Dedicated Tel Var Stone System Feedback Thread

  • Lord_Hev
    Lord_Hev
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    All the "PvPers" I've seen in this thread so far, whom are vehemently against the removal of the TV stone looting, happen to be NBs.


    This statement in particular makes me lol.


    DDuke wrote: »



    You bet I'm going to teabag those cowards & instagib them every occasion I get with my 624 CPs.



    Of course, I'm well aware of the context of this, purely being hypothetical to the idea of it being toggle-ble.(I think that's a stupid idea too, but for different reasons then you) But this is amusing nonetheless, coming from a NB that vocally addresses the issue of low TTK on Live being an issue, yet also willing to gloat on his ability to insta gib people. Which of course you can, because you are playing an easy class that meshes so well with the combat setting of the Imperial City, it may as well be called Nightblade City with the current path ZOS' "balancing" is striving towards.



    I still fail to see how the concept of looting another player's earned currency, is integral to PvP in the Imperial City. Aside from the various other issues with crashes, lag, weap swap delays, mistform invis bugs, and other things that can render someone lop-sided in defense of their stones. There is also the inevitable issue of being surrounded by large groups or clusters of players that render you 100% helpless, and of course, being insta-gibbed by NBs that can just cloak away when the deed is done. How convenient that you play a NB? You certainly aren't biased or anything. Especially since you are so vocal about the need for higher TTK right? Not like higher TTK will prevent your 624 CP which min-maxes all your physical DPS the CP system favors, while also being able to place a decent chunk into your defenses to top it off. What do you care? The only class that can actually get away from a large determined group now... are NBs...



    This is the problem. You can be thrown in a situation where you are -unable- to defend yourself reasonably(insta-gibbed by a NB, Zerged, Crash/Lagout). No one should be thrown into an undefendable position, and lose 100% of their earned stones in the process. Sure, maybe a compromise of losing a % of your stones can be feasible, but the fact that I lost any due to a situation where I cannot defend myself, is unacceptable. This system is not necessary, nor is it integral to PvP.



    If they want to make PvP a gamble, then offer a dueling system or an arena where you can use currency as a wager.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
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  • olemanwinter
    olemanwinter
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    Please don't judge all NBs by DDuke.

    Otherwise, I still disagree with almost everything you wrote.
    Lord_Hev wrote: »
    If they want to make PvP a gamble, then offer a dueling system or an arena where you can use currency as a wager.

    So, we can have threads full of people QQing about that.

    You realize there is this giant other PvP system called "Cyrodiil" where you can't lose anything.

    So they did EXACTLY what you are asking, created a smaller different PvP area for a different style of play.

    Edited by olemanwinter on August 3, 2015 12:06AM
  • olemanwinter
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    Nebthet78 wrote: »
    The wiki article goes on to state:
    ......As many as 25% of customer support calls to companies operating online games deal specifically with griefing[/b].[2]"

    In related pointless news;

    "In California, for example, as many as 45 percent of the more than 8 million cell phone calls to 911 each year are for non-emergencies, officials said; in Sacramento, it could be as high as 80 percent."

    But ya know, I don't think they should design games based off of the idiots that call customer support to complain about losing in-game any more than I think they should design the 911 system to accommodate pranksters and lonely insomniacs.
    Edited by olemanwinter on August 3, 2015 12:10AM
  • olemanwinter
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    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...

    I understand. The same way being tackled is forced on you if you want to be on the football team. Gotcha.
  • DDuke
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    Lord_Hev wrote: »
    All the "PvPers" I've seen in this thread so far, whom are vehemently against the removal of the TV stone looting, happen to be NBs.


    This statement in particular makes me lol.


    DDuke wrote: »



    You bet I'm going to teabag those cowards & instagib them every occasion I get with my 624 CPs.



