martinhpb16_ESO wrote: »Don't like the idea of no faction especially as I am a solo player.
Do like the idea of less TV, the larger the group, esp as a solo player :P
- "encourage smaller teams by adding bonus Tel vars."
Well basically this is already the casee. The fewer people are on a boss the more stones you get. I personaly don't get the point of raiding IC in a 10+ man group getting 500 stones for one boss.
- "Remove alliances, allow for cross alliance grouping. It will make the game far more intense."
I highly doubt that the game will become more intense. People will choose the faction with most player loged in and zerg down even your smal, well organized group.
-"Not that we ever do and I don't see any of the good players we fight do either but the zerglings love a good deposit. "
Not only "zerglings". I personally always try to solo a boss with 3x multiplier geting 7-9k stones and imediately deposit them. There are aways groups eager to steal some stones.
Changes i'd like to see:
-Shorter respawn times for bosses.
-Telvar payout scaling with the amount of damage that was dealt. I hate it when i got a boss on 10% HP and then a group shows up reducing my gain by multiple thousand stones.
Anotherone773 wrote: »So i find IC pointless as someone who mainly pves but also pvps. If i want to:
1) PVE = the rest of tamriel has better rewards with less headaches.
2)General PVP= Cyrodil, i dont have to deal with a bunch of npcs while trying to also fight people.
3)Instant PVP = Battlegrounds. I dont have to deal with pve at all, the rewards are more useful and i dont get punished for dying.
IC simply does not entice PVPers or PVEers, generally. The only people who like IC are gankers. It is the biggest disaster of a pve zone and of a pvp feature that has been implemented. And you basically want to set it up so its more beneficial to gank groups and less beneficial to larger groups that could elimiate or protect against gank groups.
If you want to fix IC and make it so its used by everyone:
1) Better rewards for Tel Var Stones. Much better. Those rewards are pathetic. And make some of it tradeable.
2) Make it easier to get back to base. I dont know why ZOS thinks a good pvp system is one in which we have to spend all of our time traveling to where we want to go and hope we dont die before we get there. Its a stupid idea.
3) Remove stone losses in PVE only situation. I lost 1100 stone a few days ago because of a short lag spike at the wrong time to pve mobs only. So annoying especially considering how nearly worthless the stones are already.
4) If your faction owns a district then
- Base Tel Var earned from mobs in that district is 40% more
- Tel Var lost for dying in your faction's district is 40%
- Tel Var lost for dying in an enemy faction district is 60%.
5) If your faction hold two districts next to each other then additionally in both zones base Tel Var is 70% more.
6) If your faction holds districts on either side of the district then you get:
- Base Tel Var is 100% more( doubled)
- Tel Var lost for dying in that district is 20%
- Enemy Tel Var lost in that district is 80%
- You may use a recall stone( sold for 100 Tel Var) to recall to your home base
7) Additionally to the above for every district your faction owns:
- 10% more base Tel Var in districts controlled by your faction.
- Respawn timers reduced by 5% on bosses in that district( If you own 4 districts, boss respawn timers are reduced by 20% is each district you own)
- When inside your own district you get 2% to all resource recovery, 200 to physical and spell resistance, and 25 to critical resistance per district controlled.
- When attacking another district( outside your own districts) you get 2% to resource pools, 200 to physical and spell penetration, and 1% to crit damage for every district your faction does NOT own when outside your own district.
8) When in your own sewers:
-Max stone multiplier is 2 regardless of how many stones you have. ( It can still be 1 if you dont have enough for 2)
- Stone loss to players is 20%
9) When in other factions sewers:
- Stone gained from players is 20%.
- Base stone rate is tripled from pve kills.
- Max stone multiplier of 2.
- Stone loss on death is normal 50%.
I like this list. This is a nice list. I'm not sure how the respawn timers would work though - they would be reduced regardless of who owns the district, because someone always owns the district.Anotherone773 wrote: »If you want to fix IC and make it so its used by everyone:
[snip]
How could you do this? I suggested giving access to the district Rally Point if you controlled the district, but others did not like that idea.2) Make it easier to get back to base. I dont know why ZOS thinks a good pvp system is one in which we have to spend all of our time traveling to where we want to go and hope we dont die before we get there. Its a stupid idea.
Anotherone773 wrote: »So i find IC pointless as someone who mainly pves but also pvps. If i want to:
1) PVE = the rest of tamriel has better rewards with less headaches.
2)General PVP= Cyrodil, i dont have to deal with a bunch of npcs while trying to also fight people.
3)Instant PVP = Battlegrounds. I dont have to deal with pve at all, the rewards are more useful and i dont get punished for dying.
IC simply does not entice PVPers or PVEers, generally. The only people who like IC are gankers. It is the biggest disaster of a pve zone and of a pvp feature that has been implemented. And you basically want to set it up so its more beneficial to gank groups and less beneficial to larger groups that could elimiate or protect against gank groups.
If you want to fix IC and make it so its used by everyone:
1) Better rewards for Tel Var Stones. Much better. Those rewards are pathetic. And make some of it tradeable.
2) Make it easier to get back to base. I dont know why ZOS thinks a good pvp system is one in which we have to spend all of our time traveling to where we want to go and hope we dont die before we get there. Its a stupid idea.
3) Remove stone losses in PVE only situation. I lost 1100 stone a few days ago because of a short lag spike at the wrong time to pve mobs only. So annoying especially considering how nearly worthless the stones are already.
4) If your faction owns a district then
- Base Tel Var earned from mobs in that district is 40% more
- Tel Var lost for dying in your faction's district is 40%
- Tel Var lost for dying in an enemy faction district is 60%.
5) If your faction hold two districts next to each other then additionally in both zones base Tel Var is 70% more.
6) If your faction holds districts on either side of the district then you get:
- Base Tel Var is 100% more( doubled)
- Tel Var lost for dying in that district is 20%
- Enemy Tel Var lost in that district is 80%
- You may use a recall stone( sold for 100 Tel Var) to recall to your home base
7) Additionally to the above for every district your faction owns:
- 10% more base Tel Var in districts controlled by your faction.
- Respawn timers reduced by 5% on bosses in that district( If you own 4 districts, boss respawn timers are reduced by 20% is each district you own)
- When inside your own district you get 2% to all resource recovery, 200 to physical and spell resistance, and 25 to critical resistance per district controlled.
- When attacking another district( outside your own districts) you get 2% to resource pools, 200 to physical and spell penetration, and 1% to crit damage for every district your faction does NOT own when outside your own district.
8) When in your own sewers:
-Max stone multiplier is 2 regardless of how many stones you have. ( It can still be 1 if you dont have enough for 2)
- Stone loss to players is 20%
9) When in other factions sewers:
- Stone gained from players is 20%.
- Base stone rate is tripled from pve kills.
- Max stone multiplier of 2.
- Stone loss on death is normal 50%.
Ramzdonb16_ESO wrote: »Make imp city factionless