Look at the server pop. There's your answer. It's simply not a desirable PvP experience for the vast majority of players. Optimal farming means locking down the entire zone with your tri faction cartel so that nobody outside the cartel can access telvars, and the experience inside the cartel is mostly just zerging down solos and PvE.Please tell me more about how this excludes PvP
Parasaurolophus wrote: »And a great example of bad game design.
1. Killing other players doesn't make any sense at all. It's easy for them to respawn in the sewers and just go out, find you and try again. Yes, you can change the area, but IC is still pretty small and finding you is not difficult.
2. I've heard stories many times about players farming bosses. Then a random player joins them, and he has to call his friends so that they would enter another alliance toon and drive away the annoying thief Telvar. Or they would enter a character of another alliance and just kill him. That is, the AvA principle does not work in IC.
3. Considering the previous points, it turns out that the fewer players play IC, the better. Why share with a large number of other players? It is simply not profitable to play IC if there are at least 2 sticks of your alliance.
4. As a result, we have a large, but completely empty piece of
quite valuable content, where only about 20 super-elite people on each server can farm telvars, and in some completely crazy quantities.
Reminds me of the story with the guild trading system, where the prefix "guild" is completely false and in fact these are private shops where a few players have tens of billions of gold. (But I still think this is better than a single auction where it is fashionable to buy everything and resell it at an exorbitant price)
SeaGtGruff wrote: »Obligatory "can't gain more tv from players than carried so that risk v's reward applies to all" statement.
I don't understand this request. I've seen people suggest it, but I don't think they've thought it through. If a player who's very good at farming TV from the mobs and bosses as well as very good at killing other players has more TV than you when they kill you, you would end up losing 100% of your TV.
SeaGtGruff wrote: »Obligatory "can't gain more tv from players than carried so that risk v's reward applies to all" statement.
I don't understand this request. I've seen people suggest it, but I don't think they've thought it through. If a player who's very good at farming TV from the mobs and bosses as well as very good at killing other players has more TV than you when they kill you, you would end up losing 100% of your TV.
Nah, I doubt very much anyone who's suggested this has thought about it in the way you describe. More of a check added after the existing system to ensure any attacking player has the tv to gain tv.
For example, if you have 10k tv and you get killed by anything you always lose half. Always. No change. BUT if it's a player that kills your character they can only gain a PROPORTION of your lost tv up to a MAXIMUM of the 5k you lost, depending on how much tv THEY carried at the kill-point. So, if they have 5k+ on them they get the lot but, if they have 200, then that's all they get. Which seems perfectly fair to me.
A player that's good at farming tv now from both players/npcs is unlikely to change their play style other than, maybe, not banking all/most of their tv when they return to base.
The suggestion brings parity to the 'reward v's risk' equation' for obvious reasons: a player can only gain from another player what they(the attacker/killer/winner player) carry. Currently, if I have zero tv there is zero risk for me wandering by, even questing during some event, to randomly attack anyone because I have NOTHING to lose and everything to gain if I get lucky and catch someone, for example, on low health post-boss solo.
Add: lose NO Telvar if killed by a mobTwohothardware wrote: »They need to drastically decrease the amount of Telvar lost when dying and increase the Telvar for killing players who aren't holding Telvar. It's too punishing to random players trying to farm Telvar and too rewarding to groups that are just looking to kill players but aren't holding Telvar.
Imperial City had some really good fights before flags were added to the districts. Now with the flags one alliance if populations are close will gain an advantage. ZoS should do special weekends where not controlling the flag doesn't prevent players from spawning in that district after a death. Let the controlling faction have a bonus to telvar or something so it still is worth controlling the flag.
If all three factions could almost instantly spawn on their balcony in that district after death I think we would have so good large and sustained fights again.
SeaGtGruff wrote: »SeaGtGruff wrote: »Obligatory "can't gain more tv from players than carried so that risk v's reward applies to all" statement.
I don't understand this request. I've seen people suggest it, but I don't think they've thought it through. If a player who's very good at farming TV from the mobs and bosses as well as very good at killing other players has more TV than you when they kill you, you would end up losing 100% of your TV.
Nah, I doubt very much anyone who's suggested this has thought about it in the way you describe. More of a check added after the existing system to ensure any attacking player has the tv to gain tv.
For example, if you have 10k tv and you get killed by anything you always lose half. Always. No change. BUT if it's a player that kills your character they can only gain a PROPORTION of your lost tv up to a MAXIMUM of the 5k you lost, depending on how much tv THEY carried at the kill-point. So, if they have 5k+ on them they get the lot but, if they have 200, then that's all they get. Which seems perfectly fair to me.
A player that's good at farming tv now from both players/npcs is unlikely to change their play style other than, maybe, not banking all/most of their tv when they return to base.
The suggestion brings parity to the 'reward v's risk' equation' for obvious reasons: a player can only gain from another player what they(the attacker/killer/winner player) carry. Currently, if I have zero tv there is zero risk for me wandering by, even questing during some event, to randomly attack anyone because I have NOTHING to lose and everything to gain if I get lucky and catch someone, for example, on low health post-boss solo.
Okay, if they mean you still lose no more than half (rounded up) of what you had, but the other player can only take as much from you as they already had (up to half of what you had), that still isn't going to have the outcome people think, because any player who can successfully farm other players-- not to mention the patroling bosses-- is quickly going to have far more TV than you, hence you're still going to lose half of your TV and be upset about it. Result = No difference.
