Merlin13KAGL wrote: »Preface: I jumped in Cyrodiil early on, have no issue with skilled PvP (24 man blob spamming a button isn't "skill."), and can handle myself just fine, solo and in group.
With that out of the way, here we go:
@wraith808, took me a sec. (It's a link, for those that also initially missed it.)
There should be loss, but you should have to loot it. Whether the above method or an alternative. The gankers should have to come out of the hidey hole to collect their winnings. Drop someone in a 20-man? Count on wading in to collect your loot, killing the other 19, die trying, or forfeit your winnings.
I realize there are counters to stealth, but nothing should auto-credit anything other than AP. Come and actually get it. @Darlgon only for the first kill, not for repeat kills within a certain timeframe. After the insta-respawn ("Release"), there are no more stones nor AP to be had from killing the same person for a period of time, per the patch notes. It's directly counter to the one doing the killing, however, as they are the only ones that stand to lose anything at that point.
Essentially, you can respawn and return to fight 100 times without real consequence after the first death, full stats, and only a little armor damage.
It's also a bad mechanic (insta rez). It gives you a chance to restore your stones (part of them, anyway) and is nothing more than a thorn in the live person's side. (We had someone come back no less than 5 times last night, insistent on something. He died no less than five times.) @zornyan , these don't exist anymore. Read the patch notes, please find a clue. @Recremen , @Rodvic Well stated, and very true. @Dru1076 , I actually think it's one of the few things they gotten pretty darn close to right for quite some time.
The part both sides are missing is that you don't want people to not go there - the idea behind it is to draw in both crowds to a little of the "other side." "Don't go there" shouldn't be the extreme option of choice.
The problem lays in those that didn't go to Cyro early and have had less than desirable experiences there, long before Tel Var was ever a "thing." (I understand the argument early that they had the option to go and learn. Doesn't matter why they did not, the point is, they did not but are doing so now.)
You want people to want the new experience. It provides a full population, it's provides a resource (people, challenge, and of course, stones.)
There needs to be a medium of some sort for those that are not as well versed in PvP. I still like the idea of buffs / limited immunity (limited is the key word here) for those of low Alliance Rank.
New PvE'ers getting their first taste of Cyrodiil via IC are probably not going to leave with a good taste in their mouth, they're just going to leave.
You want them to come back. You want them to become more proficient.
You want challenging PvP, right? Ganking for ganking purposes has always been a thing, @Selique, is correct in this.
You have to evolve.
It is a hybrid situation, a very cool and dangerous one, at the moment.
I'd like to see an adjustment to the mechanic where the greater the odds, the lower the number of stones you lose if you die. It would, for lack of a better pun, "Kill two birds with one stone."
There is no "skill" in zerging 20:1 - there should be less reward from it. (I realize the stones are divided 20 ways, but I'm talking in terms of the original loss, then divided 20 ways.)
There is (potentially) tremendous skill in killing when then odds are 1:20. This should reap the most benefit. 1v1, 10v10, 24v24 etc should be somewhere in between.
Consider it an "underdog" telvar gain/loss bonus.
It would give even less incentive to zerg vs smaller numbers. It would help promote effective group play and would be something in between what it is now and the opposing extreme the OP offers up.
There would be incentive to keep coming back, to get better, and to experience every aspect of the game.
Presently, PvE'ers don't want to step into the ring at all. PvP'ers look at PvE'ers and say "To get better at boxing, you just have to stand there and get punched in the face."
Split the difference and both sides win.
I'll be there.
I'd like for people like OP to want to be there too.
The Creative Director already said it is for the PvPers. That Orsinium would be their love letter to PvEers. Seems like it's not the other people that don't pay attention to the Devs.
Emma_Eunjung wrote: »
The devs say one thing, but their marketing people say something else. The OFFICIAL announcement of Imperial City was full PvE references: http://www.elderscrollsonline.com/en-us/news/post/2015/07/15/imperial-city-launch-details
Even the ad on the ESO homepage makes it sound like PvE story content, quests and dungeons are the focus of the IC DLC:
Of course, PvP IS a central part of the IC, but that doesn't mean that the PvE parts aren't important, too.
This is pettiness in it's purest form.
"I don't care about Tel Var Stones at all and they're going to try and kill me anyway, but I'd rather they didn't gain any from my dead because screw them".
Why do you guys care so much if someone doesn't want in on this Game of Stones? I cant believe some of the posts in here.
In all honesty, if IC is supposed to be the place that merges PVE and PVP, it's not very well thought out at all. There is nothing that most PVE players will find attractive about becoming gank bait. The mindset of strict PVE players and PVP players is so completely different I don't know that any game will ever achieve making both camps happy. And I fear in the attempt we shall end up with a game that pleases nobody.
There weren't enough times allowed for me to click agree so I felt compelled to post a quote explaining that I couldn't agree more with you. So petty and foolish.
There weren't enough times allowed for me to click agree so I felt compelled to post a quote explaining that I couldn't agree more with you. So petty and foolish.
Emma_Eunjung wrote: »
I don't know who that guy is quoting, but it's not me. I never said "I don't care about Tel Var stones". I you read my comments throughout the thread, I think I've explained multiple times that I simply want the option not be forced to loot TV stones ALL THE TIME. That doesn't mean I'm not interested in acquiring TV stones at some point.
But of course logical explanations mean nothing to you, because you are only interested in defending the despicable Gank'n'Loot mechanic.
Emma_Eunjung wrote: »
Your idea of a "poor sport" is extremely warped. Tel Var stone looting is the equivalent of jumping over the net in a tennis match and hitting the other player over the head with your racquet so you can steal his wallet!
BrosephMcDudeBro wrote: »Man, there are some seriously affected people playing this game. Here's a tip: see a therapist if dying in a PVP zone and losing TV stones "ruins your day."
The OP's basic concern is that they don't want people to be rewarded for PvPing them.
I think that's a load of bull, because now, you want to deny a feature to players who enjoy that feature because you get bumhurt over the fact they GAIN something from killing you.
That's AS selfish as the gankers. And guess what... You'll STILL get ganked, and made fun of even if you DON'T have TV stones. Its the internet.
So it solves nothing to enable any option to not pick them up. Its a spiteful suggestion.
This.
WhiskeyRiver.AZub17_ESO wrote: »
Again,to someone who doesnt pay attention to the Devs,..it is NOT a PvP zone.IT IS FOR BOTH PvPers AND Pvers.OK? Can you wrap your mind around this concept?