I asked someone in your other thread to explain what terms would be more agreeable... no reply yet. I like some of your ideas, but not all. The timed mechanic on the looting of players would need more restrictions. What I mean is, I would hope that if something like this got implemented, that the interrupt and subsequent "taking" of loot be possible ONLY by another enemy player and not someone from your own team. I say this because the potential for bystander greed from you own faction potential would be inevitable, much like the old problem that would arise from master looter system abuse in old school PvE raids. People could see you die while looting, or worse while fighting an enemy for the loot, and then just casually stroll in and take the TV stones off the body while the two of you are fighting. No bueno, amiguito.
I think people would be very angry if they had to wait 60 seconds or even 120 before they can resurrect.
Another aspect is, if you let people only take 10% from your crowns, then they will corpse camp you until there are no crowns left. Doesn't sound like fun to me either
Honestly,
I played a few games where death was either permanent or you lost your stuff. At none of these games frustration kicked in, as everything that you might lose, could be won equally easy again.
What a lot of people here seem to ignore is the fact that you can kill stuff as well, its not like you are the victim at all times.
The problem i see is this.
The intent is that taking the stones from the mobs is only half the work. You do not 'have' them until you safely transport them back to your banker, and that is the tricky part - getting through the enemy players waiting for your return to take the stones from you.
Now, what would happen if you have 10.000 stones on you, and lose 10% of them to an enemy player?
He basically just did you a favor. You have lost 10%, but at the same time he made sure the remaining 90% are completely safe, as you respawn in your alliance's safehouse, next to the banker.
This is contraproductive, because it destroys the risk vs reward factor of getting a stone multiplier from carrying many stones. People would always go for the risk (carry maximum stones) because they knew this quadruples their income, and dying to another player is no big deal, since it makes the remaining stones 'safe'.
Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
If you have TV stones and you are killed, something of yours is taken and given to an enemy. For those that don't like things being taken from them, no reduction in percentage is going to make them suddenly ok with it.
Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
If you have TV stones and you are killed, something of yours is taken and given to an enemy. For those that don't like things being taken from them, no reduction in percentage is going to make them suddenly ok with it.
Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
If you have TV stones and you are killed, something of yours is taken and given to an enemy. For those that don't like things being taken from them, no reduction in percentage is going to make them suddenly ok with it.
This is very true and I have been discussing this same thing in another thread here. I don't see anyone complaining about the fact that if a mob kills you, you ALSO LOSE TV stones. Not one thread about that.
Honestly it just seems like there is this completely overblown sense of childish entitelment happening which is really too bad. I think the zone design as presented is brilliant. I will still have options to earn stones, even as a PvE player which I think is nice.
That said, I am sure there are some other things that could be added to improve the system, but only time and testing it out live will bring that to light. it is nice to consider some of these ideas, but I don't think it should be done in the spirit of trying to obliterate what has been literally years in the planning on ZoS' part without even so much as an effort to try it.
Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
If you have TV stones and you are killed, something of yours is taken and given to an enemy. For those that don't like things being taken from them, no reduction in percentage is going to make them suddenly ok with it.
Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
SuraklinPrime wrote: »Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
If you have TV stones and you are killed, something of yours is taken and given to an enemy. For those that don't like things being taken from them, no reduction in percentage is going to make them suddenly ok with it.
This is very true and I have been discussing this same thing in another thread here. I don't see anyone complaining about the fact that if a mob kills you, you ALSO LOSE TV stones. Not one thread about that.
Honestly it just seems like there is this completely overblown sense of childish entitelment happening which is really too bad. I think the zone design as presented is brilliant. I will still have options to earn stones, even as a PvE player which I think is nice.
That said, I am sure there are some other things that could be added to improve the system, but only time and testing it out live will bring that to light. it is nice to consider some of these ideas, but I don't think it should be done in the spirit of trying to obliterate what has been literally years in the planning on ZoS' part without even so much as an effort to try it.
I think it is because if a mob kills you it is a percent loss not all your inventory, and at tyhe same time you risk losing some against the risk of gaining some.
If someone who cannot be bothered to play the content simply camps and ganks then they actually take no risk at all as they will have no stones whereas the person who has played the content as intended takes all the risk and even if they survive and turn the tables they will get no reward except a small number of AP/XP.
Pangnirtung wrote: »Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
I am all for this if you also lose your weapons and your armor.
If you want to make it risk vs. reward make it really risky. You worked hard to get the right combo of weapons and armor. That's a risk.
Pangnirtung wrote: »Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
I am all for this if you also lose your weapons and your armor.
