Rev Rielle wrote: »Honestly, with the problems the game has in PvP at the moment (e.g. crashing, horrendous lag at times), it just doesn't seem logically to have an all or nothing mechanic, where you'll loose 100% of something potentially due to outside influences. The game/servers just are not stable enough to support such a system. Theoretically it may have sounded good to the developers, but in reality it's going to turn a lot of players off. And the last thing anyone of us want is the player population decreasing.
RustedValor wrote: »There really is no community split on the TV stones. There is only a small vocal minority of players who post on the forums on every thread on this topic. Players will buy the expansion because content is content, and there hasn't been any in a while. If ZOS reduces IC to yet another mindless mob grind it will make the gear you get from these stones utterly worthless, easily obtained, and pointless.The entire game is a mindless mob grind, and even PVP has been reduced to a mindless zerg grind. Finally they are doing something interesting and controversial, and I really hope they don't ruin the system for a small minority of players who refuse to adapt, and stamp their feet because every piece of content in the game doesn't cater to their playstyle. A large part of the game population will enjoy this content, some never will enjoy any type of pvp. Being as this is likely the only PVP expansion this game will ever see, the devs should do whatever is necessary to foster the most fun PvP experience possible.
MaximusDargus wrote: »TV stones should drop in dungeons aswell.
TV stones dropped in dungeons will drop at reduced rate and without multiplier.
Anyone who doesnt want to take a risk goes there.
TV stones dropping in PVP area will be dropping at higher rate but with risk of being killed and having all your stones stolen.
This is fair Risk and reward.
Not right now where PVE players are used as mules to farm TV stones, the risk is all on PVE side and then PVPers have fresh meat to kill getting rewards for nothing. This is not fair and not balanced.
RustedValor wrote: »There really is no community split on the TV stones. There is only a small vocal minority of players who post on the forums on every thread on this topic. Players will buy the expansion because content is content, and there hasn't been any in a while. If ZOS reduces IC to yet another mindless mob grind it will make the gear you get from these stones utterly worthless, easily obtained, and pointless.The entire game is a mindless mob grind, and even PVP has been reduced to a mindless zerg grind. Finally they are doing something interesting and controversial, and I really hope they don't ruin the system for a small minority of players who refuse to adapt, and stamp their feet because every piece of content in the game doesn't cater to their playstyle. A large part of the game population will enjoy this content, some never will enjoy any type of pvp. Being as this is likely the only PVP expansion this game will ever see, the devs should do whatever is necessary to foster the most fun PvP experience possible.
Dailies are usually bad choice. They give small amount and only once per day. E.g. I get 10% nirncrux from daily writs and 90% from farming. Whatever the solution is, there must be a way to get certain armors with TV stones. This is why i prefer 10% loot because then risk, reward and effort are balanced.MaximusDargus wrote: »TV stones should drop in dungeons aswell.
TV stones dropped in dungeons will drop at reduced rate and without multiplier.
Anyone who doesnt want to take a risk goes there.
TV stones dropping in PVP area will be dropping at higher rate but with risk of being killed and having all your stones stolen.
This is fair Risk and reward.
Not right now where PVE players are used as mules to farm TV stones, the risk is all on PVE side and then PVPers have fresh meat to kill getting rewards for nothing. This is not fair and not balanced.
You already have a safe way to get stones, through PvE dailies. Those rewards cannot be looted from you.
If you want more, you have to take a risk.
If PvE dungeons dropped stones, you could get more without any increased risk - just increased time grinding.
This is why i prefer 10% loot because then risk, reward and effort are balanced.
PvE dungeons dropping stones is a good solution. Then it IS just grinding to collect them.
This is why i prefer 10% loot because then risk, reward and effort are balanced.
Running with 0 stones and getting 4 per kill, or running with 10000 stones and getting 16 per kill(risking to lose all). That is risk and reward balanced. You have to decide whether to play it safe, or risky.
If you only lose 10% of your stones to a player kill, everyone will always go for the 4x multiplier, because it will be a no-brainer. Why would you give up 75% of your stone income (by keeping the multiplier at 1x) just to prevent a 10% loss? The whole risk/reward thing just went up in smoke.PvE dungeons dropping stones is a good solution. Then it IS just grinding to collect them.
Getting more stones is supposed to be tied to exposing yourself to more risk. Grinding is not risky. Therefore, grinding should definitely not be an option for getting more stones.
pmn100b16_ESO wrote: »Trouble with having anything less than a 100% looting system is it will actually encourage ganking because its all reward and practically no risk for the ganker. Someone has 1000 stones, gets ganked, ganker takes say 50% (500 stones) then stands there and dances because he knows as soon as another ganker blows him up, he's respawned at the bank with 250 stones. The ganker can afford to go 100% burst damage without giving a thought for any survivability or escape method. It might secure 500 stones for the guy with 1000 that got killed, but it would actually encourage ganking imo.
Anything less than 50%, why would you even bother trying to escape with your stones? Stand there, get killed, free teleport to bank where you deposit the 70-80-90% stones you're still holding onto. Rinse repeat all day.
Also remember there's a 50% damage reduction coming to pvp so burst builds aren't going to be as effective as they are now. I get a feeling all this worry is a bit premature to start making fixes for something we haven't even set foot inside of yet.
pmn100b16_ESO wrote: »Trouble with having anything less than a 100% looting system is it will actually encourage ganking because its all reward and practically no risk for the ganker. Someone has 1000 stones, gets ganked, ganker takes say 50% (500 stones) then stands there and dances because he knows as soon as another ganker blows him up, he's respawned at the bank with 250 stones. The ganker can afford to go 100% burst damage without giving a thought for any survivability or escape method. It might secure 500 stones for the guy with 1000 that got killed, but it would actually encourage ganking imo.
Anything less than 50%, why would you even bother trying to escape with your stones? Stand there, get killed, free teleport to bank where you deposit the 70-80-90% stones you're still holding onto. Rinse repeat all day.
Also remember there's a 50% damage reduction coming to pvp so burst builds aren't going to be as effective as they are now. I get a feeling all this worry is a bit premature to start making fixes for something we haven't even set foot inside of yet.