    Of course, I'm well aware of the context of this, purely being hypothetical to the idea of it being toggle-ble.(I think that's a stupid idea too, but for different reasons then you) But this is amusing nonetheless, coming from a NB that vocally addresses the issue of low TTK on Live being an issue, yet also willing to gloat on his ability to insta gib people. Which of course you can, because you are playing an easy class that meshes so well with the combat setting of the Imperial City, it may as well be called Nightblade City with the current path ZOS' "balancing" is striving towards.

    Ok, you say you didn't miss the context, but you did.

    I don't even know if instagibbing is still possible after next patch, I will have to test once EU copies are made and hope that it isn't.

    The point was that if there were players that didn't drop any stones because they QQed on the forums and got a toggle, and then proceeded to loot mine (or help someone loot mine), then I'd feel extremely strong animosity towards these players and I would do my best to make their life as miserable as they made mine, because I can.

    This forum griefing & entitlement of some people is causing much more toxicity than the TV stone system ever could.
    Lord_Hev wrote: »
    I still fail to see how the concept of looting another player's earned currency, is integral to PvP in the Imperial City.
    -snip-
    more QQ about NBs

    If you fail to see how the concept of looting another player's earned currency can be fun, then I suggest you to play any MOBA out there, where it is a wildly popular (and yes, fun) mechanic.

    Without this mechanic, you just have more normal PvP (which many have grown tired of) in IC and nothing new, a bland DLC.
    Edited by DDuke on August 3, 2015 1:21AM
  • Lord_Hev
    Lord_Hev
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    Yeah, this Tel Var looting system sure is fun!



    2d582e66c9.jpg



    Having a small battle in which me and my group are in control over. Then suddenly, I walk next to a wall and 0 dmg from the Enviroment kills me. Lost 1.6k stones in the process.



    NB qq is just a portion of the other issues I brought up. Things like... 0 enviroment damage(gg ZOS!)... or you know, lag and crashes. All of this revolve around the major flaw with this system. It is unfair to lose everything, when in a situation where you are rendered 100% defenseless. This cannot be policed. Therefore, this system needs to go.




    And yes, insta-gibs are still possible. I've succumbed to it twice yesterday.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
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  • Halke
    Halke
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    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...

    I understand. The same way being tackled is forced on you if you want to be on the football team. Gotcha.

    So if we want to compete in end game, PvE, content we are somehow choosing to play with this heinously flawed system? No. I don't want this. At all. But I need the gear for my builds. So yes, I am being forced into it.
  • Emma_Overload
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    One thing ZOS got RIGHT with the Tel Var Store:

    THE PRICES.

    I was almost scared to look at the armor prices because I thought they might be as bad as the Cyrodiil vendor prices (250K AP or whatever), but I was very happy to see that the prices are reasonable. Grinding out a piece of armor will be measured in hours, not weeks or months.
    #CAREBEARMASTERRACE
  • Slylok
    Slylok
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    The loss shouldnt be 100%.. Somewhere roughly around 75% - 80% would be better.
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  • helediron
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    Been testing some time in IC. The effort of killing players is very much less than killing mobs. It's easy to zerg and swipe an area. When i am soloing i hang behind a group and pick players at low health. When i go killing mobs i occasionally lose the stones when i get ganked. I never lose the stones when deciding this was enough and head to base. All the risk is when grinding mobs and all the reward is when zerging or ganking. Things were only balanced when two small groups met. I had some hilarious three-way AvAvM fights and one four-way bloodfest. Interestingly i had two occasions of co-operative mob killing.

    I think dropping the loss to 10% should balance things. That would make zerging worthless and ganking would take the same time and effort as grinding mobs.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • TheBull
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    Lord_Hev wrote: »
    Yeah, this Tel Var looting system sure is fun!



    2d582e66c9.jpg



    Having a small battle in which me and my group are in control over. Then suddenly, I walk next to a wall and 0 dmg from the Enviroment kills me. Lost 1.6k stones in the process.



