I don't PVP, but my experience with these type of changes, is that initially people will jump in and try to make other player's lives h*ll... but then will eventually get bored and move on to something else. This is all new, and people are obviously taking advantage of it.
I don't PVP, but my experience with these type of changes, is that initially people will jump in and try to make other player's lives h*ll... but then will eventually get bored and move on to something else. This is all new, and people are obviously taking advantage of it.
Teabagging isn't a good comparison, especially since it's considered harassment these days and is a reportable offense if you ask the person to stop and they keep doing it. Also fencing isn't a good comparison either because the point isn't to kill your opponent like it is in PvP. Why should PvP in games allow people to be awful where PvE doesn't? Why should it be acceptable to be awful to other players rather than NPCs? And I'm not saying that killing people in PvP is bad, I'm saying the idea that finding pleasure in frustrating others solely for the sake of frustrating people isn't really justifiable in 99% of situations....I'm not sure this is a uh...healthy way of looking at PvP. Very few people, I'd wager, go in with the expectation of being OTHER peoples' entertainment, they go in because either they enjoy the challenge of fighting people rather than NPCs, or because there are things they want that they can't earn outside of PvP.In my experience with PvP if one is in a PvP zone one is the content; one is there to provide entertainment for other players.
Whether one partakes willingly or unwillingly is immaterial. One's frustration will be just as entertaining (to others) as one's enjoyment.
Look at the experience through that lens and is likely to make more sense.
Finding amusement in frustrating other players is also not really the best look. I mean it's one thing if the person you're trying to annoy is themselves a jerk or really rude or something, but if it's people who just want to get quests done, or earn enough to get some mats or a title or a Costume or something, or they're minding their own business fishing...taking pleasure and amusement from upsetting other people isn't really a good thing. In fact, people who do that are usually called trolls.
And it makes even LESS sense to me to view PvP in this light.
PvP is license to behave in a manner that would be unacceptable outside the game. Whether is the best look or not is a matter of perspective.
To bring up a dead horse for further castigation as an example, in fencing it would be quite frowned upon if one would tackle a defeated opponent to the ground then proceed to dangle one's privates over their face repeatedly. This however is perfectly acceptable in PvP. Is it a good look? The answer lies in the eye of the beholder.
In a PvP enabled zone other players are the main source of entertainment (the content); if willing and able this comes in the form of thrill and challenge, if unwilling or unable well, they are in a PvP zone so... anything else they can provide will have to do.
Is it healthy? again, depends on the perspective. Is not something I particularly enjoy but that says more about me than it does about PvP itself.
Regardless, even if one can make no sense of PvP one can still partake of the second favourite activity in PvP. In my opinion It is a lot more accessible than actual player confrontation 'in the field'. Players of all levels of aptitude and skill can equally participate.
One can come to the forums and complain that one has been defeated in a manner one does not approve of and request swift remediation from the development team.
After participating in these forums for more than a decade it would seem to me that each player has a very narrow definition of what constitutes acceptable means of defeat; anything and everything outside those parameters demands immediate attention.
No one is saying they expect not to be killed, and it's a bit disengenuous to boil it down to "people don't want to get killed in PvP". What people are annoyed by is IC being made better for the gankers and more restrictive for most everyone else. Maybe, just maybe, if this was such an issue with people trying to avoid combat, that should be an indication that something is wrong with the game mode? People don't want to be farmed, people don't want to do all the work for someone who just sits in a corner. If people were leaving like they were before because it was hard to get out of IC, what makes anyone think these people are going to want to come do things with it being made HARDER to leave? The only ones who'll really still be around are the ones just derping around waiting for another queue and who don't care too much about the TV.But, it is a PVP zone.. You should always expect that people are there to kill other players. Sounds about right doesn't it?
I have noticed that too commonly people join cyrodiil or imperial city without having any idea about PVP and gear or builds you should use to be able to withstand it all. Then they start complaining how it is "unplayable" and how they are being ganked all the time. How about you first learn a thing or two about PVP. Stop wearing weak gear, have some resistances, join groups.. It is l2p issue most of the time.
Same as those who keeps on complaining about bomber builds, are the ones who always hug flags in a tight knit group or otherwise do not understand how poor choice it is in PVP to remain too grouped. It has never been a good tactic in games or in real life. Start wearing some armor, keep your shields and hots up, use block and be ready to roll dodge and be ready for action always. You don't have to hug other people on flags to be able to capture it, the area is actually quite wide. Learn all that and suddenly you don't have to complain about bomber builds. I love bombers just because they are there to show your own ridiculous mistakes.
