jamesharv2005ub17_ESO wrote: »All I ask is remove the whole player looting of stones. Then I will buy it even tho I have not the connection nor the reflexes for pvp. I dont mind getting killed. Its part of a pvp zone. What I dont like is people being able to take all my stuff.
mrskinskull wrote: »jamesharv2005ub17_ESO wrote: »All I ask is remove the whole player looting of stones. Then I will buy it even tho I have not the connection nor the reflexes for pvp. I dont mind getting killed. Its part of a pvp zone. What I dont like is people being able to take all my stuff.
James, check out my imperial city question thread, I think we have a solution for circumventing gankers.
mrskinskull wrote: »jamesharv2005ub17_ESO wrote: »All I ask is remove the whole player looting of stones. Then I will buy it even tho I have not the connection nor the reflexes for pvp. I dont mind getting killed. Its part of a pvp zone. What I dont like is people being able to take all my stuff.
James, check out my imperial city question thread, I think we have a solution for circumventing gankers.
Well gankers are already getting their work cut out for them. With a 50% damage reduction in the next update, it'll take quite a bit more to instantly kill someone as quick as it is now, TTK should go up quite a bit (which a lot of people forget to take into account). When that 14k snipe now hits 7k, you can break the stealth stun, use some heals and shields and get on your game, you can react now. That ganker now has to run or fight.
If ganking is still easy (which remains to be seen as nobody has had access to the PTS to test and provide anything more than speculation into how it really plays in the PvPvE environment), that 50% damage reduction could be raised. Or (while taking a bit away from the PvPers) keep the 100% loss, but only allow a % gain of the total that is not 100 for PvP deaths. Gain less, less worth the gank, other activities become slightly better.
jamesharv2005ub17_ESO wrote: »
Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?
jamesharv2005ub17_ESO wrote: »
Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?
50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.
mrskinskull wrote: »jamesharv2005ub17_ESO wrote: »All I ask is remove the whole player looting of stones. Then I will buy it even tho I have not the connection nor the reflexes for pvp. I dont mind getting killed. Its part of a pvp zone. What I dont like is people being able to take all my stuff.
James, check out my imperial city question thread, I think we have a solution for circumventing gankers.
jamesharv2005ub17_ESO wrote: »mrskinskull wrote: »jamesharv2005ub17_ESO wrote: »All I ask is remove the whole player looting of stones. Then I will buy it even tho I have not the connection nor the reflexes for pvp. I dont mind getting killed. Its part of a pvp zone. What I dont like is people being able to take all my stuff.
James, check out my imperial city question thread, I think we have a solution for circumventing gankers.
Im not buying it if they leave player looting in. Period.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »
Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?
50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.
Isnt 50% of 1 .50?
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »
Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?
50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.
Isnt 50% of 1 .50?
50% damage reduction= 1/2 total damage. Say 100 Damage is possible in 1 second. Now damage reduced by 50%. 100/2= 50. Now 50 damage is possible in 1 second. To match the above, it is now 2 seconds. These are just numbers, but it's something that helps.
As for ganking, in addition to the 50% damage reduction, radiant magelight negates all stealth attacks additional damage, so a tool good for anti-ganking now will be even better then.
Also, PvPers need a way to obtain these stones. Obtaining stones from death means they can obtain stones. If there were no loss in stones from death, people exploit by killing eachother over and over. To support PvPers and overall balance, stones lost on death and stones gained on killing= a good thing. To combat the part of PvP that most negatively affects PvErs (ganking), a 50% damage reduction will occur. Now what do you want to see that's practical, unexploitable and good for all sides that keeps the atmosphere that PvPers want and deserve with this update (as it is a PvP update)?
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »
Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?
50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.
Isnt 50% of 1 .50?
50% damage reduction= 1/2 total damage. Say 100 Damage is possible in 1 second. Now damage reduced by 50%. 100/2= 50. Now 50 damage is possible in 1 second. To match the above, it is now 2 seconds. These are just numbers, but it's something that helps.
As for ganking, in addition to the 50% damage reduction, radiant magelight negates all stealth attacks additional damage, so a tool good for anti-ganking now will be even better then.
Also, PvPers need a way to obtain these stones. Obtaining stones from death means they can obtain stones. If there were no loss in stones from death, people exploit by killing eachother over and over. To support PvPers and overall balance, stones lost on death and stones gained on killing= a good thing. To combat the part of PvP that most negatively affects PvErs (ganking), a 50% damage reduction will occur. Now what do you want to see that's practical, unexploitable and good for all sides that keeps the atmosphere that PvPers want and deserve with this update (as it is a PvP update)?
How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.
How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.
ZOS_RichLambert wrote: »I've seen this mentioned a few times in various threads now, so i'll clarify some here. Imperial City is meant for the PVP player - it's their turn for some love. If you love PVE and are clamoring for more of that type of content, the Orsinium DLC will be exactly what you want.
There you have it, from the Horse's mouth.
If you don't do PVP, then you have no reason to buy Imperial City. It's not for you. period.
there is no point in continuing to complain about the Tel Var Stones. It's not designed for you, so you have no reason to bother with it. Just save your money for Orsinium, and let the PVPers have their expansion.
