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Increase tel var drops by each member in a group, yes/no?

generalmyrick
generalmyrick
✭✭✭✭✭
Increase tel var drops by 1% per member in a group that kills the mob/boss/etc. to a max of 24%
help with the toxic imp city chat, boss stealing, etc.
"The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.

Increase tel var drops by each member in a group, yes/no? 55 votes

yes
20%
Ketarmishkkravaritieb17_ESODanteYodaJailbirdyThe_ProtagonistsharquezShardan4968generalmyrickColecovisionJamelielhaygrubb 11 votes
no
78%
SolarikenAcrolasotis67Animus-ESOidkBlobskyChrlynschAhPook_Is_HereSkoomahBashevghwaiteEdziuLettigallNiclasFridholmSmoltMayraelBlinkOdinForgeApheriusVaoh 43 votes
other
1%
Katahdin 1 vote
  • casparian
    casparian
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    no
    What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.

    I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • generalmyrick
    generalmyrick
    ✭✭✭✭✭
    yes
    casparian wrote: »
    What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.

    I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.

    i thought mmo's were supposed to encourage group play?
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • Solariken
    Solariken
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    no
    IMO you should get 0 stones if in a group larger than 4.
  • Apherius
    Apherius
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    no
    casparian wrote: »
    What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.

    I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.

  • casparian
    casparian
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    ✭✭✭
    no
    casparian wrote: »
    What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.

    I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.

    i thought mmo's were supposed to encourage group play?

    They are! Group play is great and the most fun I've had in this game is in groups. But MMOs are supposed to provide incentives for both large and small groups. Put another way, there should be tasks or objectives that large groups are better at, and tasks or objectives that small groups are better at. That's the best way to make sure that everyone's preferred group playstyle has a place, that there's something for everyone to do.

    Currently, ESO almost exclusively incentivizes large group play. There are very few things that can be done well in a small group that can't be done more efficiently with a large group, and no meaningful trade-offs that you incur for being part of a large group. That's one of the top two or three problems with Cyrodiil's current design, IMO.

    Existing game mechanics (enclosed spaces, diminishing TV returns, etc.) suggest that IC is supposed to incentivize smaller group play. I don't believe the existing mechanics are doing this well enough, as it seems that most players would still prefer to go there in a large group. I would be fine with changing IC mechanics to encourage large groups instead only if further changes were made to IC or overland Cyrodiil to give small groups more of a place.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • generalmyrick
    generalmyrick
    ✭✭✭✭✭
    yes
    casparian wrote: »
    casparian wrote: »
    What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.

    I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.

    i thought mmo's were supposed to encourage group play?

    They are! Group play is great and the most fun I've had in this game is in groups. But MMOs are supposed to provide incentives for both large and small groups. Put another way, there should be tasks or objectives that large groups are better at, and tasks or objectives that small groups are better at. That's the best way to make sure that everyone's preferred group playstyle has a place, that there's something for everyone to do.

    Currently, ESO almost exclusively incentivizes large group play. There are very few things that can be done well in a small group that can't be done more efficiently with a large group, and no meaningful trade-offs that you incur for being part of a large group. That's one of the top two or three problems with Cyrodiil's current design, IMO.

    Existing game mechanics (enclosed spaces, diminishing TV returns, etc.) suggest that IC is supposed to incentivize smaller group play. I don't believe the existing mechanics are doing this well enough, as it seems that most players would still prefer to go there in a large group. I would be fine with changing IC mechanics to encourage large groups instead only if further changes were made to IC or overland Cyrodiil to give small groups more of a place.

    you would say the current state of IC is --> lonely, just right, or too crowded?
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • casparian
    casparian
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    ✭✭✭
    no
    casparian wrote: »
    casparian wrote: »
    What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.

    I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.

    i thought mmo's were supposed to encourage group play?

    They are! Group play is great and the most fun I've had in this game is in groups. But MMOs are supposed to provide incentives for both large and small groups. Put another way, there should be tasks or objectives that large groups are better at, and tasks or objectives that small groups are better at. That's the best way to make sure that everyone's preferred group playstyle has a place, that there's something for everyone to do.

    Currently, ESO almost exclusively incentivizes large group play. There are very few things that can be done well in a small group that can't be done more efficiently with a large group, and no meaningful trade-offs that you incur for being part of a large group. That's one of the top two or three problems with Cyrodiil's current design, IMO.

    Existing game mechanics (enclosed spaces, diminishing TV returns, etc.) suggest that IC is supposed to incentivize smaller group play. I don't believe the existing mechanics are doing this well enough, as it seems that most players would still prefer to go there in a large group. I would be fine with changing IC mechanics to encourage large groups instead only if further changes were made to IC or overland Cyrodiil to give small groups more of a place.

    you would say the current state of IC is --> lonely, just right, or too crowded?

    Good question. I'd say it's current state is inconsistent. Sometimes I'll go in there and there are maybe three other players in the districts across all alliances. Other times there's just one 20-man group and a couple of soloers on other alliances trying to stay away from them. And sometimes (rarely) there are multiple smaller groups (2-6 players each) running around chasing different objectives.

    In my experience, the only consistent, meaningful PVP that happens in IC happens in the last case. When it's just one 20-man group down there, it's vanishingly rare for another 20-man to come down and challenge them. Maybe your experience is different, but in my experience at least, there's no consistent PVP to be found in the districts unless there are multiple small groups down there.