If you want to make it risk vs. reward make it really risky. You worked hard to get the right combo of weapons and armor. That's a risk.
Have you ever heard of logical fallacy? You seem to be pro at it.
And to the OP, I appreciate you put some thought into it rather than just crying about it, but there are safe stones to be had and the entire point is to fight over them. Its not to reward the winning player with some of the stones, but it's equally to fight hard and be careful to protect yours. I don't want someone just rolling over viewing it as a small loss. They need to fight or run like it really matters.
It has to be something that is hard to understand if you are not the kind of player that likes that rush. Its like going to a high stakes poker table and asking them to do $5 hands.
DschiPeunt wrote: »Pangnirtung wrote: »Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
I am all for this if you also lose your weapons and your armor.
If you want to make it risk vs. reward make it really risky. You worked hard to get the right combo of weapons and armor. That's a risk.
Have you ever heard of logical fallacy? You seem to be pro at it.
And to the OP, I appreciate you put some thought into it rather than just crying about it, but there are safe stones to be had and the entire point is to fight over them. Its not to reward the winning player with some of the stones, but it's equally to fight hard and be careful to protect yours. I don't want someone just rolling over viewing it as a small loss. They need to fight or run like it really matters.
It has to be something that is hard to understand if you are not the kind of player that likes that rush. Its like going to a high stakes poker table and asking them to do $5 hands.
When playing poker, do you go all-in every round, no matter how good or bad your hand is, just to feel that rush? If so, you may not be very good at poker.
Pangnirtung wrote: »Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
I am all for this if you also lose your weapons and your armor.
If you want to make it risk vs. reward make it really risky. You worked hard to get the right combo of weapons and armor. That's a risk.
Have you ever heard of logical fallacy? You seem to be pro at it.
And to the OP, I appreciate you put some thought into it rather than just crying about it, but there are safe stones to be had and the entire point is to fight over them. Its not to reward the winning player with some of the stones, but it's equally to fight hard and be careful to protect yours. I don't want someone just rolling over viewing it as a small loss. They need to fight or run like it really matters.
It has to be something that is hard to understand if you are not the kind of player that likes that rush. Its like going to a high stakes poker table and asking them to do $5 hands.
Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
If you have TV stones and you are killed, something of yours is taken and given to an enemy. For those that don't like things being taken from them, no reduction in percentage is going to make them suddenly ok with it.
DschiPeunt wrote: »Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
If you have TV stones and you are killed, something of yours is taken and given to an enemy. For those that don't like things being taken from them, no reduction in percentage is going to make them suddenly ok with it.
I know that real life comparisons are usually turned down without thinking about them, but I will give it a try anyway
This is kind of like the difference between 100% and say 30% taxes. Nobody would think that it's ok for the government to take all your money, but if they take a decent part it is fine.
I like the looting system for TV stones, but a 100% penalty will cause lots and lots of frustration. Say you play in IC for an hour and earn 1000 TVS. Now you want to bank them and log out afterwards. Boom 1 ganker and that hour was totally wasted. You have nothing now.
Same for lags and game crashes. Imagine you are the best PvP player and run around with 10k TVS to get the max multiplier. You are invincible. Ha, jokes on you. Game crash, you get killed and again: you have NOTHING.
That is why I think players should only be able to loot somewhere between 1/3 and 2/3 of your TVS if they kill you. That way you still get something for the time played, which isn't completely neglectable.
firstdecan wrote: »DschiPeunt wrote: »Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
If you have TV stones and you are killed, something of yours is taken and given to an enemy. For those that don't like things being taken from them, no reduction in percentage is going to make them suddenly ok with it.
I know that real life comparisons are usually turned down without thinking about them, but I will give it a try anyway
This is kind of like the difference between 100% and say 30% taxes. Nobody would think that it's ok for the government to take all your money, but if they take a decent part it is fine.
I like the looting system for TV stones, but a 100% penalty will cause lots and lots of frustration. Say you play in IC for an hour and earn 1000 TVS. Now you want to bank them and log out afterwards. Boom 1 ganker and that hour was totally wasted. You have nothing now.
Same for lags and game crashes. Imagine you are the best PvP player and run around with 10k TVS to get the max multiplier. You are invincible. Ha, jokes on you. Game crash, you get killed and again: you have NOTHING.
That is why I think players should only be able to loot somewhere between 1/3 and 2/3 of your TVS if they kill you. That way you still get something for the time played, which isn't completely neglectable.