I feel sorry for the Ganker tryhards who thought they were going to get some easy Carebear prey, but this Expansion is for PVPers, and no PVE Carebear should spend money on it. have fun getting stomped by real PVPers.
[Moderator Note: Edited per our rules on Bashing & Slanderous Comments]
How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.
Lava_Croft wrote: »That's the point: This content is all about me, the PvP player.jamesharv2005ub17_ESO wrote: »Lava_Croft wrote: »But I don't want to, ZOS doesn't want to and it seems a lot of PvP players don't want to. The fact that PvE players want it to be this way is just not that important, since this content is not meant for them.jamesharv2005ub17_ESO wrote: »Lava_Croft wrote: »This is The Elder Scrolls Online and the PvP has been heavily featured in all the marketing material and ZOS has even stated it considers the PvP 'end-game'.jamesharv2005ub17_ESO wrote: »Lava_Croft wrote: »If you don't want to deal with, then don't play this DLC. It's been stated over and over that this is PvP content. I don't want to deal with braindead repetitve dungeons and ridiculous questlines, so I don't. I also don't go to the forums demanding more PvP in my PvE.jamesharv2005ub17_ESO wrote: »Lava_Croft wrote: »Yes, killing people and taking their stones is indeed a very important part of the Imperial City DLC. A lot of PvP players have been wanting an actual penalty to dying and this seems to provide just that.jamesharv2005ub17_ESO wrote: »Lava_Croft wrote: »Is it so hard to just let PvP players enjoy the only piece of new content they will probably ever see?
So unless you can gank newbs and steal their stuff you cant enjoy IC? Is that what you are saying?
Deal with it.
No I wont deal with it as many many other players will not. As you see by this thread even other pvp centered players hate this idea. I guarantee it will be changed or I guarantee you wont have anyone to gank and steal their stuff. The place will be deserted and you and your gank buddies will have to start killing each other.
I mean how sad is it you cannot enjoy yourself without abusing other people.
Deal with it.
Story driven quest lines is what elder scrolls is all about. If you want a hardcore pvp game go find one. Also I am going to mark this so I can come back and say "I told ya so" when they remove the whole looting of stones thing.
The fact that your personal views on what constitutes an Elder Scrolls game are different does not change anything about it. You can always go play Skyrim with its focus on 'story driven quest lines' that all involve going somewhere, pressing a button and killing 50 Draugr.
You can have pvp without looting other players.
One day you will learn its not all about you.
Deal with it.
You do realize that someone has to do PvE in IC in order to release any stones into the circulation. You hate dungeons and doing quests so it will not be you. Maybe not the guy next to you. It was said that it is entirely PvP content for PvP players, yet there is need for PvE.
.jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »
Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?
50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.
Isnt 50% of 1 .50?
50% damage reduction= 1/2 total damage. Say 100 Damage is possible in 1 second. Now damage reduced by 50%. 100/2= 50. Now 50 damage is possible in 1 second. To match the above, it is now 2 seconds. These are just numbers, but it's something that helps.
As for ganking, in addition to the 50% damage reduction, radiant magelight negates all stealth attacks additional damage, so a tool good for anti-ganking now will be even better then.
Also, PvPers need a way to obtain these stones. Obtaining stones from death means they can obtain stones. If there were no loss in stones from death, people exploit by killing eachother over and over. To support PvPers and overall balance, stones lost on death and stones gained on killing= a good thing. To combat the part of PvP that most negatively affects PvErs (ganking), a 50% damage reduction will occur. Now what do you want to see that's practical, unexploitable and good for all sides that keeps the atmosphere that PvPers want and deserve with this update (as it is a PvP update)?
How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.
If there were PvP in the zones outside of Cyrodiil, farming mobs to level up would have been a fun experience.
PvE is fine when it is in a PvP zone. It holds the excitement associated with a risk factor. Rather than the monotony of memorizing computer-controled mob patterns, I have the potential to be randomly put into combat with a thinking and reasoning opponent at any time.
Even looking at the issue from an angle of strictly PvE and strictly PvP players, the system does not require any dedicated PvE players in order to work.
It is not even that clean cut though -- there are those of us who enjoy both styles of gameplay, and appreciate when the two are mixed.
.jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »
Hmm so instead of taking 1 second to kill they will take 1.5 seconds? Hows that better?
50% damage reduction would mean they take longer to kill you (And by the way 1:1.5 is not the ratio, it'd be closer to 1:2, 50% damage reduction= 14k-> 7k. 14k takes 1 cast and GCD, 2 7K takes 2 casts and GCD). If you think improvements that make ganking more difficult are somehow not "better", I don't know what is.
Isnt 50% of 1 .50?
50% damage reduction= 1/2 total damage. Say 100 Damage is possible in 1 second. Now damage reduced by 50%. 100/2= 50. Now 50 damage is possible in 1 second. To match the above, it is now 2 seconds. These are just numbers, but it's something that helps.
