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Dedicated Tel Var Stone System Feedback Thread

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
Hi everyone,

Please use this thread for all Tel Var Stone system feedback, bugs, and suggestions. The Dev Team will be keeping a close eye on this discussion. We're particularly interesting in hearing how your overall play experience has been participating on the Tel Var Stone system on the PTS.

Thanks for helping us test the Imperial City and Tel Var Stone system!

Jessica Folsom
Senior Community Manager (English) - The Elder Scrolls Online
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Staff Post
  • xaraan
    xaraan
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    Would love to know how many TV stones I have when not in IC zone. (Same with AP now too, can't see it if you aren't in vendor screen of someone that sales AP stuff). Can't seem to find a setting to change anything to show it.

    edit: Nevermind, I see the currency tab now. Was looking under settings for something to activate.
    Edited by xaraan on July 28, 2015 11:08PM
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  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    How many did you lose on the PTS today, @OtarTheMad? And to how many enemy alliance players? Any additional details you could provide about your specific personal experience?
    Jessica Folsom
    Senior Community Manager (English) - The Elder Scrolls Online
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    Staff Post
  • OtarTheMad
    OtarTheMad
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    And those people will eventually get ran over and die and lose everything as well.

    Very true but unless I was one of them who helped then it's still a problem because the stones aren't mine anymore. I get why they put them in, it's a good idea. I am just thinking of guilds who are going to have a group of 10 or whatever camping certain points to destroy players.

    This is why i think they really need to go with a system of alliances gaining control of IP, like owning your home keeps+ 1 enemy. This way you can cut off access to enemy alliances. yes your side may not always have access but when they do it will be alot safer for that side, when your sides loses access then you know to rush to the bank

    Wouldn't be a bad idea at all, I like it.

    Like I mentioned before, maybe (on top of your idea) a system that makes you only lose a certain percentage of TV stones would be cool. I do like the idea of losing them, it makes things challenging but maybe not all of them.

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  • WolffenBloodseeker
    WolffenBloodseeker
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    And those people will eventually get ran over and die and lose everything as well.

    Very true but unless I was one of them who helped then it's still a problem because the stones aren't mine anymore. I get why they put them in, it's a good idea. I am just thinking of guilds who are going to have a group of 10 or whatever camping certain points to destroy players.

    This is why i think they really need to go with a system of alliances gaining control of IP, like owning your home keeps+ 1 enemy. This way you can cut off access to enemy alliances. yes your side may not always have access but when they do it will be alot safer for that side, when your sides loses access then you know to rush to the bank

    this ^

  • ewhite106b16_ESO
    ewhite106b16_ESO
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.


    This is why i think they really need to go with a system of alliances gaining control of IP, like owning your home keeps+ 1 enemy. This way you can cut off access to enemy alliances. yes your side may not always have access but when they do it will be alot safer for that side, when your sides loses access then you know to rush to the bank

    I totally disagree with this - cutting off enemy alliances just turns the Imperial City into a mindless PVE farm. Did a couple of solo runs myself so far and REALLY liking it. Finding so far that imperial city broken terrain + mob spawns make it much easier to evade large enemy groups then in Cyrodil as a whole, the risk of actually losing your stones in PVP makes going out and getting back much more of a thrill.

    Ran into a group of 10-12 EP players, broke LOS around a corner hid on top floor of a house for a while. Ganked one of them who wandered behind a building - went after another player got interrupted by incoming daedra. Headed back to base successfully after that.
    Edited by ewhite106b16_ESO on July 28, 2015 11:36PM
  • jwboudreau1b16_ESO
    jwboudreau1b16_ESO
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    I think that all players should have an opportunity to the play this DLC without getting ganked. Make Mage Light's ability to detect sneaking players ineffective in Imperial City. That way, players will still be seen when they attack/are attacked by things, but it rewards players who effectively sneak. When this launches as it is, every player is going to have Mage Light in their ability bar, and as many people have already mentioned, there will be tons of ganking. This DLC might have PVE content, but it seems far from being PVE friendly.
  • Attorneyatlawl
    Attorneyatlawl
    Community Ambassador
    Hektik_V wrote: »
    The way the Tel Var stone system is set up right now it promotes turtling and camping way too heavily in my opinion. Fights are not nearly as fun when everyone is playing so incredibly defensive.

    FPS deathmatches with rapid frags are much more fun for RPG's. Not really :). If you want to play where death is relatively meaningless, Cyrodiil proper has not changed on that front and remains as it has before. A lot of players have been looking for something more challenging, and with higher risk/reward.
    xaraan wrote: »
    There should be diminishing returns/loss for being ganged up on. If you get hit by 12 guys, they shouldn't get all your stones, they should get zero of them at that point and maybe you still lose some for dying. ZoS, you guys need to have the guts to punish zergers.

    Already done: "ganging up" on one enemy in a group of 12 nets you just 1/12th of his stones as it is split amongst your group and you wasted time chasing down one stray kill.

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  • Rhakon
    Rhakon
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    NB Paradise!

    Nightblades can rush trough the mobs without pull them... when they are losing a fight they just flee to mobs, when you follow you get aggro...NB will be save behind them...
    Edited by Rhakon on July 29, 2015 12:20AM
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    DDuke wrote: »
    But the gear bought with Tel Var stones should be a lot better.

    Could you elaborate on this, @DDuke? What improvements/changes would you like to see? Where do you feel they're currently lacking?

    Jessica Folsom
    Senior Community Manager (English) - The Elder Scrolls Online
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    Staff Post
  • ewhite106b16_ESO
    ewhite106b16_ESO
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    DDuke wrote: »
    But the gear bought with Tel Var stones should be a lot better.

    Could you elaborate on this, @DDuke? What improvements/changes would you like to see? Where do you feel they're currently lacking?

    I agree, the basic concepts of the Tel Var stone sets are good - but sets need to be available in all armor types, and the Shield Breaker set HUGELY needs a version for magicka builds. I'd really love to use Shield Breaker and/or Phoenix set on my heavy armor magicka DK, but both sets are the wrong armor type, and shield breaker set bonuses are only for stamina builds (Shield Breaker actually looks more useful for builds without high burst damage since it is based off light attacks).

    Without being able to pick your armor type for these sets and have the right set of stats for your build they really don't feel worthwhile.
    Edited by ewhite106b16_ESO on July 29, 2015 12:52AM
  • DDuke
    DDuke
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    DDuke wrote: »
    But the gear bought with Tel Var stones should be a lot better.

    Could you elaborate on this, @DDuke? What improvements/changes would you like to see? Where do you feel they're currently lacking?

    The bonuses between 2-4 are ok, but I think the 5-set bonuses are too situational by nature and feel kind of "gimmicky".

    Perhaps if there was a secondary effect as 5-set bonus (e.g. some weapon damage or spell damage) they might be more enticing to use.

    Especially considering how many other awesome sets are added in the DLC (if this information from @Dominoid is correct).
  • Ra'Shtar
    Ra'Shtar
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    Tanks are hard to kill so if they get into a zerg and hit a few times some people they get the stones form the players and can accumulate a good amount cose they hard to kill, dps have it really hard specially pvp carebears like me that are squishy have it really hard there.
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