nikolaj.lemcheb16_ESO wrote: »olemanwinter wrote: »I'm getting too old for this nonsense. You can believe whatever you want. I really don't care, but try to have some basic respect for language. I don't care what they choose to do with the stone system, but the proposed system is not UNFAIR.
In real life everyone can get shot by a bullet through the head, everyone can stave, everyone can be brutalized. So according to your definition life is fair.....
The fact is that IC encourage negative behavior that create a negative social environment that cause damage to the game community in ESO.
ESO will be a different game after this, where the people with the worst behaviors will be the most successful where is used to be the most skilled and best organizers that were the most successful.
So it goes from positive social and personal skills that were rewarded in the game to being negative patterns that are rewarded and that will completely change how people will look at the game and regard the community they interact with.
The damage IC will do to the game population will be severe.
SuraklinPrime wrote: »I can take that one...
Cyrodiil is fighting with others for your alliance, IC is fighting for yourself to loot corpses (obviously you don't have the risk of actually looting corpses as that would be too scary for some) - the first has the veneer of a just war, the second has no such cause. One encourages and rewards teamwork, the latter rewards selfish play. That is how it 'feels'.
SuraklinPrime wrote: »Corpse teabaggers are not representative of the majority... I hope.
SuraklinPrime wrote: »But basically Cyro is a war simulator, IC feels like a street crime simulator where I hoped for a close quarters city skirmish simulator.
SuraklinPrime wrote: »And if I play IC and I kill someone and suddenly get 10k stones I'm going to feel like it's dirty money...
nikolaj.lemcheb16_ESO wrote: »olemanwinter wrote: »I'm getting too old for this nonsense. You can believe whatever you want. I really don't care, but try to have some basic respect for language. I don't care what they choose to do with the stone system, but the proposed system is not UNFAIR.
In real life everyone can get shot by a bullet through the head, everyone can stave, everyone can be brutalized. So according to your definition life is fair.....
The fact is that IC encourage negative behavior that create a negative social environment that cause damage to the game community in ESO.
ESO will be a different game after this, where the people with the worst behaviors will be the most successful where is used to be the most skilled and best organizers that were the most successful.
So it goes from positive social and personal skills that were rewarded in the game to being negative patterns that are rewarded and that will completely change how people will look at the game and regard the community they interact with.
The damage IC will do to the game population will be severe.
Sorry, but it's players like you who are causing damage to the game community, demanding everything to be made according to your tastes & preferences.
If IC is encouraging "negative behaviour", then what is Cyrodiil doing?
By your definition, it's bad to rob someone but perfectly fine to break down someone's walls, shoot someone with a fire ballista and then teabag their corpse.
What is wrong with you people? You can't compare a game with real life.
But if you still want to do that, then atleast don't be a hypocrite.
Also, "most skilled" and "best organizers" have never been the "most successful" (no matter how you view success), the most successful are the ones who grind goblins 24/7.
Even without goblins...why do you even want TV stones?
What specifically do you want to purchase with them, that makes others "more successful"?
As far as I know, everything bought with them is BoE, in case you really don't like IC PvP (unlike many, if not even most of us)
SuraklinPrime wrote: »I can take that one...
Cyrodiil is fighting with others for your alliance, IC is fighting for yourself to loot corpses (obviously you don't have the risk of actually looting corpses as that would be too scary for some) - the first has the veneer of a just war, the second has no such cause. One encourages and rewards teamwork, the latter rewards selfish play. That is how it 'feels'.
I have never viewed Cyrodiil that way. I couldn't give a *** about the alliance, this is not like WoW where you had a big sense of "faction pride".
The only time when I care how DC is doing is when I want XP buffs while grinding goblins, other times I'm PvPing for myself only. I don't find fun in the big keep zergs and such.SuraklinPrime wrote: »Corpse teabaggers are not representative of the majority... I hope.
No, but that is to demonstrate that bad behaviour stems from players, not from the game. You put these same players who cry about "exploits" and "macros" when you beat them in fair fight, or teabag your corpse in a MOBA, FPS or any other game, and I guarantee you they'll behave just as bad.
TV Stones as a mechanic do nothing to change human nature, but you are welcome to conduct a scientific study on this (I might even help you, because I find these topics fascinating).SuraklinPrime wrote: »But basically Cyro is a war simulator, IC feels like a street crime simulator where I hoped for a close quarters city skirmish simulator.
