Then make the looting be interrupted by damage. A single player with caltrops could prevent a whole zerg to loot any stone.Still having doubts about this...
The way I see it this will heavily promote playing in large zergs (and that is something a lot of people here on this board don't want).
An example:
Zerg A is roaming one of the districts. There it encounters (a somewhat smaller) Zerg B. After the confrontation Zerg B is destroyed, but they put up a good fight and a part of Zerg A has also been killed. For the bigger group (A) it is easy to just camp the tombstones of their fallen comrades (so they can reclaim their stones) and loot/camp the enemies tombstones (so they cannot reclaim their stones). Result: no risk for the largest/strongest group (apart from respawning and having to run back to reclaim their stones), and no chance at all for the smaller group.
This would mean running around in large groups would basically be without any risk at all and therefore it will happen eventually.
The current system may have its flaws, but at least there's a risk for everyone, even for the people in larger groups.
No, it doesn't currently, but in combination with player tombstones, per the OP, you would have to loot TV stones from mobs as well.I see. However, getting TV stones from mobs does not require you to actually loot them. You get the stones as soon as the mob dies, regardless of whether the corpse has any additional loot on it or not. So getting your TV stone reward from players isn't any easier than getting them from mobs, like you suggested.Maybe so, but that's still the same risk as looting a mob corpse in the middle of 4 enemy players, which was what I was getting at.
I have to disagree with you there.
Trying to loot a dead corpse in the middle of 4 enemy players is nowhere near the same risk as trying to loot a dead corpse in the middle of 4 mobs.
The split must remain the same: by looting the stone you get the share of stones that you would have gotten in the current iteration system. If you loot your own, you get all stones.
Depends on your view of what AP is. I see it as an equivalent to XP, not an equivalent to Gold, and you don't loot XP. Sure you can buy stuff with AP, but it's more of a progression marker to me than a currency. TV stones are entirely a currency.olemanwinter wrote: »Someone explain to me why this system shouldn't be implemented in Cyrodiil at large for AP if it's such a great idea?
People get ganked in Cyrodiil too. People die to afk. People lag out and die. Yet there were no calls for player-animated-looting there. So what's different? People don't want to lose their stones.
This is just another "I don't want to lose my stones - no player looting!" thread disguised as something different.
Depends on your view of what AP is. I see it as an equivalent to XP, not an equivalent to Gold, and you don't loot XP. Sure you can buy stuff with AP, but it's more of a progression marker to me than a currency. TV stones are entirely a currency.olemanwinter wrote: »Someone explain to me why this system shouldn't be implemented in Cyrodiil at large for AP if it's such a great idea?
People get ganked in Cyrodiil too. People die to afk. People lag out and die. Yet there were no calls for player-animated-looting there. So what's different? People don't want to lose their stones.
This is just another "I don't want to lose my stones - no player looting!" thread disguised as something different.
And it's not an "I don't want to lose my stones" thread, it's an "I want to actually see what I earned" and "where's the risk in ganking" thread.
olemanwinter wrote: »Someone explain to me why this system shouldn't be implemented in Cyrodiil at large for AP if it's such a great idea?
People get ganked in Cyrodiil too. People die to afk. People lag out and die. Yet there were no calls for player-animated-looting there. So what's different? People don't want to lose their stones.
This is just another "I don't want to lose my stones - no player looting!" thread disguised as something different.
Depends on your view of what AP is. I see it as an equivalent to XP, not an equivalent to Gold, and you don't loot XP.
"I want to actually see what I earned"
"where's the risk in ganking" thread.
But that is not the point of this thread anyway. No one here is afraid of losing his stones... ![...]
olemanwinter You do not lose your AP if you die. Your whole post is invalid.
[...]
And it's not an "I don't want to lose my stones" thread, it's an "I want to actually see what I earned" and "where's the risk in ganking" thread.
@wraith808 equal split is consistent for everything related to PvP, which is why my stomach feeling tells me it is the way to go. Also, first come first serve will be the most toxic emvironment possible, since it will destroy faction spirit and degenerate PvP to a land of egoists.
