I feel like it should be 100%, but only up to 100% of the stones that the killer is carrying. So for example, if I am carrying 1000 stones and I kill you, I should get all of your stones but only up to 1000.
Emma_Eunjung wrote: »NeillMcAttack wrote: »Emma_Eunjung wrote: »NeillMcAttack wrote: »I just want to say that I enjoy the system the way it is simply because it works. It Incentivizes' group play, communication, awareness and planning. Without any risk all you would have is what occurs in the arena district during prime time, a cluster f**k.
I also feel the structure would benefit from MORE risk, not less. Hear me out. At the moment the most boring and counter productive thing in the sewers IMO is the cheap and easy suicide option. This effecient means of banking stones means that you never have the option to earn your stones back. If players had to run the stones home to bank them it would give much more excitement, more reason to group up small scale, and a chance to have your stones earned back by cutting them off on their way back to the base.
Get me unstuck and suicide should not be most effecient way to "earn" stones.
You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.
If anything, ZOS needs to makes changes that even the odds for the victims:
1) Make Sigils available for gold at reasonable price.
2) Make Sigils work IMMEDIATELY so that you can't be ganked while using them.
3) Change doors and gates so that they can be used in combat and work immediately.
4) Provide safe spaces in your own faction's sewer system that give PvP immunity, but only to members of that faction.
These changes would only be a START to addressing the massive imbalances that favor gankers over grinders! What we really need is a separate IC campaign just for PvE. They can give the MOBS 80% of my stones in order keep the "risk vs. reward" balance.
If one could not simply *poof* from the sewers at least you would have a chance at earning your stones back.
You will have to elaborate on what you refer to as a ganker, because to be ganked you need to be outnumbered as far as I unterstand it.
When I say "poof", I'm referring to the fact that most of these guys are Nightblades who use Cloak to move through the sewers undetected.
Basically, I define a ganker as anybody who goes into another faction's section of the sewer and kills players for their stones. They typically run in groups of 2 to 4, but there are plenty of them who run solo, too. If they are stam builds, they use a lot of gap closers and Wrecking Blows or Surprise attacks. If they are magicka builds, the dangerous ones tend to rely on Detonation and Bats.
If you drop a lot of stones (1000+), they never seem to stick around to see if you come back for revenge. Instead, you see them again 10 or 15 minutes later when you've built up another stash of stones
Emma_Eunjung wrote: »Emma_Eunjung wrote: »NeillMcAttack wrote: »I just want to say that I enjoy the system the way it is simply because it works. It Incentivizes' group play, communication, awareness and planning. Without any risk all you would have is what occurs in the arena district during prime time, a cluster f**k.
I also feel the structure would benefit from MORE risk, not less. Hear me out. At the moment the most boring and counter productive thing in the sewers IMO is the cheap and easy suicide option. This effecient means of banking stones means that you never have the option to earn your stones back. If players had to run the stones home to bank them it would give much more excitement, more reason to group up small scale, and a chance to have your stones earned back by cutting them off on their way back to the base.
Get me unstuck and suicide should not be most effecient way to "earn" stones.
You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.
If anything, ZOS needs to makes changes that even the odds for the victims:
1) Make Sigils available for gold at reasonable price.
2) Make Sigils work IMMEDIATELY so that you can't be ganked while using them.
3) Change doors and gates so that they can be used in combat and work immediately.
4) Provide safe spaces in your own faction's sewer system that give PvP immunity, but only to members of that faction.
These changes would only be a START to addressing the massive imbalances that favor gankers over grinders! What we really need is a separate IC campaign just for PvE. They can give the MOBS 80% of my stones in order keep the "risk vs. reward" balance.
How is losing 80% of your stones to mobs any different from losing them to s player?Their no risk in facing a Mob their risk in facing a Player.Also you have to remember even Gankers can get gank. I have to ask why is dying to a player so frightening but dying to a NPC is fine.Is it a a problem admitting someone better then you.
PvE grinders are built to fight PvE mobs, so it's a much more balanced fight. Losing stones to a mob would be annoying, but it wouldn't be nearly as humiliating as knowing that there's a human being out there that is actually PROFITING from your misery... and enjoying it!
Personally, I don't think ganking Tel Var stones should even be possible, but since that's not likely to change, the least ZOS can do is give grinders a chance to escape.
I feel like it should be 100%, but only up to 100% of the stones that the killer is carrying. So for example, if I am carrying 1000 stones and I kill you, I should get all of your stones but only up to 1000.