IC would be the exact same as goblin cave without a mechanic to make it different.
You'd have players griefing each other, stealing mobs & xp, teabagging etc...
Atleast there's a mini game in play with TV Stones, something to separate it from regular small scale PvP.SuraklinPrime wrote: »And if I play IC and I kill someone and suddenly get 10k stones I'm going to feel like it's dirty money...
Well, you don't have to kill that person if you feel that way. But to be honest, that person knew the risk he was taking, carrying around 10k stones.
nikolaj.lemcheb16_ESO wrote: »olemanwinter wrote: »I'm getting too old for this nonsense. You can believe whatever you want. I really don't care, but try to have some basic respect for language. I don't care what they choose to do with the stone system, but the proposed system is not UNFAIR.
In real life everyone can get shot by a bullet through the head, everyone can stave, everyone can be brutalized. So according to your definition life is fair.....
olemanwinter wrote: »nikolaj.lemcheb16_ESO wrote: »olemanwinter wrote: »I'm getting too old for this nonsense. You can believe whatever you want. I really don't care, but try to have some basic respect for language. I don't care what they choose to do with the stone system, but the proposed system is not UNFAIR.
In real life everyone can get shot by a bullet through the head, everyone can stave, everyone can be brutalized. So according to your definition life is fair.....
No. Because you don't agree to those things as conditions of something before you begin.
You agree to these terms as a part of the GAME.
It's no less fair than tackling someone in football. You wait all day to catch a pass and then get immediately tackled. That's UNFORTUNATE. Not NOT UNFAIR.
"I finally got the football and I immediately got tackled. That's not FAIR! Waaaaaaaaaa!"
It's almost exactly the same. You sign up to play the game based on the premise of this unpleasant thing happening to you, and it can happen to all players the same because they are all under the same set of rules, and nobody likes it when it happens to them....but it's widely considered FAIR.
If you people insist on equating this game to real life violence, which is ABSURD, then lets at least compare it to something where everyone signs up knowing they may get shot as a condition - like war.
Is it "fair" when a soldier is killed in a war? Or is it "unfair"?
nikolaj.lemcheb16_ESO wrote: »olemanwinter wrote: »nikolaj.lemcheb16_ESO wrote: »olemanwinter wrote: »I'm getting too old for this nonsense. You can believe whatever you want. I really don't care, but try to have some basic respect for language. I don't care what they choose to do with the stone system, but the proposed system is not UNFAIR.
In real life everyone can get shot by a bullet through the head, everyone can stave, everyone can be brutalized. So according to your definition life is fair.....
No. Because you don't agree to those things as conditions of something before you begin.
You agree to these terms as a part of the GAME.
It's no less fair than tackling someone in football. You wait all day to catch a pass and then get immediately tackled. That's UNFORTUNATE. Not NOT UNFAIR.
"I finally got the football and I immediately got tackled. That's not FAIR! Waaaaaaaaaa!"
It's almost exactly the same. You sign up to play the game based on the premise of this unpleasant thing happening to you, and it can happen to all players the same because they are all under the same set of rules, and nobody likes it when it happens to them....but it's widely considered FAIR.
If you people insist on equating this game to real life violence, which is ABSURD, then lets at least compare it to something where everyone signs up knowing they may get shot as a condition - like war.
Is it "fair" when a soldier is killed in a war? Or is it "unfair"?
The thing is the stone system is not something you sign up for at the moment, it is something forced on you if you want to be a part of the v15+ game...
What I would like is EXACTLY that it is something you sign up for via a toggle. So you can select to not be a part of the loot and be looted system but still have part in the fun of the combat in there.
Such a toggle will remove all the negativity the system creates, allow those who like looting to loot and allow others to have fun too. EVERYONE WINS!
SuraklinPrime wrote: »But basically Cyro is a war simulator, IC feels like a street crime simulator where I hoped for a close quarters city skirmish simulator.
olemanwinter wrote: »SuraklinPrime wrote: »But basically Cyro is a war simulator, IC feels like a street crime simulator where I hoped for a close quarters city skirmish simulator.
I strongly suggest you learn some history so you have a wider and more accurate view of what war is like.
Some things you may not be aware of.