And clearly the design of the Zone isn't all that great if people were trying to get around it in such large numbers that they had to implement something like this.Attorneyatlawl wrote: »Its working fine on my machine. Also I just traveled from one end of the sewers to the next bagging 30,000 Tel Var Stones. No idea what everyone is afraid of. Oh yeah, I also 1v3'd a group. Its a PVP zone. Don't like it? Cloudrest is that way.
Sounds like effort.No can do! /s
Imperial City is a pvp zone. One should not be able to go there, free farm loot pinata pve mobs, and port out instantly if they're about to be attacked in a pvp zone. It's the design of the zone to have to get back to base using a sigil or by fighting your way back.
If it was such a big exploit then why didn't they block being able to port out after earning more than 100 TV? Cyro queues might take a while, or they might be instant, depending on the time and everything, so people can purposefully queue into a poplocked campaign before earning any TV to give themselves time to run around and collect TV, then sit somewhere and wait for the queue to pop.Attorneyatlawl wrote: »Nope @Arunei, it just means people usually take the path of least resistance (even exploits) especially when they take a risk by not doing so. This is an mmorpg truism.
This is a very welcome change. Gankers should be trivial if you're set up to actually PVP. Their risk vs reward is giving up survivability for upfront damage. Survive the first hit and you can kill most with ease. At worst you have a decent fight.
It seems a lot of people go in with PVE setups and expect a fighting chance against players, this has never really worked out well.
I only go into IC to putter around the sewers or do some dailies, so that I can get some telvar to buy antiquities leads. If the leads vendor in IC didn't exist, I'd have no reason to go into IC. But for some reason, people who PvP in IC (or like the IA) have an easy way to get leads. The rest of us have to grind against punishing RNG. So if you're a pure PvE'er and you need one of the really difficult leads to get, you'd like the chance to buy it, rather than having to dig up 2000 treasure maps or run the same dungeon 500 times. It's not my fault that ZOS has given IC PvPers an easy way to get leads, but not me, so take it up with ZOS that people are going into the zone in PvE setups who have zero interest in PvP. It's their design.
Before, when I'd had enough of puttering around, I could just port out of the zone. Now, because I can get a piddly 100 telvar by sneezing upon entry into the zone, I would have to spend time walking back to base and being taken down by gankers. Of course, I won't be doing that. I've been killed in the zone before and fair game, but not because I'm being forced to walk past a bunch of gankers. I was killed because I ran into someone as I was puttering around, which was fair game. So I had a chance of getting out with all my hard-earned telvar. Now I'd have no chance. So I won't be going into IC anymore. It wouldn't be a good use of my time.
Anyway, because of this change, I'd like to know if ZOS is going to introduce another leads vendor, maybe one that takes all currencies, or if people who PvP in IC have an extra way to get leads easily, but the rest of us don't. If the new leadership is steering the ship more towards "play as you want", and it seems that they are with some positive changes already in this direction, then the leads vendors need to be revisited because they're limited to only two activities in the game right now. Activities that frankly a large part of the playerbase ignores.
I suspect the vendors were put into those locations to encourage more participation in these activities, but that's 1990s design thinking and thankfully the current leadership seems to live in 2026. So I'm really hoping they take another look at this, especially since this change in IC is now actively discouraging people from going into the zone. It's a big middle finger to a large part of the playerbase to make this change when one of the leads vendors only takes telvar.
If I'm not mistaken, you can't buy any Lead that's in Treasure Maps in IC.
Otherwise, yes, play however you want, but unfortunately that doesn't apply to many things in ESO.
I'm noticing that now PVE caravans and small PVP groups are banding together in IC to make traversing it safer/more efficient. THIS WAS THE PURPOSE of the change. Now, players are actually engaging in the mechanics and gameplay because of the enforcement of the no-teleport out rule (that was in the game before IC went free). As a solo roaming farmer of Imperial City equipped to slay bosses and players alike, this change has already facilitated some awesome encounters for PvPvE content in the first day or so that I've enjoyed this update. People don't realize it, but IC is objectively more fun because of this change. I'm finally engaging in combat with players who know the risks and fight back together as a group against my solo brawl build instead of running away and dying before the Cyro queue pops to save them. Congratulations, community. After a long wait, Imperial City is finally back as actual content instead of an economy inflation simulator.
Teabagging isn't a good comparison, especially since it's considered harassment these days and is a reportable offense if you ask the person to stop and they keep doing it.
ZOS,
First, I do want to thank you for fixing the issue with people constantly porting out. This has been a problem for a while now, and so I understand something had to be done about it. However, we have a new problem. I can tell already, its hell farming in there. Gankers are beginning to loiter over every checkpoint and boss. Its really tedious trying to farm without at a bare minimum, constantly being chased.
