....
@gameswithaspoon wouldn't it then discourage PvP, because you get nothing from it? How would multipliers be balanced also?
.....
gameswithaspoon wrote: »Remove the loss of telvar stones at the death of a player. The feeling of grouping up and taking away from solo players or smaller groups is what promotes the dogpile effect.
Shardan4968 wrote: »Wouldn't removing tel var loss cause massive inflation, causing hakeijo to lose its value which might further diminish IC population?
If that is the case, then we need to ask ourselves a question: What is the reason people want to PvP in IC ?the aim is to increase amount of PvP in IC, not to reduce it.
They're only so expensive because so few players are doing IC. Prices would fall if more people did IC, but that wouldn't be a bad thing, they're a BIS PvP item so being more affordable could help encourage more people to PvP. And yea, let's just remove telvar loss on death.Shardan4968 wrote: »Wouldn't removing tel var loss cause massive inflation, causing hakeijo to lose its value which might further diminish IC population?
Shardan4968 wrote: »Wouldn't removing tel var loss cause massive inflation, causing hakeijo to lose its value which might further diminish IC population?
At this point I’m not sure if losing Tel Var on death is a good idea anymore. I think removing or adjusting that mechanic for one patch is worth a test. The PvP meta and gameplay is drastically different from how it was back in 2016. Plus you have gankers who can kill 30-40k health players with heavy attack+caluurion Proc+Incap+undodgeable whirling blades execute... just makes farming for a lot of players feel pointless. There’s two IC campaigns and one is usually empty/has 1 bar tops per faction, while the other is permanently empty.
I like the losing Tel Var on death mechanic btw. Just wondering if there’s any way to help IC no longer be a ghost town outside of double Tel Var events.
At this point I’m not sure if losing Tel Var on death is a good idea anymore. I think removing or adjusting that mechanic for one patch is worth a test. The PvP meta and gameplay is drastically different from how it was back in 2016. Plus you have gankers who can kill 30-40k health players with heavy attack+caluurion Proc+Incap+undodgeable whirling blades execute... just makes farming for a lot of players feel pointless. There’s two IC campaigns and one is usually empty/has 1 bar tops per faction, while the other is permanently empty.
I like the losing Tel Var on death mechanic btw. Just wondering if there’s any way to help IC no longer be a ghost town outside of double Tel Var events.
I would not be so sure the double TelVar is what drags players in. Pretty sure most are there simply for their event tickets.
Shardan4968 wrote: »Wouldn't removing tel var loss cause massive inflation, causing hakeijo to lose its value which might further diminish IC population?
VaranisArano wrote: »At this point I’m not sure if losing Tel Var on death is a good idea anymore. I think removing or adjusting that mechanic for one patch is worth a test. The PvP meta and gameplay is drastically different from how it was back in 2016. Plus you have gankers who can kill 30-40k health players with heavy attack+caluurion Proc+Incap+undodgeable whirling blades execute... just makes farming for a lot of players feel pointless. There’s two IC campaigns and one is usually empty/has 1 bar tops per faction, while the other is permanently empty.
I like the losing Tel Var on death mechanic btw. Just wondering if there’s any way to help IC no longer be a ghost town outside of double Tel Var events.
I would not be so sure the double TelVar is what drags players in. Pretty sure most are there simply for their event tickets.
Double Tel Var does draw in a fair number of PVPers. It's the worst time of the year for traditional TV farming.
Event tickets and other event rewards bring in the rest of the crowd, particularly the group that really wants to avoid PVP at all costs but queued up to get the rewards anyways.
VaranisArano wrote: »At this point I’m not sure if losing Tel Var on death is a good idea anymore. I think removing or adjusting that mechanic for one patch is worth a test. The PvP meta and gameplay is drastically different from how it was back in 2016. Plus you have gankers who can kill 30-40k health players with heavy attack+caluurion Proc+Incap+undodgeable whirling blades execute... just makes farming for a lot of players feel pointless. There’s two IC campaigns and one is usually empty/has 1 bar tops per faction, while the other is permanently empty.
I like the losing Tel Var on death mechanic btw. Just wondering if there’s any way to help IC no longer be a ghost town outside of double Tel Var events.
I would not be so sure the double TelVar is what drags players in. Pretty sure most are there simply for their event tickets.