- The soil that war is fought on effects everyone, not just soldiers in formation
(So PvP beyond siege/zerg warfare)
- 3rd parties move in to take advantage of distracted, desperate, and weakened combatants
(molag bal)
- Crime increases dramatically
(gankers)
- Losing sides often fracture into small skirmish group
(Small groups who give up on the cause and seek personal rewards/glory with the absence of an attainable victory)
As for looting corpses and war-vs-crime, how many soldiers came home from Europe in WW2 with german helmets, how many came home from the Pacific with Japanese swords.
Let's keep this simple. YOU DON'T WANT TO LOSE YOUR STONES. And that's okay. I don't necessarily disagree.
But let's please stop saying the system treats people unequally, or that it's some dramatic move into the realm of unacceptable human behavior, or without the Tel Var system players are going to let you pass.
I'm not going to let you pass whether I can loot you or not and I don't know anyone else who would. The only people I know who "let others pass" can't PvP and really just hoping they are allowed to pass. lol
TLDR: ITT "Ignorance is bliss", as they say.
olemanwinter wrote: »I've flip-flopped on my opinion so many times already in the last week. Long story short...I think maybe a "middle ground" is in order.
What if player-kills gave the victor 100% of the Tel Var stones the loser was carrying but on the losers end he only lost 1/2?
That still gives us "blood thirsty" PvP-types an incentive to seek out players to kill, but helps the less competitive players not feel so bad when they release back to their home base.
SuraklinPrime wrote: »I can take that one...
Cyrodiil is fighting with others for your alliance, IC is fighting for yourself to loot corpses (obviously you don't have the risk of actually looting corpses as that would be too scary for some) - the first has the veneer of a just war, the second has no such cause. One encourages and rewards teamwork, the latter rewards selfish play. That is how it 'feels'.
Corpse teabaggers are not representative of the majority... I hope.
But basically Cyro is a war simulator, IC feels like a street crime simulator where I hoped for a close quarters city skirmish simulator.
And if I play IC and I kill someone and suddenly get 10k stones I'm going to feel like it's dirty money...
nikolaj.lemcheb16_ESO wrote: »IC in its current form have very little team spirit or sport sense, it is frankly ugly to watch because of the negative emotions it creates.
SuraklinPrime wrote: »I can take that one...
Cyrodiil is fighting with others for your alliance, IC is fighting for yourself to loot corpses (obviously you don't have the risk of actually looting corpses as that would be too scary for some) - the first has the veneer of a just war, the second has no such cause. One encourages and rewards teamwork, the latter rewards selfish play. That is how it 'feels'.
Corpse teabaggers are not representative of the majority... I hope.
But basically Cyro is a war simulator, IC feels like a street crime simulator where I hoped for a close quarters city skirmish simulator.
And if I play IC and I kill someone and suddenly get 10k stones I'm going to feel like it's dirty money...
No, it's still a war simulator. Or... did you think that soldiers didn't take money, guns, and ammo from the people they killed? It's called looting and pillaging for a reason, and it's not because of muggings...
Of course, in war, there is a risk in looting. You have to expose yourself from your cushy location to get the loot. It reduces your awareness of the surroundings. It makes you immobile on a field where mobility keeps you alive. It takes time.
All of those things have been removed by the current system, so there is zero risk involved in getting the TV stones. If that were changed- if you had to weigh the risks vs. the reward of getting the TV stones after killing another player... that would change attitudes and behaviors.
And then if you make it all to the person that actually takes the risk... that would change a lot of behavior of the players themselves, as self-interest is the big reason that people become a part of gank squads.
olemanwinter wrote: »SuraklinPrime wrote: »But basically Cyro is a war simulator, IC feels like a street crime simulator where I hoped for a close quarters city skirmish simulator.
I strongly suggest you learn some history so you have a wider and more accurate view of what war is like.
Some things you may not be aware of.
- The soil that war is fought on effects everyone, not just soldiers in formation
(So PvP beyond siege/zerg warfare)
- 3rd parties move in to take advantage of distracted, desperate, and weakened combatants
(molag bal)
- Crime increases dramatically
(gankers)
- Losing sides often fracture into small skirmish group
(Small groups who give up on the cause and seek personal rewards/glory with the absence of an attainable victory)
As for looting corpses and war-vs-crime, how many soldiers came home from Europe in WW2 with german helmets, how many came home from the Pacific with Japanese swords.
Let's keep this simple. YOU DON'T WANT TO LOSE YOUR STONES. And that's okay. I don't necessarily disagree.
