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PvP in EOS

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  • Eighteen16Eighteen16 Member UncommonPosts: 146
    Originally posted by Epicon
    Originally posted by Ulorik
    Originally posted by xerri
    Originally posted by Soki123
    Originally posted by hikaru77
    Originally posted by Jakdstripper
    Originally posted by Silverune
    Originally posted by Furion-Hunter

    The problem in my opinion is i think it will get boring real fast. It feels like its missing something. Its soooo easy to take over a keep and then everyone runs off and abandons the keep and then you lose that said claimed keep, then 30 mins later ppl wake up and re take the lost keep. rinse and repeat for the whole day with that keep changing guilds every turn. It would of been nice to have a sense of home feeling to keeps and other cappable places.

     Atm it justs a zerg running to 1 keep then to another. Guilds will cap a keep then go to sleep( or other things ) and lose the keep, what did they gain? what was the purpose? theres no meaning to it, whats the point.  You can hire mercs to put in your keep but they dissapear after 5 mins. you can put balistas and other siege equipment.. but they die if no 1 is on them around 3-5 mins.. theres no sense of progression.

     

    Am i the only one who may be thinking this?

     

    p.s im half cut not sure if this makes any sense lol

    My thoughts excactly. felt like GW2 all over again, zerg here serg there if you not part of the zerg dead in five minutes. Eveyone abadons keeps runs onto the next, it's too easy to take them.

    They need to have a reason for keep holding. They need upgrade paths in the keeps you take over like GW2.

    i also agree.

    i played pvp for only about 2 hours but i instantly got that exact same feeling. Not only is there absolutely no strategy needed, but there is no point. This is the same problem GW2 and even Planetside 2 had. there is no "end" to the competition and no real incentive to compete. keeps just change hands whenever either faction has the biggest zerg and nobody actually gains anything. sure it's fun for the first day or so, but after a while it becomes pointless.

    it's like playing sports without keeping score.....completely kills the competitive spirit. sure it's fun for half an hour, but then nobody really cares and everyone starts doing something else.

    PvP is competition against other players. there needs to be hard rules, room for strategy, and defined winner and loser. It's how every male centered activity has flourished since the beginning of testosterone. 

     

    Is nothing like GW2, nothing at all.  In TESO you have a war campaing, like Warhammer online were your faction goal was the enemy main city, to siege the enemy capital was needed a lot of communication, strategic and coordination from both sides, it was a  war campaign.  In TESO your faction goal is the imperial City, people gonna need really a lot of work, tactics and communication to reach that goal, is also a War campaing. In GW2 there was no goal, campaing or meaning, easy like that. TESO war campaing have an end, a clear objetive, siege the imperial city and be the new Emperor.   

    You played for 2 hs, and clrearly you dont know yet how Cyrodil works. The biggest zerg mean nothing, since a organized group can defend a keep against huge numbers. You even can hide and play a guerilla game with a group to cut off enemy reinforcements. But we still under the NDA so we can really talk about this yet. But they did really an awesome job with the PvP in TESO, where GW2 fails TESO stand. 

    Well as long as it s like WARHAMMERs city sieges, it surely will be a success. Lol, one of the worst ideas WARHAMMER had was city sieges. There really wasn t much strategy involved in that either, leading up to the city siege fight itself, the BIGGER ZERG won.

     

    Your stretching it there the city siege was about Farming  Kills  and running those instances  as for bigger zergs? depends how you thinking  If a 25 yr old is attacked by a group of 10 yr olds  who wins?  if the better group goes up against a group of zergling  who wins?

    A lot of these discussions are currently going on at the Camelot Unchained and the 40K Eternal Crusade forums. Whilst ESO AvAvA was enjoyable and reminded me of DaoC there are a few things that ESO still needs:

    - A system in which a well organised Alliance is able to hold Keeps over time so you don't get the frustrating "Keep-trading", "Whack-a-Keep" and "3am Caps" that other RvR cetred game had

    - Realm Points with long term benefits in AvAvA only

    - Realm Pride: Bad decision to open all Alliances to all Races, very bad indeed

    - "Darkness Falls"

    Finally concerns that makes sense.

    Making Alliances open to all races, was probably due to PVERS complaining about it. On paper it seems okay, "All the other elder scrolls games do this."

    However it's a nightmare for PVP. Everyone will pick the Ebonheart Pact, because it's connection to Skyrim. I am expecting Ebonheart Dominance, No faction pride, people will ditch their other factions and roll there.

    Even in PVE it doesn't make a lot of sense. I know the stories are different and the starting areas, but what chances do the other non skyrim factions have, without race locks?  Why pick them?  I am trying to picture a game like WoW, without faction based races. Seems like you'd lose faction flavor.  I hope they rethink this.

    Realm points are needed.

    Something to prevent keep trading, should be installed too. I agree, maybe something like a timer. Not sure.

     

    I suppose time will tell if this is true, but as someone who has spent 500+ hours playing Skyrim I have zero interest in playing Ebonheart. A faction of  3 races who hate each other and zones that are frozen or burning wastelands. I love skyrim as a game, but Nords and Dark Elves have very little appeal to me. Originally I was going to go with Aldmeri, but having done all 3 in the beta I enjoyed Daggerfall zone and characters much more than the other two. Breton capital alone is better than anything I've seen in Ebonheart so far. 

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