I wish you guys well with IC; however, I am permanently suspending my operations there because they're everywhere, there's no getting away or even hiding from them. A better solution would have just been to stop people from porting if they were in combat. Some will read this and laugh, some will get it, others will come to their own understanding later.
Hope some of you stocked up on Hakjeijos or got whatever you want out of IC because what we had is gone now. If IC was bad before, now it's a really terrible place in there now. I will not be going back anytime soon. Enjoy.
Erickson9610 wrote: »I lament no longer being able to PvP in Imperial City while waiting for a Cyrodiil queue. I suppose I'll now have to play in a different Cyrodiil campaign until the queue for the desired campaign pops.
I bet if they added an alternate Hakeijo source, IC would become way less toxic.
But as long as it's the sole Hakeijo source, people will treat it like a job.
Erickson9610 wrote: »I lament no longer being able to PvP in Imperial City while waiting for a Cyrodiil queue. I suppose I'll now have to play in a different Cyrodiil campaign until the queue for the desired campaign pops.
Erickson9610 wrote: »I lament no longer being able to PvP in Imperial City while waiting for a Cyrodiil queue. I suppose I'll now have to play in a different Cyrodiil campaign until the queue for the desired campaign pops.
Didn't know that, thanks. So an alternate source does exist but it's not reliable enough to pull the toxicity out of IC. If they add another reliable source, people won't feel obligated to treat their telvars like IRL cash, IC players can relax and PvP casually, so more players engage.They’re rare, so not as quick or reliable to get
Major_Mangle wrote: »One of the best changes this patch has brought, finally the people who abused the hell out of this mechanic has to PvP again. Good change, hope it stays. Use the intended methods to get out (aka walk back or use a sigil). It´s a PvP zone not a free telvar farm zone. Lock in
Where are you guys getting the "free" part from? Were people able to go into IC and get TV by just standing around doing nothing? No, they had to go out and actually do things, engage with the content, kill mobs and the like. It was never "free" farming, because the people farming were killing stuff and finding Chests and such. In fact, ironically gankers and bombers are the ones doing free farming, if anything. They let others do all the actual farming and then blast them into the stratosphere with little to no chance of retaliation.Attorneyatlawl wrote: »As things stand now, this change killed the "risk and reward" gameplay some people are blathering on about completely.
Because there's only a "risk" if you're carrying TV. If you're not, there's no risk involved. You may die, but who cares about that.
Again, you should only be able to get as many TV as you're carrying yourself. Want to nick 3k from someone else? Carry those 3k around with you.
This isn’t a terrible idea.
Your gains from a player being capped by your carried Tel Var.
So let’s say you bomb 3 people, you’re carrying 3,000, you kill one player, you get 3,000 and then Vicious Death procs and you can then gain another 6,000 from both players who died to Vicious Death.
Would do wonders to reign in single target ganking, as the playstyle would still exist, you would just need to be smarter about it.
I suggested this for years but people usually hate on it. But I agree that it's the only way to make it truly risk vs reward and for fairness.
If people had an effect around them incrementally based on how much Tel Var they carried, a ganker could make an entire minigame out of it. 😂
Not talking about a visual effect, I mean the part in which players should only be able to take based on what they're carrying (cap it at whatever you're carrying and/or use the already existing multiplier system.)
AKA encourage gankers to also have to risk their stones if they want to rob people. I don't really care what hairsplitting way it's done, just SOMETHING.
There is risk... They still have to get back to their base. This is a long overdue change that will reinvigorate pvp in the imperial city, at least. It was never meant as a free pve farm zone.
How exactly do you see this change as causing anyone to want to come into IC who isn't doing the ganking? If people trying to leave IC before losing half the TV they'd been farming for a couple of hours was THIS much of a problem, MAYBE that should tell people that very few people find it fun to lose that much progress?
Do you know what would ACTUALLY bring people back to IC? If they didn't lose hours' worth of work to people who don't want to do it themselves. I guarantee you that if people lost 15-20% max from death to other players, they'd be more inclined to do stuff there. But when people are punished for actually engaging with the content while the people who just sit around waiting to nuke them get rewarded, and then it gets made HARDER to avoid losing the stuff you worked that long for? Yeah nah, that's going to only drive more people away.
MincMincMinc wrote: »hilarious the number of people blatantly complaining that they cant exploit combat logging anymore.
MincMincMinc wrote: »hilarious the number of people blatantly complaining that they cant exploit combat logging anymore.
IMO if they want to keep porting for que timing they could, but to counteract the combat logging situation they should have done what any other loot drop game does and make your character remain afk in place for 15s after you leave. So if you combat port the enemy still has a chance to kill you for doing so.