But let's please stop saying the system treats people unequally, or that it's some dramatic move into the realm of unacceptable human behavior, or without the Tel Var system players are going to let you pass.
I'm not going to let you pass whether I can loot you or not and I don't know anyone else who would. The only people I know who "let others pass" can't PvP and really just hoping they are allowed to pass. lol
TLDR: ITT "Ignorance is bliss", as they say.
nikolaj.lemcheb16_ESO wrote: »IC in its current form have very little team spirit or sport sense, it is frankly ugly to watch because of the negative emotions it creates.
Where have you seen this negative emotion other than on the boards as the arguments pro and con play out?
...or is that just hyperbole?
pmn100b16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »IC in its current form have very little team spirit or sport sense, it is frankly ugly to watch because of the negative emotions it creates.
Where have you seen this negative emotion other than on the boards as the arguments pro and con play out?
...or is that just hyperbole?
Agreed, I've played for several hours on pts and had a blast. I had near to 1000 stones at one point (probably from a player kill or several) and lost them at some point, I don't even remember when. Can't say I experienced any negative emotions at the gain or the loss. Personally I don't care much about how many stones I get. If I want stones I'll just sit in the sewers all day spawn camping npcs.
nikolaj.lemcheb16_ESO wrote: »pmn100b16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »IC in its current form have very little team spirit or sport sense, it is frankly ugly to watch because of the negative emotions it creates.
Where have you seen this negative emotion other than on the boards as the arguments pro and con play out?
...or is that just hyperbole?
Agreed, I've played for several hours on pts and had a blast. I had near to 1000 stones at one point (probably from a player kill or several) and lost them at some point, I don't even remember when. Can't say I experienced any negative emotions at the gain or the loss. Personally I don't care much about how many stones I get. If I want stones I'll just sit in the sewers all day spawn camping npcs.
And that is both good and a problem. The system is good for a certain kind of player and bad for others. For the others the ganking become something extremely negative.
The best way to handle it is simply to allow people to choose whether or not they want to take part in the stone loss/gain part. And if you refrain from taking part, your stone gains from mobs should never have the multiplier because you don't take the risks.
If people are against this, then it is simply because they want to take stones from people who don't think it is fun or entertaining to have that kind of risk, and frankly that makes me question their personality.
Edit: The majority of the people on the PTS atm are probably people who like the idea of the loot system. But once it goes live things will change. The PTS right now is very close to how IC would be with a toggle available (except there would be many more defenseless people to kill on live).
Without a toggle the protests will explode after it goes live. Why not be prepared for it?
nikolaj.lemcheb16_ESO wrote: »pmn100b16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »IC in its current form have very little team spirit or sport sense, it is frankly ugly to watch because of the negative emotions it creates.
Where have you seen this negative emotion other than on the boards as the arguments pro and con play out?
...or is that just hyperbole?
Agreed, I've played for several hours on pts and had a blast. I had near to 1000 stones at one point (probably from a player kill or several) and lost them at some point, I don't even remember when. Can't say I experienced any negative emotions at the gain or the loss. Personally I don't care much about how many stones I get. If I want stones I'll just sit in the sewers all day spawn camping npcs.
And that is both good and a problem. The system is good for a certain kind of player and bad for others. For the others the ganking become something extremely negative.
The best way to handle it is simply to allow people to choose whether or not they want to take part in the stone loss/gain part. And if you refrain from taking part, your stone gains from mobs should never have the multiplier because you don't take the risks.
If people are against this, then it is simply because they want to take stones from people who don't think it is fun or entertaining to have that kind of risk, and frankly that makes me question their personality.
Edit: The majority of the people on the PTS atm are probably people who like the idea of the loot system. But once it goes live things will change. The PTS right now is very close to how IC would be with a toggle available (except there would be many more defenseless people to kill on live).
Without a toggle the protests will explode after it goes live. Why not be prepared for it?
nikolaj.lemcheb16_ESO wrote: »pmn100b16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »IC in its current form have very little team spirit or sport sense, it is frankly ugly to watch because of the negative emotions it creates.
Where have you seen this negative emotion other than on the boards as the arguments pro and con play out?
...or is that just hyperbole?
Agreed, I've played for several hours on pts and had a blast. I had near to 1000 stones at one point (probably from a player kill or several) and lost them at some point, I don't even remember when. Can't say I experienced any negative emotions at the gain or the loss. Personally I don't care much about how many stones I get. If I want stones I'll just sit in the sewers all day spawn camping npcs.
