This is similar to what I was hinting to in my other thread as well.
I think you should only be able to loot as many stones from other players as you are carrying.
In a group gank scenario let's say you and a friend are each carrying 1000 stones and you both gank someone carrying 4000 stones. Normally you'd each get 1600 stones (yes I know the group stone assignment is unclear or bugged), but in this scenario you'd get 500 stones each (50% of 1000 stones).
If 10 of you are carrying 1000 stones each and gank someone carrying 5000 stones you'd each only get (10% of 1000 or 100) stones each instead of 400 each that you get now.
I definitely like a high risk high reward scenario versus the no risk/ high risk scenario we have now.
To me that would encourage zerging even more than they already do
It would encourage the noobs who camp ladders and kill u as u spawn
Etc etc
This is similar to what I was hinting to in my other thread as well.
I think you should only be able to loot as many stones from other players as you are carrying.
In a group gank scenario let's say you and a friend are each carrying 1000 stones and you both gank someone carrying 4000 stones. Normally you'd each get 1600 stones (yes I know the group stone assignment is unclear or bugged), but in this scenario you'd get 500 stones each (50% of 1000 stones).
If 10 of you are carrying 1000 stones each and gank someone carrying 5000 stones you'd each only get (10% of 1000 or 100) stones each instead of 400 each that you get now.
I definitely like a high risk high reward scenario versus the no risk/ high risk scenario we have now.
How would you balance this around grp where one player is carrying 4k stones and the other 7 people are all only at 100 each ganking a player carrying 5000 stones for example. Are they now able to loot 4000 stones (500 for each of them) from the player because one was carrying a high amount of stones?
I like the idea though i feel it could get complicated to determine your own risk with this system (you don´t know how much stones other players of your faction are carrying).
lolo_01b16_ESO wrote: »If you increase the risk for gankers to loose something, you won't get red of them, you'll just force them to group up.
Yea because ganker doesnt risk his life by diving into 10 or more zerg? To encourage people to learn something better than farming like sheeps i say no. In fact they should make those respawn times longer so people can try to get out of the sewers for once. Imperial City sewers looks like a griding spot at the moment instead of PvP/PvE area.
Yea because ganker doesnt risk his life by diving into 10 or more zerg? To encourage people to learn something better than farming like sheeps i say no. In fact they should make those respawn times longer so people can try to get out of the sewers for once. Imperial City sewers looks like a griding spot at the moment instead of PvP/PvE area.
Yeah he may risk his life. As is currently stands with no death penalty at all he can try that move 50 times until he comes out ahead with nothing to loose but everything to gain. Not a good mechanic.
Yea because ganker doesnt risk his life by diving into 10 or more zerg? To encourage people to learn something better than farming like sheeps i say no. In fact they should make those respawn times longer so people can try to get out of the sewers for once. Imperial City sewers looks like a griding spot at the moment instead of PvP/PvE area.
Yeah he may risk his life. As is currently stands with no death penalty at all he can try that move 50 times until he comes out ahead with nothing to loose but everything to gain. Not a good mechanic.
Consider those fat ass people farming only next to their base so yea i travel all the way down to find some people to fight with. Its my time that i sacrificed. Plus usually in those places there are more than 7-8 people so there is a huge risk if i kill one of those zergs they can kill me and take the stones back also. They use amazing still tornados, like they spam them really well.. If you want to get rid of the gankers or other kinda skilled players just ask to zos "safe farming zones" that could be better players like sheeps. So they can farm in safe until they get bored enough. Jesus..
Yea because ganker doesnt risk his life by diving into 10 or more zerg? To encourage people to learn something better than farming like sheeps i say no. In fact they should make those respawn times longer so people can try to get out of the sewers for once. Imperial City sewers looks like a griding spot at the moment instead of PvP/PvE area.
Yeah he may risk his life. As is currently stands with no death penalty at all he can try that move 50 times until he comes out ahead with nothing to loose but everything to gain. Not a good mechanic.
Consider those fat ass people farming only next to their base so yea i travel all the way down to find some people to fight with. Its my time that i sacrificed. Plus usually in those places there are more than 7-8 people so there is a huge risk if i kill one of those zergs they can kill me and take the stones back also. They use amazing still tornados, like they spam them really well.. If you want to get rid of the gankers or other kinda skilled players just ask to zos "safe farming zones" that could be better players like sheeps. So they can farm in safe until they get bored enough. Jesus..
If we´re being honest you´re not looking for people to fight with but for fat pve pigs you can slaughter to collect their stones.
Not that i´m doing anything different but still i think the system is working in the wrong way here. I´m not trying to get rid of gankers but am looking for a high risk high reward system instead of the no risk high reward currently in place.
Yea because ganker doesnt risk his life by diving into 10 or more zerg? To encourage people to learn something better than farming like sheeps i say no. In fact they should make those respawn times longer so people can try to get out of the sewers for once. Imperial City sewers looks like a griding spot at the moment instead of PvP/PvE area.
Yeah he may risk his life. As is currently stands with no death penalty at all he can try that move 50 times until he comes out ahead with nothing to loose but everything to gain. Not a good mechanic.
Consider those fat ass people farming only next to their base so yea i travel all the way down to find some people to fight with. Its my time that i sacrificed. Plus usually in those places there are more than 7-8 people so there is a huge risk if i kill one of those zergs they can kill me and take the stones back also. They use amazing still tornados, like they spam them really well.. If you want to get rid of the gankers or other kinda skilled players just ask to zos "safe farming zones" that could be better players like sheeps. So they can farm in safe until they get bored enough. Jesus..
If we´re being honest you´re not looking for people to fight with but for fat pve pigs you can slaughter to collect their stones.
Not that i´m doing anything different but still i think the system is working in the wrong way here. I´m not trying to get rid of gankers but am looking for a high risk high reward system instead of the no risk high reward currently in place.
Well to be honest i dont care about stones anymore because i dont need anymore. Just as i dont need alliance points anymore because they are useless at the moment as we all know. I just play for fun and those zergs killing the fun. Instead of thinking about discourage the gankers people should think about encourage the zergs and those farmers.
Im sorry but im against to anything could help those zergs. In my opinion they are ruining the game, killing the fun with those steel tornados or pulsars or whatever those stupid ass aoe skills.
PS: Cyrodiil still has fps and lag issues in EU so IC is more proper place for PvP.