The "complex" math (relative to how it works now) required to make this ante system work showcases its flaws inherently. When designing a system the fewer moving parts and possible failure points the better.
RealLoveBVB wrote: »Just join the dark force and make a nightblade too
limitswitch wrote: »RealLoveBVB wrote: »Just join the dark force and make a nightblade too
I'm the kind of manic who would sooner make a perma-block tank and run around IC randomly with no stones drinking detect pots on cooldown.
limitswitch wrote: »The "complex" math (relative to how it works now) required to make this ante system work showcases its flaws inherently. When designing a system the fewer moving parts and possible failure points the better.
I've been an embedded systems programer for the last decade and have a degree in computer engineering. I promise, if ZoS can't make this work it's time to unplug and call it a day. It's really not that complicated...
Izanagi.Xiiib16_ESO wrote: »1) The dying player always loses 50% of their stones
2) The 50% stone 'pool' is then divided as it is currently divided however an adjustment is made reducing by a % based on the 'risk' level of the ganker.
3) This 'risk' level is determined by the current 0/100/1000/10000 tiers (or maybe those tiers are adjusted to 0/1000/5000/10000). T1 = 25% of the stones, T2=35% of the stones T3 = 45% of the stones T4 = 50% of the stones (i.e. 100% of the 'pool') + a random tel'var 'gear' box.
Switching from IC to Cyrodiil and back is a loophole that needs to be closed, but I don't like the idea of treating it as a death. While the event was going on and the queue for Cyrodiil was an hour plus long, I found it pretty cool that I could run around IC and still be in the queue for Cyrodiil. Making it so there is a cooldown for campaign hopping would end the loophole, but not cost me half my stones if I wanted to switch campaigns only 1 time.Izanagi.Xiiib16_ESO wrote: »4) Tel'var farmers must travel via the sewers to 'bank' their stones, campaign hopping treated as 'death'.
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
Izanagi.Xiiib16_ESO wrote: »if you adjust the 'risk' then the 'reward' also needs to be adjusted.
Gankers fall into this category of 'risk' for tel'var farmers. By discouraging ganking the rewards would need to be adjusted to make farming slower and less valuable.
Ganking is easily balanced by players adjusting their gear and playstyles, detect setups etc there are already enough counters.
That being said if it does come down to this type of change I would advocate for the following:
1) The dying player always loses 50% of their stones
2) The 50% stone 'pool' is then divided as it is currently divided however an adjustment is made reducing by a % based on the 'risk' level of the ganker.
3) This 'risk' level is determined by the current 0/100/1000/10000 tiers (or maybe those tiers are adjusted to 0/1000/5000/10000). T1 = 25% of the stones, T2=35% of the stones T3 = 45% of the stones T4 = 50% of the stones (i.e. 100% of the 'pool') + a random tel'var 'gear' box.
4) Tel'var farmers must travel via the sewers to 'bank' their stones, campaign hopping treated as 'death'.
Yep, already proposed and I think is a very good idea.
The idea of IC is to be a high risk / high reward zones but for nightblades there are zero risk cause of course they go with zero TV just to gank people that has spent hours to farm them.
This is why the zone is just empty all the times.
People hates to give TV to some very brave NB that attack you from stealth while you already fighing some NPC.
And if I kill that NB what I gain? Nothing.
Tedious? Maybe subjectively. Pointless? Absolutely not given the amount of nigh zero-risk profit. Usually they're just queueing into another campaign though which is both faster and lower risk. That part definitely doesn't seem intended.Unless of course the Nightblades being discussed here return to base to 'bank the gank' after each kill, but that would be seriously tedious and virtually pointless.
We should go back to a player taking 80% of your stones and npcs taking 20%.......
And for those new to IC, if you really want to feel pain, get bombed after the Molag Bal fight in the center of the sewers...ahh the good old days lol.
limitswitch wrote: »I haven't scoured all the old threads, so this has probably already been proposed. But given that it hasn't been implemented yet, perhaps it needs to be said again.
The biggest issue I've had with Imperial City is that it is overrun with nightblades who will gank you from the shadows while you're PvEing. Not necessarily a problem in itself, but often these players are carrying no stones themselves and face no risk of loss if you manage to survive the initial assault and fight back and provide no reward if you manage to turn the tables on them.
Capping tel var loss to whatever your slayer has on them at the time would cause these coward-blade sucker punchers to actually wager something for the chance of a large payout.