NeillMcAttack wrote: »KoshkaMurka wrote: »Emma_Eunjung wrote: »You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.
This.
There's 0 risks for gankers, even if they die, they wont even need to pay for repairs.
If a pve farmer dies, he basically loses the time he spent on farming. Considering that most of IC gankers are cowardly players who will only land killing blow when the mobs did the most of the job, this is just stupid.
I dont consider IC to be fully-fledged pvp zone, its just weird hybrid that promotes griefing.
If you are being killed by one guy lurking in stealth waiting for an opportunity to kill you, why are you not grouped with players you can communicate with? Did you have a healer near by? IC promotes group play, it even rewards small group play with greater stone multiplayer relative to time it takes to farm.
What is it about the zone that makes you think it's an efficient place to farm solo??
x_Nathan_F wrote: »It's even worse when you have multiple adds on you and they gank you its a really unfair system!.
NeillMcAttack wrote: »Emma_Eunjung wrote: »NeillMcAttack wrote: »Emma_Eunjung wrote: »NeillMcAttack wrote: »I just want to say that I enjoy the system the way it is simply because it works. It Incentivizes' group play, communication, awareness and planning. Without any risk all you would have is what occurs in the arena district during prime time, a cluster f**k.
I also feel the structure would benefit from MORE risk, not less. Hear me out. At the moment the most boring and counter productive thing in the sewers IMO is the cheap and easy suicide option. This effecient means of banking stones means that you never have the option to earn your stones back. If players had to run the stones home to bank them it would give much more excitement, more reason to group up small scale, and a chance to have your stones earned back by cutting them off on their way back to the base.
Get me unstuck and suicide should not be most effecient way to "earn" stones.
You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.
If anything, ZOS needs to makes changes that even the odds for the victims:
1) Make Sigils available for gold at reasonable price.
2) Make Sigils work IMMEDIATELY so that you can't be ganked while using them.
3) Change doors and gates so that they can be used in combat and work immediately.
4) Provide safe spaces in your own faction's sewer system that give PvP immunity, but only to members of that faction.
These changes would only be a START to addressing the massive imbalances that favor gankers over grinders! What we really need is a separate IC campaign just for PvE. They can give the MOBS 80% of my stones in order keep the "risk vs. reward" balance.
If one could not simply *poof* from the sewers at least you would have a chance at earning your stones back.
You will have to elaborate on what you refer to as a ganker, because to be ganked you need to be outnumbered as far as I unterstand it.
When I say "poof", I'm referring to the fact that most of these guys are Nightblades who use Cloak to move through the sewers undetected.
Basically, I define a ganker as anybody who goes into another faction's section of the sewer and kills players for their stones. They typically run in groups of 2 to 4, but there are plenty of them who run solo, too. If they are stam builds, they use a lot of gap closers and Wrecking Blows or Surprise attacks. If they are magicka builds, the dangerous ones tend to rely on Detonation and Bats.
If you drop a lot of stones (1000+), they never seem to stick around to see if you come back for revenge. Instead, you see them again 10 or 15 minutes later when you've built up another stash of stones
It sounds like you are getting outplayed tbh. Do you play in a group yourself? A well organised group doesn't fear 2-4 nightblades. I'm honestly not trying to sound cocky or condescending, I just really enjoy the gameplay involved in the sewers. And I feel like you and many others would enjoy it a lot more too if you played in an organized group.
P.S I always have my radiant magelight up, I can't count how many times nightblades have tried to run past me and been killed by my group.
NeillMcAttack wrote: »KoshkaMurka wrote: »Emma_Eunjung wrote: »You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.
This.
There's 0 risks for gankers, even if they die, they wont even need to pay for repairs.
If a pve farmer dies, he basically loses the time he spent on farming. Considering that most of IC gankers are cowardly players who will only land killing blow when the mobs did the most of the job, this is just stupid.
I dont consider IC to be fully-fledged pvp zone, its just weird hybrid that promotes griefing.
If you are being killed by one guy lurking in stealth waiting for an opportunity to kill you, why are you not grouped with players you can communicate with? Did you have a healer near by? IC promotes group play, it even rewards small group play with greater stone multiplayer relative to time it takes to farm.
What is it about the zone that makes you think it's an efficient place to farm solo??
I feel like it should be 100%, but only up to 100% of the stones that the killer is carrying. So for example, if I am carrying 1000 stones and I kill you, I should get all of your stones but only up to 1000.
Read again, I am not crying I am stating facts and its worse not "worst".Hey it could be way worst so stop crying.At least you keep something from dying.x_Nathan_F wrote: »Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?