I like the analogy, except the government is a necessary evil and most people realize that some taxes have to be paid to keep the government running. Unfortunately a closer analogy is more like going to the store and getting robbed on your way home. Maybe the thief only took half of what you bought, but you will still feel like you're the one who worked for it and the other guy is just an ass.
A previous poster had mentioned that there was an entirely PvE way to get the stones. If that is the case, there's not much to complain about because there is a mechanism for the PvE crowd to access the new gear (and I have been complaining about IC in other threads). I'm not opposed to a completely cut throat aspect of the game, it could be fun, the only thing that is causing this backlash is the perception that this cut throat aspect is the only way to earn VR16 gear or the new gear sets.
SuraklinPrime wrote: »Yolokin_Swagonborn wrote: »Do we really need a compromise? I have yet to hear a logical argument as to why the loss rate shouldn't be 100 percent. This is a PvP mechanic in a PvP zone. There already is a mechanism in place to keep PvE'rs from getting TV stones stolen from daily quests.
If you have TV stones and you are killed, something of yours is taken and given to an enemy. For those that don't like things being taken from them, no reduction in percentage is going to make them suddenly ok with it.
This is very true and I have been discussing this same thing in another thread here. I don't see anyone complaining about the fact that if a mob kills you, you ALSO LOSE TV stones. Not one thread about that.
Honestly it just seems like there is this completely overblown sense of childish entitelment happening which is really too bad. I think the zone design as presented is brilliant. I will still have options to earn stones, even as a PvE player which I think is nice.
That said, I am sure there are some other things that could be added to improve the system, but only time and testing it out live will bring that to light. it is nice to consider some of these ideas, but I don't think it should be done in the spirit of trying to obliterate what has been literally years in the planning on ZoS' part without even so much as an effort to try it.
I think it is because if a mob kills you it is a percent loss not all your inventory, and at tyhe same time you risk losing some against the risk of gaining some.
If someone who cannot be bothered to play the content simply camps and ganks then they actually take no risk at all as they will have no stones whereas the person who has played the content as intended takes all the risk and even if they survive and turn the tables they will get no reward except a small number of AP/XP.
SuraklinPrime wrote: »The problem i see is this.
The intent is that taking the stones from the mobs is only half the work. You do not 'have' them until you safely transport them back to your banker, and that is the tricky part - getting through the enemy players waiting for your return to take the stones from you.
Now, what would happen if you have 10.000 stones on you, and lose 10% of them to an enemy player?
He basically just did you a favor. You have lost 10%, but at the same time he made sure the remaining 90% are completely safe, as you respawn in your alliance's safehouse, next to the banker.
This is contraproductive, because it destroys the risk vs reward factor of getting a stone multiplier from carrying many stones. People would always go for the risk (carry maximum stones) because they knew this quadruples their income, and dying to another player is no big deal, since it makes the remaining stones 'safe'.
Fair point - but equally you are not safe until you have left IC because banking stones is expensive by design nor is max risk always good because remember you lose to deaths from mobs as well.
SuraklinPrime wrote: »So... another possible mechanic has split the community and here's my idea for a compromise that could maybe keep everyone content... and make everyone involved at risk...
First - when you KB another player you get less than 100% of stones. Maybe 10%, maybe 25%, maybe 33% - but not all, this way someone who has been playing the game as intended is not simply rolled by an arch-ganker for all they have done. But at the same time the killer does get a percentage worth having. And if you get ganked multiple times trying to play or get out of IC obviously your stock will be whittled down accordingly but never to zero so you feel like your play was totally wasted. This also actually allows more chances for someone to KB a player and recieve some loot.
Second - When player killed in IC you cannot res for 60 seconds, maybe 120 secs. You can be ressed by other players and obviously your corpse can be defended though. After the timeout you can respawn in the safe zone as always.
Third - if you KB someone in IC the TV stones do not simply pop up in your inventory, you have to approach the corpse (eligible corpses to be marked) and 'F' interact in some way like resurrecting another player, like ressing you can be in stealth but also like ressing you can be found, damaged and interrupted. At the end of X seconds you get the loot and can then make your escape.
The intent here is allow the 'risk/reward' mechanic that some players want without the instant 100% loss of resources that the announced system suggests. It also forces the looting player to take risks too instead of just sniping from range and cloaking away. Finally by making resurrection part of the mechanic it encourages team work and 'white knight' play as well as looting - bring out the good in people as well as the bad.
I'm sure there are things I haven't considered here just trying to think of a way that this can work for everyone....
@ZOS_BrianWheeler