SeaGtGruff wrote: »Obligatory "can't gain more tv from players than carried so that risk v's reward applies to all" statement.
I don't understand this request. I've seen people suggest it, but I don't think they've thought it through. If a player who's very good at farming TV from the mobs and bosses as well as very good at killing other players has more TV than you when they kill you, you would end up losing 100% of your TV.
Parasaurolophus wrote: »And a great example of bad game design.
1. Killing other players doesn't make any sense at all. It's easy for them to respawn in the sewers and just go out, find you and try again. Yes, you can change the area, but IC is still pretty small and finding you is not difficult.
2. I've heard stories many times about players farming bosses. Then a random player joins them, and he has to call his friends so that they would enter another alliance toon and drive away the annoying thief Telvar. Or they would enter a character of another alliance and just kill him. That is, the AvA principle does not work in IC.
3. Considering the previous points, it turns out that the fewer players play IC, the better. Why share with a large number of other players? It is simply not profitable to play IC if there are at least 2 sticks of your alliance.
4. As a result, we have a large, but completely empty piece of
quite valuable content, where only about 20 super-elite people on each server can farm telvars, and in some completely crazy quantities.
Reminds me of the story with the guild trading system, where the prefix "guild" is completely false and in fact these are private shops where a few players have tens of billions of gold. (But I still think this is better than a single auction where it is fashionable to buy everything and resell it at an exorbitant price)
kringled_1 wrote: »SeaGtGruff wrote: »SeaGtGruff wrote: »Obligatory "can't gain more tv from players than carried so that risk v's reward applies to all" statement.
I don't understand this request. I've seen people suggest it, but I don't think they've thought it through. If a player who's very good at farming TV from the mobs and bosses as well as very good at killing other players has more TV than you when they kill you, you would end up losing 100% of your TV.
Nah, I doubt very much anyone who's suggested this has thought about it in the way you describe. More of a check added after the existing system to ensure any attacking player has the tv to gain tv.
For example, if you have 10k tv and you get killed by anything you always lose half. Always. No change. BUT if it's a player that kills your character they can only gain a PROPORTION of your lost tv up to a MAXIMUM of the 5k you lost, depending on how much tv THEY carried at the kill-point. So, if they have 5k+ on them they get the lot but, if they have 200, then that's all they get. Which seems perfectly fair to me.
A player that's good at farming tv now from both players/npcs is unlikely to change their play style other than, maybe, not banking all/most of their tv when they return to base.
The suggestion brings parity to the 'reward v's risk' equation' for obvious reasons: a player can only gain from another player what they(the attacker/killer/winner player) carry. Currently, if I have zero tv there is zero risk for me wandering by, even questing during some event, to randomly attack anyone because I have NOTHING to lose and everything to gain if I get lucky and catch someone, for example, on low health post-boss solo.
Okay, if they mean you still lose no more than half (rounded up) of what you had, but the other player can only take as much from you as they already had (up to half of what you had), that still isn't going to have the outcome people think, because any player who can successfully farm other players-- not to mention the patroling bosses-- is quickly going to have far more TV than you, hence you're still going to lose half of your TV and be upset about it. Result = No difference.
Years ago, this was more true. People who would kill me would then go on to kill the boss themselves.
Things have changed. Almost anyone who kills me while they're solo in IC, will not even attempt to fight the boss themselves.
The people asking for this are doing so from experience, where they survive a gank attempt, turn the tables and kill the would be ganker, only to find that they're carrying basically no tel var.
One suggestion I've seen which I think solves most of the problems (in addition to these 2 suggestions:)Add: lose NO Telvar if killed by a mobTwohothardware wrote: »They need to drastically decrease the amount of Telvar lost when dying and increase the Telvar for killing players who aren't holding Telvar. It's too punishing to random players trying to farm Telvar and too rewarding to groups that are just looking to kill players but aren't holding Telvar.Imperial City had some really good fights before flags were added to the districts. Now with the flags one alliance if populations are close will gain an advantage. ZoS should do special weekends where not controlling the flag doesn't prevent players from spawning in that district after a death. Let the controlling faction have a bonus to telvar or something so it still is worth controlling the flag.
If all three factions could almost instantly spawn on their balcony in that district after death I think we would have so good large and sustained fights again.
The idea:
While in IC killing players / taking objectives rewards Tel var Stones instead of AP
(or alternatively, some of the rewards currently available solely through tel var could be made available for either tel var or AP (e.g. the IC PvP sets))
Twohothardware wrote: »... and increase the Telvar for killing players who aren't holding Telvar.
Parasaurolophus wrote: »h! I forgot about safe exit via ICP or Dungeon Finder.
TechMaybeHic wrote: »Limiting it maybe to a team free for all with smaller groups over faction might be able reduce the zerging the small map, but as long as factions are friendly, it would not change much.
Also; it is a mode that heavily favors stealth even more than Cyrodiil. I would say that hinders the random solo from spending much time down there without stealth themselves
District bosses are worth 14.4k telvars each when you have 4x multiplier and all 6 flags. So if you play at the right time of day, and get lucky nobody else is doing what you're doing, a few dozen solo or duo boss kills will get you there.pulling 400k tel var in a day, please explain HOW they are doing it? Like, what are they fighting, how are they killing, because they said they were doing it in a "dead campaign"