I feel like it should be 100%, but only up to 100% of the stones that the killer is carrying. So for example, if I am carrying 1000 stones and I kill you, I should get all of your stones but only up to 1000.
DRXHarbinger wrote: »Apex Predators like me are around every corner, but seriously I notice most of the people I gank are always sprinting around, stop rushing, kill the ads and back in stealth, I just wait for your health bar to drop and then ambush combo and you're gone, it doesn't matter if you're in a group or not, if you are then I'll pick off the straggler at the back, he'll be dead before back up arrives and I'm long gone ( or waiting nearby to ambush the res for more stonage)
A better safeguard isn't to carry a healer with you, but a NB friend, someone who cannot be seen so easily and not expected by many of the pro gankers out there, I once had some kid pay me with an Aorc Motif to accompany him round out of group (so he got 100% of the stones ) and just protect him, you'd be amazed how weak some gankers actually are.
EnemyOfDaState wrote: »IC is a risk reward system with no worthwhile rewards. I really don't understand the appeal.
x_Nathan_F wrote: »Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?
x_Nathan_F wrote: »Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?
your looking at this wrong you gain 80% when you kill someone
x_Nathan_F wrote: »It's even worse when you have multiple adds on you and they gank you its a really unfair system!.
x_Nathan_F wrote: »x_Nathan_F wrote: »Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?
your looking at this wrong you gain 80% when you kill someone
I had exactly 1000 got ganked ended up with 200 you sure?
x_Nathan_F wrote: »x_Nathan_F wrote: »Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?
your looking at this wrong you gain 80% when you kill someone
I had exactly 1000 got ganked ended up with 200 you sure?
NeillMcAttack wrote: »KoshkaMurka wrote: »Emma_Eunjung wrote: »You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.
This.
There's 0 risks for gankers, even if they die, they wont even need to pay for repairs.
If a pve farmer dies, he basically loses the time he spent on farming. Considering that most of IC gankers are cowardly players who will only land killing blow when the mobs did the most of the job, this is just stupid.
I dont consider IC to be fully-fledged pvp zone, its just weird hybrid that promotes griefing.
If you are being killed by one guy lurking in stealth waiting for an opportunity to kill you, why are you not grouped with players you can communicate with? Did you have a healer near by? IC promotes group play, it even rewards small group play with greater stone multiplayer relative to time it takes to farm.
What is it about the zone that makes you think it's an efficient place to farm solo??
Hmmm. As a ganker myself, I would like to give a bit of a disclaimer to comments like these to the PVE audience. Don't feel safe just because you are in a group, and don't think for a second that's going to save your hide. My biggest hiests have, without a doubt, come from groups. Someone falls slightly behind, whack them and disappear before the group finds you (its not uncommon to stalk a group for 5 or so minutes figuring out who the weak ones are). While groups can add a safety factor - they are also easier to track, far more careless and are likely to have stones (which means if a solo ganker can't get you, he/she will come back with more).
My best advice, spend a couple of nights ganking other PVE'rs and try escaping, once you figured out how to escape with your heist it becomes much easier to defend you're own stones when you have them
It sounds like crying to me.Check again I think your mistaken.x_Nathan_F wrote: »Read again, I am not crying I am stating facts and its worse not "worst".Hey it could be way worse so stop crying.At least you keep something from dying.x_Nathan_F wrote: »Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?I feel like it should be 100%, but only up to 100% of the stones that the killer is carrying. So for example, if I am carrying 1000 stones and I kill you, I should get all of your stones but only up to 1000.
This
I cannot tell you how many gankers come down with 0 Tel vars, I mean why should we lose tel vars if they can't.
It sounds like crying to me.Check again I think your mistaken.x_Nathan_F wrote: »Read again, I am not crying I am stating facts and its worse not "worst".Hey it could be way worse so stop crying.At least you keep something from dying.x_Nathan_F wrote: »Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?I feel like it should be 100%, but only up to 100% of the stones that the killer is carrying. So for example, if I am carrying 1000 stones and I kill you, I should get all of your stones but only up to 1000.
This
I cannot tell you how many gankers come down with 0 Tel vars, I mean why should we lose tel vars if they can't.
Sorry but that's just stupid if they do that they should just allow you to keep your all your stones when you die.Thats what your basically asking for.If we did that most people will barely every lose Stones and their no Risk involved for anyone [/quote
I checked again and I wasn't cryingand I'm terrible and maths but i suggested a 50% loss which is means you lose 50% not all