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https://forums.elderscrollsonline.com/en/discussion/668861

Idea to discourage telvar stone ganking with no investment?

Derra
Derra
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What do you guys and girls think about connecting the ability to loot stones from enemy players to your own tel var multiplicator? Something along the lines of:

x1 = 10% of stones looted
x2 = 30% ...
x3 = 60%
x4 = 90%

I think this could add a layer of thrill to imperial city pvp encounters as people would no longer be able to enter enemy sewers without risk while the grinders now also have something to gain when they survive an encounter.

I know these kind of idea has been mentioned a couple of times in other topics but i personally think it never got the attention it deserved.

If you disagree i would love to hear your opinion on why you think this is a bad idea :smiley:
Edited by Derra on 23 September 2015 19:45
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Idea to discourage telvar stone ganking with no investment? 48 votes

Good idea!
54%
YamanirevcasyTankqullAshTalAshannejuha.smedsneb18_ESOSHADOW2KKCathexisTallowbylathjrkhanDerraErondilisekocoolermhSmalltalkJavaLevo18symonatorStrider_RoshinHyssia 26 votes
Bad idea!
35%
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Undecided (want to add sth.)
10%
DredlordToRelaxMakkirDesommettorJonnyaces 5 votes
  • Ezareth
    Ezareth
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    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.
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  • Derra
    Derra
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    Good idea!
    Ezareth wrote: »
    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).
    Edited by Derra on 23 September 2015 20:01
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  • Devotion
    Devotion
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    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
  • Derra
    Derra
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    Good idea!
    Devotion wrote: »
    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

    Well you could run from your sewer entrance to the enemy sewers and kill those gankers as they would have to carry stones with them to even be able to loot the players they intend to farm.

    I think the ability to kill players using the sewers entrances is a design failure of the IC map to begin with to be honest.
    Edited by Derra on 23 September 2015 20:05
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  • Ezareth
    Ezareth
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    Derra wrote: »
    Ezareth wrote: »
    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).

    Your individual reward is based upon the stones you carry. The guy with 4K stones would get 20%(1 out 5 assuming it was split by group size) of 4K. The guys with 100 stones only get 20% of 100 stones (no risk = no reward).

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  • sicc
    sicc
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    Bad idea!
    There's already enough safety in the zerg now you don't want them to drop their stones? As a solo pvper this would totally kill ic for me. As much as i die trying to kill the telvar farmers zerging it up in arena and sewers i would have to quit ic all together or join the zerg.
  • iliatha
    iliatha
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    Bad idea!
    Devotion wrote: »
    To me that would encourage zerging even more than they already do :(

    this.

  • Xeven
    Xeven
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    Bad idea!
    Devotion wrote: »
    To me that would encourage zerging even more than they already do

    I feel like in a few months you will be able to farm stones in relative peace. The issues now are a temporary result of crowded new content.
    Edited by Xeven on 23 September 2015 21:08
  • lolo_01b16_ESO
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    Bad idea!
    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.
  • Derra
    Derra
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    Good idea!
    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.

    This might go along with that. The risk of them losing something remains - currently they have nothing to loose
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  • Forestd16b14_ESO
    Forestd16b14_ESO
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    I honestly welcome any changes tot he whole drop lost % cause this junk about loosing a flat 80% even to a massive group of 10, 13, 15, 20 be consider a zerg or not it's just stupid and the whole story about " oh you won't loose anything if the same eprson kills you in 30 seconds of killing you the last time" doesn't do anything to help. The lost % has to be changed to yes 1 or 2 players killing will be 80% but 15 should be 20%.
  • Devotion
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    I feel like a bigger problem atm is the ability to die to mobs instead of players. Can't count the amount of the times someone has died to a boss instead of me therefore lose only 10% of their stones

  • ToRelax
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    Undecided (want to add sth.)
    I'd make it so you always lose 80% (or whatever the maximum would be) of your stones when you die and any enemy players contributing to your death will gain a percentage of their usual share based on their multiplicator. Something like x1 = 50%, x2 = 75%, x3 90%, x4 100%.

    PS: The numbers can be changed ofc, but I also chose these because I think that way ganking grinders becomes more risky relative to just openly looking for any enemies. If you kill someone with supposedly many stones on him, you'd naturally want to get a large percentage of it, but if you fight outnumbered, your chances aren't always great and the enemies often won't have many stones, so a relative high percentage compared to the few stones you carry then seems fair.
    Edited by ToRelax on 24 September 2015 06:57
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  • AshTal
    AshTal
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    Good idea!
    I like it in principle however I think most of the people who camp quest areas or sewer entrances or other sides home bases don't care about stones they just want to grief other players.
  • Cathexis
    Cathexis
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    Good idea!
    Players worth more stones if risk is higher? Makes sense to me.
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  • Ganj
    Ganj
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    Bad idea!
    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.
  • Derra
    Derra
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    Good idea!
    Ganj wrote: »
    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.
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  • Ganj
    Ganj
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    Bad idea!
    Derra wrote: »
    Ganj wrote: »
    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..
    Edited by Ganj on 24 September 2015 11:42
  • Derra
    Derra
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    Good idea!
    Ganj wrote: »
    Derra wrote: »
    Ganj wrote: »
    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.
    Edited by Derra on 24 September 2015 11:56
    <Noricum>
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  • Ganj
    Ganj
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    Bad idea!
    Derra wrote: »
    Ganj wrote: »
    Derra wrote: »
    Ganj wrote: »
    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.
  • Derra
    Derra
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    Good idea!
    Ganj wrote: »
    Derra wrote: »
    Ganj wrote: »
    Derra wrote: »
    Ganj wrote: »
    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.

    Agree 100% on anything involving zerging / blob mentality. Still ganking for stones is a different issue in that regard imho.
    <Noricum>
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