    NB qq is just a portion of the other issues I brought up. Things like... 0 enviroment damage(gg ZOS!)... or you know, lag and crashes. All of this revolve around the major flaw with this system. It is unfair to lose everything, when in a situation where you are rendered 100% defenseless. This cannot be policed. Therefore, this system needs to go.




    And yes, insta-gibs are still possible. I've succumbed to it twice yesterday.
    Wth were you doing with 1600 stones on you in the first place? Don't blame the game for your reckless play.
    Edited by TheBull on August 3, 2015 8:21AM
  • helediron
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    Few shopping mall questions:
    - What's the difference between tv stone armorer and advanced armorer? Is the only difference that advanced has same stuff but epic? I had vr14 template when looked.
    - Are elementary crafting materials like new rune stones *only* available from tv shop? Didn't find any in districts.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Kas
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    Imho there should be more danger for a ganker. Right now you can try to gank people, die as much as you want and if you ever hit the jackpot, make a run for it.

    This is not comparable to the risk of willingly carrying many stones for a high multiplicator while farming mobs.

    Imho the amount of stones transferred on player kill should depend ont he # stones on the killer (2x the stones, 200 + #stones, whatever). If the killer is taking a risk himself, 100% drop is fine. If he is not taking a risk at all, much less should be dropped.

    The "nothing to lose" crowed is just annoying. They run into the enemy directly from their spawn, die a 1000 times and hope for soem stones. Once they get them, they run off (PvE suicide, walk the long way, whatever). If you kill them, tehre is zero reward. Not only TVS but also they're not worth AP (or XP fwiw). This is like forward camps (which were actually quite nice) but a tousand times worse.

    Only if defeat is painful, victory is truely enjoyable.
    Edited by Kas on August 3, 2015 6:17PM
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  • Crown
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    How am I supposed to get Tel Var stones from other players when I can't easily switch between PVE and PVP because my role has been severely nerfd due to the stamina regeneration while blocking change? I like to tank in PVP. That is, I like taking the same gear that I use in PVE and bring it into PVP.

    There is no such thing as a tank in PvP. People will kill you. Good PvP players will see that you have a very survivable build, and will ignore you until everyone else is dead. If you only ever fight uncoordinated people in PvP, then it's possibly different, though plan for having to deal with GOOD players, and the tank role just doesn't apply anymore.

    You SHOULD have different gear for PvE and PvP.
    • In PvE, I have three sets I use to tank, and two for DPS depending on what I'm going to be doing.
    • In PvP, I have three sets I use for leading, one for scroll running, one for disruption, and two for DPS. That's seven sets that I use regularly - and some others not so regularly just for fun!
    2. How am I supposed to get Tel Var stones from other players when I can't deal the finishing blow to them while I am playing in a group?

    Stones are divided equally between people in the group, regardless of their role / what they do.
    3. How am I supposed to get Tel Var stones from other players when I am healing?

    Stones are divided equally between people in the group, regardless of their role / what they do.
    Edited by Crown on August 3, 2015 6:33PM
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  • Lord_Hev
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    TheBull wrote: »
    Lord_Hev wrote: »
    Yeah, this Tel Var looting system sure is fun!



    2d582e66c9.jpg



    Having a small battle in which me and my group are in control over. Then suddenly, I walk next to a wall and 0 dmg from the Enviroment kills me. Lost 1.6k stones in the process.



    NB qq is just a portion of the other issues I brought up. Things like... 0 enviroment damage(gg ZOS!)... or you know, lag and crashes. All of this revolve around the major flaw with this system. It is unfair to lose everything, when in a situation where you are rendered 100% defenseless. This cannot be policed. Therefore, this system needs to go.




    And yes, insta-gibs are still possible. I've succumbed to it twice yesterday.
    Wth were you doing with 1600 stones on you in the first place? Don't blame the game for your reckless play.