    Maybe changing IC mechanics to favor large groups would help make large group battles happen there more often, and maybe that would be better than the status quo. But I suspect not: currently, if you're in a large group down there you're almost certainly not searching for another large group to fight, you're looking to PVE bosses for Tel Var. Large groups in IC don't want more large groups to fight, they want a better farming experience. Small groups in IC are looking for PVP, and gaining Tel Var is a secondary concern at best. Since IC is the one PVP DLC we have, I suggest that IC should be tweaked to encourage more PVP down there (and thus more incentives to be in a small group), not more PVE farming.

    Unless ZOS prefers to relegate small-scalers to BGs, in which case many of us are just going to leave and go to CU.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • generalmyrick
    generalmyrick
    ✭✭✭✭✭
    yes
    casparian wrote: »
    casparian wrote: »
    casparian wrote: »
    What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.

    I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.

    i thought mmo's were supposed to encourage group play?

    They are! Group play is great and the most fun I've had in this game is in groups. But MMOs are supposed to provide incentives for both large and small groups. Put another way, there should be tasks or objectives that large groups are better at, and tasks or objectives that small groups are better at. That's the best way to make sure that everyone's preferred group playstyle has a place, that there's something for everyone to do.

    Currently, ESO almost exclusively incentivizes large group play. There are very few things that can be done well in a small group that can't be done more efficiently with a large group, and no meaningful trade-offs that you incur for being part of a large group. That's one of the top two or three problems with Cyrodiil's current design, IMO.

    Existing game mechanics (enclosed spaces, diminishing TV returns, etc.) suggest that IC is supposed to incentivize smaller group play. I don't believe the existing mechanics are doing this well enough, as it seems that most players would still prefer to go there in a large group. I would be fine with changing IC mechanics to encourage large groups instead only if further changes were made to IC or overland Cyrodiil to give small groups more of a place.

    you would say the current state of IC is --> lonely, just right, or too crowded?

    Good question. I'd say it's current state is inconsistent. Sometimes I'll go in there and there are maybe three other players in the districts across all alliances. Other times there's just one 20-man group and a couple of soloers on other alliances trying to stay away from them. And sometimes (rarely) there are multiple smaller groups (2-6 players each) running around chasing different objectives.

    In my experience, the only consistent, meaningful PVP that happens in IC happens in the last case. When it's just one 20-man group down there, it's vanishingly rare for another 20-man to come down and challenge them. Maybe your experience is different, but in my experience at least, there's no consistent PVP to be found in the districts unless there are multiple small groups down there.

    Maybe changing IC mechanics to favor large groups would help make large group battles happen there more often, and maybe that would be better than the status quo. But I suspect not: currently, if you're in a large group down there you're almost certainly not searching for another large group to fight, you're looking to PVE bosses for Tel Var. Large groups in IC don't want more large groups to fight, they want a better farming experience. Small groups in IC are looking for PVP, and gaining Tel Var is a secondary concern at best. Since IC is the one PVP DLC we have, I suggest that IC should be tweaked to encourage more PVP down there (and thus more incentives to be in a small group), not more PVE farming.

    Unless ZOS prefers to relegate small-scalers to BGs, in which case many of us are just going to leave and go to CU.

    excellent points.
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • Qbiken
    Qbiken
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    It´s not "your boss" just because you´ve started attacking it. Kill it faster or be prepared that other´s will kill it too.
  • generalmyrick
    generalmyrick
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    yes
    OdinForge wrote: »
    casparian wrote: »
    What PVP in this game needs is more mechanics that punish you for staying in the safety of a large group, not fewer.

    I'd prefer the extreme measure of capping Tel Var recipients at 6 per group. The current system is obviously not doing enough to discourage large-group play in IC.

    This.

    OP can't beat sorcs. proof?

    Or bosses without a group apparently. proof?
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • Blobsky
    Blobsky
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    no
    I think I'll pass on more zergs
    Yt Channell: Blobsky

    DC EU Nightblade
    Owner of 'The Travelling Merchant' - Craglorn trade guild since near release!
  • idk
    idk
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    no
    There are already mechanics for increasing tev var and it is based on risk.

    OP is suggesting increasing Tel var based on reducing risk which goes against logic and encourage large zerg groups which seems to go against IC to begin with.

    So no. It certainly would do nothing to help IC. At least that is not how this is being presented not would it be logical to conclude it would.
    Edited by idk on July 2, 2018 4:42PM
  • Animus-ESO
    Animus-ESO
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    no
    They need to limit tel var gain to 4 people per group. Also. They need the districts to behave like camps. Too often I jave wiped out a group of 6 trying to farm bosses only to have them respawn in the district 3 -4 times as I'm mowing them all down only to have them overwhelm my regen or draw out the fight long enough for all of them to beat on me at the same time. 1 respawn is fine. But the current system punishes the better players way too hard. I say if they die twice they can only respawn in the sewers until a 2 -5 min timer ticks down. Also; I don't think there should be a ladder to every district in every alliances base. Only a ladder to the districts closest to the base. If people need to walk back after they lose their districts it will make there deaths have more weight. I want PvP to mean something in IC.
    Dude Where's My Guar?
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