Double Tel Var does draw in a fair number of PVPers. It's the worst time of the year for traditional TV farming.
Shardan4968 wrote: »If they would consider doing a test with no tel var loss, then also consider the fact that the initial data from it may not be precise, because everyone will jump into IC to farm the hell out of it expecting the test to only be temporary like some event. I think the test would have to be long enough for people to consider it the new normal. But zenimax would probably take it into account anyway, If they decided to finally do some significant changes that is.
I personally wonder If Tel Var loss mechanic is really the only thing that keeps people away from IC. I mean If it was really fun, certainly people wouldn't care about losing some virutal currency as long as they can jump right back into a fight and enjoy themselves. Or maybe it's not fun only because of its current empty state. Won't know for sure until zos does something.
Tommy_The_Gun wrote: »^ That is why people stack. For protection. Same reason why animals form herds - for protection. Less likely for some predators to attack, and even if - it is easier to defend.
That is the reason why I think IC is a wasted content. For the most part it is like 90% PvE stuff, but the added PvP just ruins it. That is the reason why IC is pretty much empty 24/7. Because it is not enjoyable from PvE perspective and also not enjoyable from PvP perspective.
The only way to somehow make IC more popular is to either remove PvE or PvP (so only one would be left & tel-var will be for killing players only, not mobs) or just to separate it into 2 instances - one PvE only, & the other PvP only.
although they gain almost nothing from this.
Tommy_The_Gun wrote: »^ That is why people stack. For protection. Same reason why animals form herds - for protection. Less likely for some predators to attack, and even if - it is easier to defend.
That is the reason why I think IC is a wasted content. For the most part it is like 90% PvE stuff, but the added PvP just ruins it. That is the reason why IC is pretty much empty 24/7. Because it is not enjoyable from PvE perspective and also not enjoyable from PvP perspective.
The only way to somehow make IC more popular is to either remove PvE or PvP (so only one would be left & tel-var will be for killing players only, not mobs) or just to separate it into 2 instances - one PvE only, & the other PvP only.
or, make it so that no one can group, no alliances - pve zone with pvp rulesets...it would be interesting to see what would happen...
although they gain almost nothing from this.
They kill bosses in circle run with 6-flag control. That's more than what you can get being on the other side, with zero city control and constantly threatened to have 1v10 fight, where you can't down even a single digit because they all cross-heal.Tommy_The_Gun wrote: »^ That is why people stack. For protection. Same reason why animals form herds - for protection. Less likely for some predators to attack, and even if - it is easier to defend.
That is the reason why I think IC is a wasted content. For the most part it is like 90% PvE stuff, but the added PvP just ruins it. That is the reason why IC is pretty much empty 24/7. Because it is not enjoyable from PvE perspective and also not enjoyable from PvP perspective.
The only way to somehow make IC more popular is to either remove PvE or PvP (so only one would be left & tel-var will be for killing players only, not mobs) or just to separate it into 2 instances - one PvE only, & the other PvP only.
or, make it so that no one can group, no alliances - pve zone with pvp rulesets...it would be interesting to see what would happen...
You mean free for all? I know what would happen. People on voicechat would still group up and now they won't have anyone to oppose them.
although they gain almost nothing from this.
They kill bosses in circle run with 6-flag control. That's more than what you can get being on the other side, with zero city control and constantly threatened to have 1v10 fight, where you can't down even a single digit because they all cross-heal.Tommy_The_Gun wrote: »^ That is why people stack. For protection. Same reason why animals form herds - for protection. Less likely for some predators to attack, and even if - it is easier to defend.
That is the reason why I think IC is a wasted content. For the most part it is like 90% PvE stuff, but the added PvP just ruins it. That is the reason why IC is pretty much empty 24/7. Because it is not enjoyable from PvE perspective and also not enjoyable from PvP perspective.
The only way to somehow make IC more popular is to either remove PvE or PvP (so only one would be left & tel-var will be for killing players only, not mobs) or just to separate it into 2 instances - one PvE only, & the other PvP only.
or, make it so that no one can group, no alliances - pve zone with pvp rulesets...it would be interesting to see what would happen...
You mean free for all? I know what would happen. People on voicechat would still group up and now they won't have anyone to oppose them.
And often Players in the Zerg are strong enaugh to kill Bosses solo, they just prefer zerging. If you kill a boss with 10 players the Tel Var you get is very low.