    My group and I were en-route to our home sewers. On the way, we kept running into mobs and players racking up kills. Sorry we are not all NBs that can just cloak anywhere. Maybe me and my 2 friends should of just hid in a corner and use /stuck to play it safe?? LOL. If we have to do that... another reason this system is flawed and needs to be removed.


    I am willing to consider a % loss. But the way it is now... this system detracts from my PvP experience. It is a damn chore, and I don't need added stress worrying about crashing, getting killed by the environment for 0 damage, or being zerged and what-not on my way back to my alliance safe-zone.



    Reckless play? I want to PvP and do things, not baby-sit my Tel Var stones and constantly make trips to the bank. Playing a tedious deposit system is not fun, nor is it even PvP. I want to have fun and participate in thrilling small scale battles as was advertised to us with Imperial City. Not have to spend my moments gaming, stressed over a tedious currency loot and loss system while looking over my back for some yahoo to gank me if I bump into a group of Daedra NPCs since I'm unable to just safely cloak through everyone with ease.


    The risk of losing Tel Var stones is not exciting PvP. It is tedious.
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  • AssaultLemming
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    One thing ZOS got RIGHT with the Tel Var Store:

    THE PRICES.

    I was almost scared to look at the armor prices because I thought they might be as bad as the Cyrodiil vendor prices (250K AP or whatever), but I was very happy to see that the prices are reasonable. Grinding out a piece of armor will be measured in hours, not weeks or months.

    They didn't get this right. The sets are weak as is reflected in the cheap prices. I would rather see powerful sets at ten times the price.
  • byrom101b16_ESO
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    Kas wrote: »
    Imho there should be more danger for a ganker. Right now you can try to gank people, die as much as you want and if you ever hit the jackpot, make a run for it.

    This is not comparable to the risk of willingly carrying many stones for a high multiplicator while farming mobs.

    Imho the amount of stones transferred on player kill should depend ont he # stones on the killer (2x the stones, 200 + #stones, whatever). If the killer is taking a risk himself, 100% drop is fine. If he is not taking a risk at all, much less should be dropped.

    The "nothing to lose" crowed is just annoying. They run into the enemy directly from their spawn, die a 1000 times and hope for soem stones. Once they get them, they run off (PvE suicide, walk the long way, whatever). If you kill them, tehre is zero reward. Not only TVS but also they're not worth AP (or XP fwiw). This is like forward camps (which were actually quite nice) but a tousand times worse.

    Only if defeat is painful, victory is truely enjoyable.

    Brilliant!

    Allow me to refine the idea in a way that rewards well but doesn't punish losers too badly - a compromise I think most could live with...

    Each multiplier should give you a 15% TV stone loot gain from killing enemy players.

    So 15% at first, then 30%, 45% etc.

    I am going to start a new thread on this - it shouldn't be buried in another thread and get lost.

    Great idea!
  • Zourem
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    I have two things to post, a bug and a suggestion.

    The bug:

    When you are killed by a player the death recap tells you how many stones you have lost. But when you are killed again it still tells you that you lost the same amount of stones which you lost the last time you died. I think this bug only happens when you carry 0 stones with you and get killed.

    The suggestion:

    I would like the multiplier to work with decimals too. You have implemented two 0 in the Tel Var stone counter. So it wouldn't be a problem. It would be great because then really every stone you have counts as a multiplier. And it makes the difference between 100 and 1000 stones a little bit smaller. It would also encourage you to keep your stones with you a lot more.

    For example:

    I have 300 stones with me (with the current system), I want to put them into the bank but I want to keep the multiplier. I only drop 200 at the bank so I keep my bonus 2x.

    But when the system works with decimals we could still have a greater bonus:

    For example:

    I have 300 stones with me (with a decimal multiplier), I would get a multiplier of (1000-100=900. 900/100= 9. 200/9= 22.22).
    So I would get a multiplier of 2.22x. Instead of just 2x even if I would have a thousand stones.
  • Suntzu1414
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    MAC client in PTS.