And that is both good and a problem. The system is good for a certain kind of player and bad for others. For the others the ganking become something extremely negative.
The best way to handle it is simply to allow people to choose whether or not they want to take part in the stone loss/gain part. And if you refrain from taking part, your stone gains from mobs should never have the multiplier because you don't take the risks.
If people are against this, then it is simply because they want to take stones from people who don't think it is fun or entertaining to have that kind of risk, and frankly that makes me question their personality.
Edit: The majority of the people on the PTS atm are probably people who like the idea of the loot system. But once it goes live things will change. The PTS right now is very close to how IC would be with a toggle available (except there would be many more defenseless people to kill on live).
Without a toggle the protests will explode after it goes live. Why not be prepared for it?
And if some people do get that toggle and I happen to kill them, but get zero reward for that...
You bet I'm going to teabag those cowards & instagib them every occasion I get with my 624 CPs.
I don't tolerate someone laughing behind a screen "haa haa you cant get my stones, but I can get yours"
How's that for "drawing out the worst of human nature"?
nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »pmn100b16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »IC in its current form have very little team spirit or sport sense, it is frankly ugly to watch because of the negative emotions it creates.
Where have you seen this negative emotion other than on the boards as the arguments pro and con play out?
...or is that just hyperbole?
Agreed, I've played for several hours on pts and had a blast. I had near to 1000 stones at one point (probably from a player kill or several) and lost them at some point, I don't even remember when. Can't say I experienced any negative emotions at the gain or the loss. Personally I don't care much about how many stones I get. If I want stones I'll just sit in the sewers all day spawn camping npcs.
And that is both good and a problem. The system is good for a certain kind of player and bad for others. For the others the ganking become something extremely negative.
The best way to handle it is simply to allow people to choose whether or not they want to take part in the stone loss/gain part. And if you refrain from taking part, your stone gains from mobs should never have the multiplier because you don't take the risks.
If people are against this, then it is simply because they want to take stones from people who don't think it is fun or entertaining to have that kind of risk, and frankly that makes me question their personality.
Edit: The majority of the people on the PTS atm are probably people who like the idea of the loot system. But once it goes live things will change. The PTS right now is very close to how IC would be with a toggle available (except there would be many more defenseless people to kill on live).
Without a toggle the protests will explode after it goes live. Why not be prepared for it?
And if some people do get that toggle and I happen to kill them, but get zero reward for that...
You bet I'm going to teabag those cowards & instagib them every occasion I get with my 624 CPs.
I don't tolerate someone laughing behind a screen "haa haa you cant get my stones, but I can get yours"
How's that for "drawing out the worst of human nature"?
Uhm if you turn on the toggle it of course go both ways, you can't loot others either. Otherwise it would promote bad behavior. Also you shouldn't be able to turn in on or off at will. There should be at least a 48 hour limit on how often you could do it.
Also as I suggested, with the toggle on you cannot get the increased stone bonus from having many in your inventory, because you don't suffer the same risk. Risk vs. reward should be preserved.
nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »pmn100b16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »IC in its current form have very little team spirit or sport sense, it is frankly ugly to watch because of the negative emotions it creates.
Where have you seen this negative emotion other than on the boards as the arguments pro and con play out?
...or is that just hyperbole?
Agreed, I've played for several hours on pts and had a blast. I had near to 1000 stones at one point (probably from a player kill or several) and lost them at some point, I don't even remember when. Can't say I experienced any negative emotions at the gain or the loss. Personally I don't care much about how many stones I get. If I want stones I'll just sit in the sewers all day spawn camping npcs.
And that is both good and a problem. The system is good for a certain kind of player and bad for others. For the others the ganking become something extremely negative.
The best way to handle it is simply to allow people to choose whether or not they want to take part in the stone loss/gain part. And if you refrain from taking part, your stone gains from mobs should never have the multiplier because you don't take the risks.
If people are against this, then it is simply because they want to take stones from people who don't think it is fun or entertaining to have that kind of risk, and frankly that makes me question their personality.
Edit: The majority of the people on the PTS atm are probably people who like the idea of the loot system. But once it goes live things will change. The PTS right now is very close to how IC would be with a toggle available (except there would be many more defenseless people to kill on live).
Without a toggle the protests will explode after it goes live. Why not be prepared for it?