As for ganking, in addition to the 50% damage reduction, radiant magelight negates all stealth attacks additional damage, so a tool good for anti-ganking now will be even better then.
Also, PvPers need a way to obtain these stones. Obtaining stones from death means they can obtain stones. If there were no loss in stones from death, people exploit by killing eachother over and over. To support PvPers and overall balance, stones lost on death and stones gained on killing= a good thing. To combat the part of PvP that most negatively affects PvErs (ganking), a 50% damage reduction will occur. Now what do you want to see that's practical, unexploitable and good for all sides that keeps the atmosphere that PvPers want and deserve with this update (as it is a PvP update)?
How can pvp players get stones that doesn't hinge on pve players farming them? It seems ZOS requires a number of pve players to get the stones into circulation for pvp players to fight over, unless pvp'ers have taken a turn and now love farming mobs. That's my perspective on a lot of the people against the looting, it turns pve players into nothing more than TV stone pinatas.
If there were PvP in the zones outside of Cyrodiil, farming mobs to level up would have been a fun experience.
PvE is fine when it is in a PvP zone. It holds the excitement associated with a risk factor. Rather than the monotony of memorizing computer-controled mob patterns, I have the potential to be randomly put into combat with a thinking and reasoning opponent at any time.
Even looking at the issue from an angle of strictly PvE and strictly PvP players, the system does not require any dedicated PvE players in order to work.
It is not even that clean cut though -- there are those of us who enjoy both styles of gameplay, and appreciate when the two are mixed.
My point is, I don't feel there will be a large enough circulation of stones if their only source is mobs and their only 'clientele' are pvp'ers. If pvp'ers had a way that they had to engage other players to earn large numbers of stones, then have sustained fights back to safe areas to secure them, then this wouldn't be as bad. But unless people are very kind in carrying their quest rewarded stones on them for looting I simply believe that pve'ers are being used as the source for stones. People don't enjoy being used for these sort of things. Risk yes, love it and like the change of pace, being used as a means to an end, and I won't bother.
jamesharv2005ub17_ESO wrote: »ZOS has to ask themselves do they want to sell a ton of copies or a few copies. I would safely bet most people who find out about player looting will not buy it. I havent paid them since March and wont pay them a nickle until they get back to what the original game was.
Player looting is an outdated mechanic which always without fail ends up with a select few abusing the majority. Nevermind with the smaller scale there will be screams for class nerfs once all thats left are the hardcore pvp people. I know ZOS thinks everyone will play nice. Thats simply not going to happen. Never has and never will.
jamesharv2005ub17_ESO wrote: »ZOS has to ask themselves do they want to sell a ton of copies or a few copies. I would safely bet most people who find out about player looting will not buy it. I havent paid them since March and wont pay them a nickle until they get back to what the original game was.
Player looting is an outdated mechanic which always without fail ends up with a select few abusing the majority. Nevermind with the smaller scale there will be screams for class nerfs once all thats left are the hardcore pvp people. I know ZOS thinks everyone will play nice. Thats simply not going to happen. Never has and never will.
A currency reward/penalty and looting are -not- the same thing dude.
This has been explained somewhere around 5,847,962,042,007 times in the past few days. You've ignored it each time.
There are ways to limit your risk. You've ignored that too.
PvE boxes from quests are not lootable. Did you catch that one?
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »ZOS has to ask themselves do they want to sell a ton of copies or a few copies. I would safely bet most people who find out about player looting will not buy it. I havent paid them since March and wont pay them a nickle until they get back to what the original game was.
Player looting is an outdated mechanic which always without fail ends up with a select few abusing the majority. Nevermind with the smaller scale there will be screams for class nerfs once all thats left are the hardcore pvp people. I know ZOS thinks everyone will play nice. Thats simply not going to happen. Never has and never will.
A currency reward/penalty and looting are -not- the same thing dude.
This has been explained somewhere around 5,847,962,042,007 times in the past few days. You've ignored it each time.
There are ways to limit your risk. You've ignored that too.
PvE boxes from quests are not lootable. Did you catch that one?
The risk should be in getting killed only. There is no need for open loot. As I have said numerous times if they allow open looting I will not be giving them one red cent. period.
Celestrael wrote: »I wish the mods would contain all the Imperial City DLC complaining threads to one thread, sticky it, and lock all the other ones. Like how they did for requesting bites, so those threads don't clutter forums. I mean honestly, do we really need several of these trending daily for the next 2 months?
Celestrael wrote: »I wish the mods would contain all the Imperial City DLC complaining threads to one thread, sticky it, and lock all the other ones. Like how they did for requesting bites, so those threads don't clutter forums. I mean honestly, do we really need several of these trending daily for the next 2 months?
jamesharv2005ub17_ESO wrote: »Celestrael wrote: »I wish the mods would contain all the Imperial City DLC complaining threads to one thread, sticky it, and lock all the other ones. Like how they did for requesting bites, so those threads don't clutter forums. I mean honestly, do we really need several of these trending daily for the next 2 months?
Maybe the devs should rethink the entire idea if there are so many threads with people unhappy about it.