    Currently. my MAC client PTS is insta-crashing.
    Is there any work around for this...

    My NB is on its 105 crash.
    I've sent feedback, bug report and even on-line (CS tells me to make bug reports..lol).

    Because i've died in a...high crime area (lotsa battles).
    everytime, i re-log I insta-crash. So i'm unable to....move or /stuck my way out.

    Is anyone looking after MAC client problems...
    I've posted on Mac troubleshoot board, with no response (except from other users experiencing the same)

    Please Help
    ST
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  • Zourem
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    Suntzu1414 wrote: »
    MAC client in PTS.

    Currently. my MAC client PTS is insta-crashing.
    Is there any work around for this...

    My NB is on its 105 crash.
    I've sent feedback, bug report and even on-line (CS tells me to make bug reports..lol).

    Because i've died in a...high crime area (lotsa battles).
    everytime, i re-log I insta-crash. So i'm unable to....move or /stuck my way out.

    Is anyone looking after MAC client problems...
    I've posted on Mac troubleshoot board, with no response (except from other users experiencing the same)

    Please Help
    ST

    Have you tried this?

    SET PlayerStandInsEnabled.2 "0" instead of SET PlayerStandInsEnabled.2 "1"

    It's in the user settings folder.

    Edited by Zourem on August 4, 2015 10:44AM
  • Caroloces
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    I was just released from the hospital after suffering from a serious infection so I haven't even had a chance to do PTS yet, but I've been trying to follow the developments on imperial city.
    It seems to me that the preeminent bone of contention is the Telvar stone currency, and how accumulated stones may be lost if one is killed by a more experienced PVP player, leading to great frustration among casuals and PVE-centric players.

    The thought occurred to me while passing in and out of a feverish state (and being poked and prodded by well-meaning medical staff), why not make the Telvar stones more than just a form of currency? Why not have them retain some sort of magical properties that could provide buffs to the players that accumulate them? I imagine the buffs could be some incremental increase to armor based on the amount collected, but what would be even better, IMO, is to make the Telvar stones slottable, so they would be consumed upon use. Perhaps also there might be a minimal cool-down after activation to provide a steady form of protection for the casual player allowing them to escape from the encounter, but at an increased cost of stones expended.

    I imagine a scenario much like this: casual player A moves about ic collecting stones, he slots much like potion or food buff. Let's say each stone provides a damage shield when activated, maybe based on percentage of health lost. Player B (PVP powerhouse) spots player A and his lust for stones mounts. He sneaks up on player A and gives him a good whack, whereby player A loses big chunk of health. In the current state, player A is doomed. He'd probably thrash around a bit, but he would inevitably fail and lose all stones to player B, with the resultant feelings of frustration , humiliation, and rage. In my suggested implementation, player A could activate a stone to provide damage shield which would provide breathing room for him to make decision as to whether to fight or try to escape. The Telvar stone would be consumed, so there would certainly be a cost to this process. I think a very small cool down would be appropriate so the player could sustain himself for a prolonged period in his efforts to survive. Player B would most certainly be aware of this property of the stones, and make the choice to continue the assault on player A as a further challenge, or to let him escape.

    The beauty of this plan is that it allows players to make immediate use of the stones to actually protect the stones they are carrying. Another very significant benefit is that it allows the casuals and PVEers to become more comfortable in PVP encounters because they have that breathing room to make the critical decisions that will help them survive. In the long term, when we see the thieve's guild and dark brotherhood emerge, the Telvar stones, used in this manner might provide that important bridge between PVE and PVP that will help create a seamless world of players.
    Edited by Caroloces on July 30, 2015 1:18PM
  • Enodoc
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    Regarding how you obtain TV Stones - currently they're just added automatically when you kill an enemy, meaning you don't really notice how many you're getting per kill. For PvP, this makes sense, as there could otherwise be issues with getting your kill reward, but for PvE, I would like to see them looted off the enemy, like gold and materials. That way, you know how many stones are entering the system, and could also choose not to take them.
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  • wraith808
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    Enodoc wrote: »
    Regarding how you obtain TV Stones - currently they're just added automatically when you kill an enemy, meaning you don't really notice how many you're getting per kill. For PvP, this makes sense, as there could otherwise be issues with getting your kill reward, but for PvE, I would like to see them looted off the enemy, like gold and materials. That way, you know how many stones are entering the system, and could also choose not to take them.