And if some people do get that toggle and I happen to kill them, but get zero reward for that...
You bet I'm going to teabag those cowards & instagib them every occasion I get with my 624 CPs.
I don't tolerate someone laughing behind a screen "haa haa you cant get my stones, but I can get yours"
How's that for "drawing out the worst of human nature"?
Uhm if you turn on the toggle it of course go both ways, you can't loot others either. Otherwise it would promote bad behavior. Also you shouldn't be able to turn in on or off at will. There should be at least a 48 hour limit on how often you could do it.
Also as I suggested, with the toggle on you cannot get the increased stone bonus from having many in your inventory, because you don't suffer the same risk. Risk vs. reward should be preserved.
Aha, so they could just help some other untoggled player kill me?
Or would they be completely turned off from PvP altogether? Can they still see me in stealth in that case & jump at my location to alert allies?
In other words: are you asking for a PvE version of Imperial City, or how are you going to make that work?
nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »pmn100b16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »IC in its current form have very little team spirit or sport sense, it is frankly ugly to watch because of the negative emotions it creates.
Where have you seen this negative emotion other than on the boards as the arguments pro and con play out?
...or is that just hyperbole?
Agreed, I've played for several hours on pts and had a blast. I had near to 1000 stones at one point (probably from a player kill or several) and lost them at some point, I don't even remember when. Can't say I experienced any negative emotions at the gain or the loss. Personally I don't care much about how many stones I get. If I want stones I'll just sit in the sewers all day spawn camping npcs.
And that is both good and a problem. The system is good for a certain kind of player and bad for others. For the others the ganking become something extremely negative.
The best way to handle it is simply to allow people to choose whether or not they want to take part in the stone loss/gain part. And if you refrain from taking part, your stone gains from mobs should never have the multiplier because you don't take the risks.
If people are against this, then it is simply because they want to take stones from people who don't think it is fun or entertaining to have that kind of risk, and frankly that makes me question their personality.
Edit: The majority of the people on the PTS atm are probably people who like the idea of the loot system. But once it goes live things will change. The PTS right now is very close to how IC would be with a toggle available (except there would be many more defenseless people to kill on live).
Without a toggle the protests will explode after it goes live. Why not be prepared for it?
And if some people do get that toggle and I happen to kill them, but get zero reward for that...
You bet I'm going to teabag those cowards & instagib them every occasion I get with my 624 CPs.
I don't tolerate someone laughing behind a screen "haa haa you cant get my stones, but I can get yours"
How's that for "drawing out the worst of human nature"?
Uhm if you turn on the toggle it of course go both ways, you can't loot others either. Otherwise it would promote bad behavior. Also you shouldn't be able to turn in on or off at will. There should be at least a 48 hour limit on how often you could do it.
Also as I suggested, with the toggle on you cannot get the increased stone bonus from having many in your inventory, because you don't suffer the same risk. Risk vs. reward should be preserved.
Aha, so they could just help some other untoggled player kill me?
Or would they be completely turned off from PvP altogether? Can they still see me in stealth in that case & jump at my location to alert allies?
In other words: are you asking for a PvE version of Imperial City, or how are you going to make that work?
Well an untoggled player should of course count as a mob for the purpose of calculating whether or not you lose stones. Which means if the untoggled players do the majority of damage, you lose no stones. Also since only the toggled players will have stone loot, if your group returns and kill the other group, you get all the stones back since all the stones are on a player that can lose them.
All the other questions are a bit silly...
nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »pmn100b16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »IC in its current form have very little team spirit or sport sense, it is frankly ugly to watch because of the negative emotions it creates.
Where have you seen this negative emotion other than on the boards as the arguments pro and con play out?
...or is that just hyperbole?
Agreed, I've played for several hours on pts and had a blast. I had near to 1000 stones at one point (probably from a player kill or several) and lost them at some point, I don't even remember when. Can't say I experienced any negative emotions at the gain or the loss. Personally I don't care much about how many stones I get. If I want stones I'll just sit in the sewers all day spawn camping npcs.
And that is both good and a problem. The system is good for a certain kind of player and bad for others. For the others the ganking become something extremely negative.
The best way to handle it is simply to allow people to choose whether or not they want to take part in the stone loss/gain part. And if you refrain from taking part, your stone gains from mobs should never have the multiplier because you don't take the risks.
If people are against this, then it is simply because they want to take stones from people who don't think it is fun or entertaining to have that kind of risk, and frankly that makes me question their personality.
