It is related, because even as player who in principle would not be opposed to IC and stuff, I find too much expensive and annoying stuff to spend my days teleporting around and respeccing. Depending on my guild's runs I'd need to respec 3 times a day, that's beyond a tolerable waste of time and money.
Like me, who knows how many others don't go in PvP because they are committed to their guilds trials etc. and can't respec all the time so they just give up PvPing.
Come IC, "give up PvPing" is still an option... but it's a very annoying option, because after all I am in this game since Jan 2014 and paying sub since day 0 and yet I am meant to pass over the one expansion we got to date?
I could ignore all and go in with PvE spec and gear. However I'd be a drag on my guild mates... and teams will be smaller, therefore I'll really drag them down.
The net result of the logistics and everything forms a feeling of disappointment.
Apparently I am not alone.
Attorneyatlawl wrote: »
If anything, there should be parity brought to pve and pvp gear sources by allowing stones to purchase, bind on pickup as from pve, the numerous powerful gear sets only obtainable by repeatedly pve'ing currently such as the undaunted helms and shoulders, vicious ophidian/infallible aether/eternal yokeda (hopefully it isn't salvage fodder in the new patch like it is now ), and the veteran dungeon random drops such as Healing Staff of Thorns and its rings (VR16 please!).
Since gear has no special modifier based on where you're using it or got it from, a feature that sold me on ESO in the first place, I think it would be fair to allow for anything currently bind on pickup to have bind on pickup versions available in pvp as well. Currently zero PVP sets exist that match this as it's all bind on equip, but a huge number of PVE ones do.
Emma_Eunjung wrote: »
This sounds like a really backwards approach to the problem. Why not just make everything BoE so players of all persuasions can buy the stuff they need with their hard-earned gold or AP? Bind-on-Pickup has been disaster for solo players on the PvE side. As annoying as they can be, I wouldn't wish BoP on PvP players, too!
They don't seem to care. Any risk seems too much for them.
The devs went into great detail how to mitigate the risk of losing your stones in the same presentation that sparked all this outrage. Repeating that you can acquire safe stone boxes from dailies, or that you can frequently travel back to bank your stones, or that you can travel in groups and stay close to your safe zones - all of that fell on deaf ears. It seems to be the very idea of losing something that causes some people to go on a rampage. Which is also why adjusting the loss percentage will not do anything to appease them.
And removing the so called "stealing" alltogether would gut the Imperial City completely. The whole point of the Tel Var Stone system - banking them, multipliers, safe boxes, loss on death - is risk management. Without risk, it's just another generic currency grind, absolutely pointless.
Which is what makes me really sad, to be honest. Every time a developer tries to add something more hardcore or just different, people kick and scream until everything is brought back into line of the tried and tested play pen of mediocrity.
And then people wonder why the genre is stagnating.
Emma_Eunjung wrote: »
You don't call riding your Horse Simulator for 5 or 10 minutes a consequence for dying? Because that's what happens to me every time I try PvP and get killed.... over and over and over.
Nobody is complaining about the dying part, anyway, it's the LOOTING part that has PVEers in an uproar. You are completely blind if you can't see that.
Oh not this again...
People dont want to be done with the game as soon as they hit maximum level.
- Zero reason to run end game PvE if you can just buy the sets right away.
- Noobs with powerful artifacts, status symbols if you will. Rewards for beating difficult bosses.
- Game where everyone ends up with the same optimal, strong gear (as it is now accessible to literally everyone)
I thought it was explained to you fairly well in your failure of a thread.
I think there is a very simple solution to this issue, especially for the PVE Players and those not very good at PVP who would like to have IC.
ZOS needs to implement a base TV stone system. Once a player reaches more than 50 TV stones in their inventory, they can then be looted for 100% of those extra stones. They will not lose the base 50 stones they have earned to other players.
The risk vs reward will come in when dealing with the multiplier system.
This way, PVE players who spend a load of time in the zone working to earn the few stones they can, can relax and not worry about them being stolen by gankers because they are not good at PVP or just don't want to participate in that aspect of the game. Poor PVP players will also be able to earn a good supply of stones without worry about playing for nothing.
Good PVP players will still have their Risk vs Reward mechanic which will most likely be used by other good PVP players, thus actually giving them a real challenge, instead of just ganking unskilled players for everything they have.
@ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_RichLambert
Tel Var stones system is perfect, I hope ZOS will not make it more easy and casual cause of stupid whiners.
The Tel Var Stones are an artifact fit only for the strong!
The weak deserve to be crushed under the boot of the strong. This, is the natural order of all things - the weak perish, the strong thrive.
Cowardice is a disease which runs rampant throughout Tamriel, cosmopolitan "Alliances" which are naught but a falsehood and a tragedy.
You all deserve to perish and be crushed by the strong! Especially those that dared to forsake the benevolence of Azura, Boethiah and Mephala.
May the tears and the blood of the weak and frail flood the grounds of the Imperial City!
I acknowledge the truth.
Weakness is sin.
Sin is fear.
Cowardice is heresy.
Heresy is negligence.
Serving Boethiah is Freedom.
Embracing heroism is Liberty.
Existing solely for Boethiah is Truth.
That is the reality of this realm and the infinite beyond.
#ImperialCity
#ESOTU
#PvPNotPvE
[Moderator Note: Edited per our rules on Rude and Insulting comments]
Every-other post is now whining. This is getting insane.....
Jesus, enjoy the new content....try it before you decide it will ruin everything ESO related....
Then play a magicka healing based templar in IC, come back a week after it is out and tell us how perfect the system is.
One cup of tea for this jentelmen!
lol, I have 4 vr14 characters and I will play with that build which will be best for IC conditions. If your magicka templar die a lot just check other builds or get more practice.
What about healing in big pvp raids?
hmm... as a person who usually sticks to PvP games, I do like the idea of getting something for killing my opponent, and having risk for dying. 100% though worries me a little, mainly because the super hardcore full loot PvP games generally become niche for a reason. Not everyone has a stomach for it, and I'd rather have more people to fight/kill than get more loot per kill. I thought for sure it would be 25%-50% tops. That's a pretty ballsy move on their part. Speaking from experience, I don't really see it ending with a lot of people participating.
ZOS_GinaBruno wrote: »First, we want to thank everyone for posting their feedback so far. As we mentioned on ESO Live last week, the new Tel Var Stone system is intended to be high risk, high reward, and will bring a lot of excitement to PvP. We encourage everyone to try it out on the PTS once it's available and let us know what you think! We'll be keeping a close eye on feedback, and will make adjustments if necessary without compromising the intent of the system.
ZOS_GinaBruno wrote: »First, we want to thank everyone for posting their feedback so far. As we mentioned on ESO Live last week, the new Tel Var Stone system is intended to be high risk, high reward, and will bring a lot of excitement to PvP. We encourage everyone to try it out on the PTS once it's available and let us know what you think! We'll be keeping a close eye on feedback, and will make adjustments if necessary without compromising the intent of the system.
jamesharv2005ub17_ESO wrote: »
There is no risk to one side is the entire point. The only risk is to the side collecting stones from the mobs. There is zero risk to the pvp guilds who will gank people as they try to hit the bank. There needs to be more risk to the PVP side and reduce the amount of loss to like 10% for the other.
ManwithBeard9 wrote: »
You assume there will be no pvp guilds looking to DEFEND the people getting ganked. Good pvp guilds can now charge a nominal fee to help defend others in OC.