    I don't even think it makes sense for PvP, and that's one of the reasons that people that gank have such an advantage. You can hide, and you don't have to go out in order to get your stones. Counter-intuitive for a looting system.
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  • Enodoc
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    wraith808 wrote: »
    Enodoc wrote: »
    Regarding how you obtain TV Stones - currently they're just added automatically when you kill an enemy, meaning you don't really notice how many you're getting per kill. For PvP, this makes sense, as there could otherwise be issues with getting your kill reward, but for PvE, I would like to see them looted off the enemy, like gold and materials. That way, you know how many stones are entering the system, and could also choose not to take them.
    I don't even think it makes sense for PvP, and that's one of the reasons that people that gank have such an advantage. You can hide, and you don't have to go out in order to get your stones. Counter-intuitive for a looting system.
    Fair point, but it would be hard for it to be made fair to loot them directly in PvP, as the dead player may respawn before you'd managed to take them off the body - what would happen then? Does the player keep them just because they were fast at hitting R, or are they lost into the ether, in which case the PvP engagement was a bad experience for both sides?
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  • wraith808
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    Enodoc wrote: »
    wraith808 wrote: »
    Enodoc wrote: »
    Regarding how you obtain TV Stones - currently they're just added automatically when you kill an enemy, meaning you don't really notice how many you're getting per kill. For PvP, this makes sense, as there could otherwise be issues with getting your kill reward, but for PvE, I would like to see them looted off the enemy, like gold and materials. That way, you know how many stones are entering the system, and could also choose not to take them.
    I don't even think it makes sense for PvP, and that's one of the reasons that people that gank have such an advantage. You can hide, and you don't have to go out in order to get your stones. Counter-intuitive for a looting system.
    Fair point, but it would be hard for it to be made fair to loot them directly in PvP, as the dead player may respawn before you'd managed to take them off the body - what would happen then? Does the player keep them just because they were fast at hitting R, or are they lost into the ether, in which case the PvP engagement was a bad experience for both sides?

    It's been solved in several other games. For example, if the player respawns, you leave a tombstone or something similar to mark the point of death that can be looted. It's just a matter of wanting to do it.

    EDIT: Just thought of another advantage of a marker. If they don't get the corpse, it also marks their killing zone, warning others that come that way. So they either come out immediately and get the TV stones, or their killing field is ruined.
    Edited by wraith808 on August 5, 2015 8:22PM
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
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  • Enodoc
    Enodoc
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    wraith808 wrote: »
    Enodoc wrote: »
    wraith808 wrote: »
    Enodoc wrote: »
    Regarding how you obtain TV Stones - currently they're just added automatically when you kill an enemy, meaning you don't really notice how many you're getting per kill. For PvP, this makes sense, as there could otherwise be issues with getting your kill reward, but for PvE, I would like to see them looted off the enemy, like gold and materials. That way, you know how many stones are entering the system, and could also choose not to take them.
    I don't even think it makes sense for PvP, and that's one of the reasons that people that gank have such an advantage. You can hide, and you don't have to go out in order to get your stones. Counter-intuitive for a looting system.
    Fair point, but it would be hard for it to be made fair to loot them directly in PvP, as the dead player may respawn before you'd managed to take them off the body - what would happen then? Does the player keep them just because they were fast at hitting R, or are they lost into the ether, in which case the PvP engagement was a bad experience for both sides?
    It's been solved in several other games. For example, if the player respawns, you leave a tombstone or something similar to mark the point of death that can be looted. It's just a matter of wanting to do it.