Edit: The majority of the people on the PTS atm are probably people who like the idea of the loot system. But once it goes live things will change. The PTS right now is very close to how IC would be with a toggle available (except there would be many more defenseless people to kill on live).
Without a toggle the protests will explode after it goes live. Why not be prepared for it?
And if some people do get that toggle and I happen to kill them, but get zero reward for that...
You bet I'm going to teabag those cowards & instagib them every occasion I get with my 624 CPs.
I don't tolerate someone laughing behind a screen "haa haa you cant get my stones, but I can get yours"
How's that for "drawing out the worst of human nature"?
Uhm if you turn on the toggle it of course go both ways, you can't loot others either. Otherwise it would promote bad behavior. Also you shouldn't be able to turn in on or off at will. There should be at least a 48 hour limit on how often you could do it.
Also as I suggested, with the toggle on you cannot get the increased stone bonus from having many in your inventory, because you don't suffer the same risk. Risk vs. reward should be preserved.
Aha, so they could just help some other untoggled player kill me?
Or would they be completely turned off from PvP altogether? Can they still see me in stealth in that case & jump at my location to alert allies?
In other words: are you asking for a PvE version of Imperial City, or how are you going to make that work?
Well an untoggled player should of course count as a mob for the purpose of calculating whether or not you lose stones. Which means if the untoggled players do the majority of damage, you lose no stones. Also since only the toggled players will have stone loot, if your group returns and kill the other group, you get all the stones back since all the stones are on a player that can lose them.
All the other questions are a bit silly...
Not really, I just find enormous flaws in your proposition.
If an "untoggled" player makes me lose stones either directly or indirectly without any chance of losing them himself, you bet I'd be pissed off, camping and teabagging that ***** wherever I see him & throwing the vilest of insults at his way.
Last thing I want to see is some scrub abusing a toggle mechanic to play risk free PvP, making those who decide to take the risk suffer. That's just cowardice.
nikolaj.lemcheb16_ESO wrote: »This system will poison the pvp community and split people. Pvp where you can loot others always change behavior into something really nasty and evil, attracting a kind of player that honestly this game has not catered to until now.
The kind of player that doesn't pvp because they enjoy the challenge and the fun of testing your skill against others, but rather the kind of player that get his fun from destroying other peoples fun.
When a game allows the kind of people to have the kind of fun they crave the community goes to hell and what we have now will be lost.
Again we see ZoS not understanding the social dynamics of their player base and this dlc will end up costing them a lot of their current income from the game.
And if some people do get that toggle and I happen to kill them, but get zero reward for that...
You bet I'm going to teabag those cowards & instagib them every occasion I get with my 624 CPs.
I don't tolerate someone laughing behind a screen "haa haa you cant get my stones, but I can get yours"
How's that for "drawing out the worst of human nature"?
nikolaj.lemcheb16_ESO wrote: »First of all yes you can compare a social game like ESO with real life. Its human interaction and this behavioral patterns are the same as in real life and if the social environment reward negative actions the social environment become negative. That is one of the reasons why you have so many problems in large parts of the world, because of an overall unfair way people treat each other.
The devs have the power to channel social interaction in a positive or negative way in games, and so far it has been positive in ESO simply because no one lost anything. So PvP was more like a game of sport than real nasty war, which is a good thing.
If you made the loot system a toggle, then you would avoid all the social damage of the system because each person who can loot or can be looted all have actively set themselves up for that gameplay while those that cannot stand it can still take part in the action in IC but avoid the part that frankly make them uncomfortable.
Griefers cannot grief because everyone they CAN loot has selected to be lootable and therefore cannot be mentally harmed by the action of the person who defeats them.
The only thing they need to change with a toggle system is that the increased gain of stones depending on how many you have on you should NEVER apply to those without the loot option on because they take less risk, they should gain less reward.
SuraklinPrime wrote: »
For sure there are many [word not inserted due to wanting to avoid moderation] in this or any game, just as there are in life - my contention is that I *think* that this type of PvP is possible more likely to bring out the [word not inserted due to wanting to avoid unnecessary offence] in people.
But as you say without hard numbers it is just speculation - but based on a cynical view on human nature that bad acts are directly proportional to the opportunity to carry out bad acts.
But we will always come back to the base truth that some players want this and others don't - there isn't an inherent right or wrong in that on either side.