@olemanwinter You do not lose your AP if you die. Your whole post is invalid.
olemanwinter wrote: »The risk in ganking IS GANKING. It's been made more difficult than it ever was by 2.1 changes that are already definite and yet people in this thread are asking for the entire system that effects all players to be changed (for the worse imo) to compensate against ganking which has already been nerfed.
olemanwinter wrote: »Someone explain to me why this system shouldn't be implemented in Cyrodiil at large for AP if it's such a great idea?
People get ganked in Cyrodiil too. People die to afk. People lag out and die. Yet there were no calls for player-animated-looting there. So what's different? People don't want to lose their stones.
This is just another "I don't want to lose my stones - no player looting!" thread disguised as something different.
@olemanwinter You do not lose your AP if you die. Your whole post is invalid.
olemanwinter wrote: »This is just another "I don't want to lose my stones - no player looting!" thread disguised as something different.
AP marks your progression through Alliance Ranks, AP is required to level up AvA skills, AP determines your position on the leaderboards. That's why I think of AP as a comparative thing to XP.olemanwinter wrote: »I strongly disagree with this. AP is a currency. That is it's function.Depends on your view of what AP is. I see it as an equivalent to XP, not an equivalent to Gold, and you don't loot XP.
You buy siege, repair walls, buy gear, soul gems, you can even buy armor and weapon glyphs. You buy the most powerful sets in the game with AP and AP only. Raveging, Morag Tong, Cyrodiil's Light, etc. etc.
AP is almost exactly like Tel Var stones. Calling AP the equivalent to XP seems really strange to me.
@wraith808 but "zerging" is in fact a part of the game, and rightly so. To change things to make it completely unfeasible is wrong and should not be part of any thoughts on improving the system. It should not be the best or only valid way, but that will never be done by TV stones. That task should be part of other changes.
I very much don't agree. For myself, anyway, I'm perfectly fine with losing my stones if I'm killed. It's risk/reward, and it only happens in IC, and I'm perfectly fine with that. I like this tombstone idea purely because it's a far more interesting mechanic than simply automatically getting them, it adds an additional layer of tactics, and it adds an additional layer of realism. In contrast, you don't loot AP from the corpses of the dead, so making the process of getting AP more like the actual process of looting corpses on battlefields throughout history doesn't make much sense to me.olemanwinter wrote: »Someone explain to me why this system shouldn't be implemented in Cyrodiil at large for AP if it's such a great idea?
People get ganked in Cyrodiil too. People die to afk. People lag out and die. Yet there were no calls for player-animated-looting there. So what's different? People don't want to lose their stones.
This is just another "I don't want to lose my stones - no player looting!" thread disguised as something different.
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@ToRelax I'm very aware of that, it's that other guy who brought it up.
@wraith808 but "zerging" is in fact a part of the game, and rightly so. To change things to make it completely unfeasible is wrong and should not be part of any thoughts on improving the system. It should not be the best or only valid way, but that will never be done by TV stones. That task should be part of other changes.
@Xsorus & @Darlon which is why I try to propose measures that try to resolve the identified issues without making it overly complicated compared to now. Maybe I'm not completely successful with it, try to give us better ideas
@Xsorus
A "problem" I see only in one context: The issue with spawn points in the districts. They have to be protected to prevent spawn camping. The protection on the other hand allows safe TV farming without risk of loss. Unless the mechanic of stone transfer is modified, these two points stand in direct opposition to each other.
I see a benefit in making a bait role in group pvp attractive by giving a chance to recover ones own stones, if their sacrifice helps the group win. This is more to give an incentive for those players that take on the role of tank for the prevalent pve encounters in there.
If it were not for these two points, I actually would not partake in the discussion at all, since I do agree that ESO pvp is too fast-paced for that mechanic. Nonetheless, I can see the point the other participants are making and thus have included them in my argumentation.
@wraith808
You are right to point out this distinction. But even from this point of view, I'd say that other mechanisms are much better suited to enforce that behaviour, compared to TV loot mechanics. The risk is too high for that blowing up in our faces.
But maybe we just have to agree to disagree on that point.
You are right to point out this distinction. But even from this point of view, I'd say that other mechanisms are much better suited to enforce that behaviour, compared to TV loot mechanics. The risk is too high for that blowing up in our faces.
But maybe we just have to agree to disagree on that point.