    EDIT: Just thought of another advantage of a marker. If they don't get the corpse, it also marks their killing zone, warning others that come that way. So they either come out immediately and get the TV stones, or their killing field is ruined.
    Ah now that is a great idea I could get behind. I assume a tombstone would function like an NPC body? You just activate it to loot it, and it disappears of its own accord after, say, 90 seconds? That would be a great way to loot TV stones from enemy players and keep it in-line with looting them directly from mobs. And the killed player would lose (whatever percentage) of TV stones on death anyway - so how about this... if they can get back to their own tombstone within the time, and the killing player hasn't got around to looting it, they could even recover their stones. These suggestions would make TV stone gathering more intuitive, more immersive, more clear, and more interesting.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
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  • Tavore1138
    Tavore1138
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    wraith808 wrote: »
    Enodoc wrote: »
    Regarding how you obtain TV Stones - currently they're just added automatically when you kill an enemy, meaning you don't really notice how many you're getting per kill. For PvP, this makes sense, as there could otherwise be issues with getting your kill reward, but for PvE, I would like to see them looted off the enemy, like gold and materials. That way, you know how many stones are entering the system, and could also choose not to take them.

    I don't even think it makes sense for PvP, and that's one of the reasons that people that gank have such an advantage. You can hide, and you don't have to go out in order to get your stones. Counter-intuitive for a looting system.

    Indeed, why should you get your reward of TV stones without risk - unless the one true play style is cowardly distance ganking (although having sat through 2 dev talks that does sadly seem to be what they feel is the chosen style).

    Not sure why you feel PvP corpse looters should have it easier than PvE players who would actually be vulnerable while looting bodies?

    Seems like the supposedly 'hardcore' players are just backstabbing chickens? To be fair devs seem to like this chicken ganking style too... would be nice to see a game where courage was relevant...
    Edited by Tavore1138 on August 5, 2015 11:16PM
  • Enodoc
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    wraith808 wrote: »
    Enodoc wrote: »
    Regarding how you obtain TV Stones - currently they're just added automatically when you kill an enemy, meaning you don't really notice how many you're getting per kill. For PvP, this makes sense, as there could otherwise be issues with getting your kill reward, but for PvE, I would like to see them looted off the enemy, like gold and materials. That way, you know how many stones are entering the system, and could also choose not to take them.

    I don't even think it makes sense for PvP, and that's one of the reasons that people that gank have such an advantage. You can hide, and you don't have to go out in order to get your stones. Counter-intuitive for a looting system.

    Indeed, why should you get your reward of TV stones without risk - unless the one true play style is cowardly distance ganking (although having sat through 2 dev talks that does sadly seem to be what they feel is the chosen style).

    Not sure why you feel PvP corpse looters should have it easier than PvE players who would actually be vulnerable while looting bodies?

    Seems like the supposedly 'hardcore' players are just backstabbing chickens? To be fair devs seem to like this chicken ganking style too... would be nice to see a game where courage was relevant...
    @SuraklinPrime Based on wraith808's post after that one, I started a new thread about this, if you're interested -> Tel Var Tombstones - An Alternative to Autolooting
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • KriHavok
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    I sincerely believe that the drop rate for stones should be returned to a 100% loss if killed by an enemy player. As a bit of an adrenaline junkie myself, I've lost some of the risky feeling that I had before. And when I go ganking, sometimes it's just not as rewarding as before, especially if you get some of those big chunks of stones, which become reduced due to this change. This reduction can be quite large at times if an enemy player is carrying a lot of stones. Whilst others may say they feel more safer with an 80% loss, I think the change should be reverted to 100% to revive some of that tension in the Imperial City that has been left tarnished to an extent.
    UESP Staffer & Wiki Editor
  • WebBull
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    The loss of stones percentage should decrease based on the how recently you have been killed. Exactly the same way AP works.
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