained in pvp OR pve content. Bad design is making it so that we'll equipped pvp players can be one-shotted in pvp. I don't know if that's the case here since this person identifies as pve. However, a nb that can hit for 30k spec bow on a well equipped pvp player is certainly broken and falls into the bad design category.
That being said, welcome to pvp. I hope you stick around. Even with the class imbalances it's a lot of fun.
ImmortalCX wrote: »Thumbless_Bot wrote: »ImmortalCX wrote: »DenverRalphy wrote: »ImmortalCX wrote: »<snip>
[snip] They know that PvE people like myself need to travel through there to get out. There is that short journey from the sewer grate back to the base camp where you are vulnerable. Why can't they just have the ladder go back to the base camp?
The moment you enter a PvP area, you are no longer a "PvE people". You then become a PvP player, and need to plan accordingly.
They put crafting motifs behind PvP content.
I know its PvP area, but its designed so there is a short vulnerable corridor back to the base camp. Some loser was camped there. Ganked another person too acording to the log.
I hope it was worth the 11 tel var stones.
Its an example of bad game design that encourages toxic play style. The only reason he was camped there was to gank vulnerable PvE people who needed to go there and get out.
[edited to remove quote]
Bad design is not that there is pvp in, idk, a pvp area, or that certain things are exclusively gained in pvp OR pve content. Bad design is making it so that we'll equipped pvp players can be one-shotted in pvp. I don't know if that's the case here since this person identifies as pve. However, a nb that can hit for 30k spec bow on a well equipped pvp player is certainly broken and falls into the bad design category.
That being said, welcome to pvp. I hope you stick around. Even with the class imbalances it's a lot of fun.
Unless something changed since I played five years ago, its not at all fun.
A ball of people cluster together, and they gang up on stragglers. And pvp builds completely outclass pve.
They should do something like wow, where pvp gear has a separate stats and use. Its a theorycrafting minmax hell in this kind of game. If there were < 10 pvp sets and I knew what to collect, and the upper and lower bounds of what was available could be tuned around, then it might make a good pvp game. What happens instead is that PVPers have found wild combinations of PVE gear and skills that create OP one shot builds, or unkillable tank sponges. Its not balanced, its just people who have found odd boundary conditions that break balance.
As it is now, pvp is downstream of pve and its wildly imbalanced, requires completely different specs that are not easily switched between, and involves play that is not fun.
It needs to have the ability to just "push a button" and instantly have my PVP spec, which involves gear which is well tuned and fair. And ability to push the same button and go back to PVE spec. The problem is that its not balanced and this attracts people who create OP builds just to snag 11 tel var from some unsuspecting PVEr trying to buy a motif.