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Should telvar loss to players be modified?

  • Mr_Walker
    Mr_Walker
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    Runs wrote: »
    How much you lose should be dynamic based on how much the person/people killing you are holding.


    You shouldn't lose any when someone who has none of their own to lose attacks you.

    NPCs are fine at 50%

    I like this idea! Could work off the killers multiplier. Elegant.

    0x = 10%
    1x = 20%
    2x = 30%
    3x = 40%
    4x = 50%

    It makes gankers either play it safe, or also risk big losses. No more sitting around with empty pockets waiting to win the lottery.
    coop500 wrote: »
    Not sure why all the PVPers are advocating to keep a dead place dead... Like, surely activity is what PVPers want right?

    Gamers aren't generally known for having much foresight.

    Edited by Mr_Walker on September 14, 2018 2:32AM
  • ruikkarikun
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    Yes, remove the loss entirely
    Yes. Because getting ganked by zerg or smallscale is stupid.
  • Fur_like_snow
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    Yes, remove the loss entirely
    Make IC great again.
  • Priyasekarssk
    Priyasekarssk
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    Yes, make it only 25%
    Didgerion wrote: »
    A total redesign of the area is required.

    The thievery element needs to be removed from the game as it is too toxic.

    This game is designed for nightblades. Only nightblades. Serve the master class even its destroying the game.
    Edited by Priyasekarssk on September 14, 2018 4:47AM
  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    Yes, put it back to the original 80%
    yes this thread is 2 casual friendly...put back 80% loss and why? cuz then players will l2p and with the fear of failure they will get better.
  • Jhalin
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    Yes, make it only 25%
    yes this thread is 2 casual friendly...put back 80% loss and why? cuz then players will l2p and with the fear of failure they will get better.

    People fear the failure so much that they never come back. That’s a problem if you want people to actually yknow, play the content
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Yes, make it a 100% loss
    coop500 wrote: »
    Not sure why all the PVPers are advocating to keep a dead place dead... Like, surely activity is what PVPers want right?

    It’s dead because of PvEer they remade around PvE goals and rewards. With the buildings, areas cut off by a loading screen and the sewers you could have had some very good fights.

    But no O or D-ticks nothing to take but flags which only buff the the PvE side of it and NPCs everywhere plus strong bosses. This is a PvP zone PvE have the whole game. PvE players killed IC. Like 99% of the things added to the game it was for PvE.

    Yes PvP is the reason powers are changed but it also shakes up PvE so you are not running the same old thing.
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  • FloppyTouch
    FloppyTouch
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    No it's fine the way it is
    Fine the way it is. It give reward to pvp players that can kill and brings them to ic and if you are farming tel var it's not a full lost. I think we should lose less from dying from npc or bosses though.
  • DanteYoda
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    Yes, remove the loss entirely
    Man... I didn't even know there was a loss... makes even more reason to never go in IC
  • Mayrael
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    No it's fine the way it is
    Danksta wrote: »
    Mayrael wrote: »
    Votes of PvE players shouldn't count as they don't play there anyway. Remove Tel Vars loss from PvP death and you can basically turn IC into PvE zone as there will be literally no reason for PvPers to run around there.

    Lmao!! You know how many pots you go through raiding as a dps?? And IC is the best place to get flowers but PvE'ers don't go there? Looool

    So because PvErs need flowers we need to change PvP zone into kindergarten so they can get them easier, though they already have an option to do it outside of PvP, destroying this way IC for PvPers?

    You run trials? You want to get flowers for Tel Vars? Solution is simple. Prepare for PvP, learn how to survive and farm them as much as you want, nobody is stopping you. Just as PvPers need to have PvE setups and knowledge to get the gear they want, PvErs should have PvP setups and knowledge to get the things they want from PvP. Simple and fair.
    Edited by Mayrael on September 14, 2018 10:22AM
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  • Aurielle
    Aurielle
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    No it's fine the way it is
    Mayrael wrote: »
    Danksta wrote: »
    Mayrael wrote: »
    Votes of PvE players shouldn't count as they don't play there anyway. Remove Tel Vars loss from PvP death and you can basically turn IC into PvE zone as there will be literally no reason for PvPers to run around there.

    Lmao!! You know how many pots you go through raiding as a dps?? And IC is the best place to get flowers but PvE'ers don't go there? Looool

    So because PvErs need flowers we need to change PvP zone into kindergarten so they can get them easier, though they already have an option to do it outside of PvP, destroying this way IC for PvPers?

    You run trials? You want to get flowers for Tel Vars? Solution is simple. Prepare for PvP, learn how to survive and farm them as much as you want, nobody is stopping you. Just as PvPers need to have PvE setups and knowledge to get the gear they want, PvErs should have PvP setups and knowledge to get the things they want from PvP. Simple and fair.

    I get the sense that @Danksta is laughing at PVEers who DON’T go to IC for fear of encountering PVP, but I could be wrong.

    In some ways, it’s nice that PVEers are scared to go to the sewers, even on underpopulated campaigns. More tel var for me to farm without competition, more easy Columbine to collect. :)
  • redlink1979
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    No it's fine the way it is
    50% is more than fine, no problem there. Or do you wish to turn the IC into Cyrodiil part 2?! Lmao
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  • Arrodisia
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    Yes, make it only 25%
    Imho, we should still have something to win from the players in IC, but 50% is a bit too much, especially for those just learning how to play. However, if the majority of the PvP player base and ZOS can't reach a compromise, then maybe it should be redesigned. I also think that IC should be a separate zone with it's own queue.
    Edited by Arrodisia on September 14, 2018 10:44AM
  • Mr_Walker
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    yes this thread is 2 casual friendly...put back 80% loss and why? cuz then players will l2p and with the fear of failure they will get better.

    Genius. As long as you want IC to be emptier than it normally is. I assume that was the intent right? Or maybe this was satire? I should never underestimate dim-witted self interest....

  • ghwaite
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    Yes, put it back to the original 80%
    rumple9 wrote: »
    Only NBs voting for 80%

    Nope
    Any connection between your reality and mine is purely coincidental.
  • Biro123
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    I kind of think that Tel-Var should be 'generated' when you kill someone.. Make it more attractive for PVE-ers and not so reliant on somebody farming the Tel-Var off mobs first.


    So maybe reduce the loss to 25%, but have the victor gain 75% (ie 50% created from thin air!).. Hm, nah.. maybe not - on second thoughts that's gonna be massively open to abuse.
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  • josh.lackey_ESO
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    Yes, remove the loss entirely
    IC is not a PvP zone -- it is a PvE zone meant for farming NPC's for currency. They just slapped on a ganking/griefing element to cater to nightblade trolls. Just like every other facet of the game, toxic nb players get the game designed so that everyone is forced to become victims in order to achieve objectives.
  • Maggi12
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    solutions:
    A) telvar-saver-buff:
    winning PvP battle gives you a cumulative buff, wich either prevents telvar loss or changes telvar-loss-multiplier!
    pros: good PvP players will not feel any difference, except some cases, when they will decide to be more aggressive.
    cons: it may hurt PvE players, so this idea is not so good.

    B.) telvar-lose-threshold
    maximum amount of telvars player can lose is fixed (say, 5k). So player still loses X% of telvars, but no more than fixed threshold.

    C) telvar-thirsty
    After gaining any amount (?) of telvars player get a buff, which modifies telvar-loss-multiplier.

    D) Modifying the +33% buff from controlling alliance flag: now you will get +33% telvars and telvar-loss-multiplier decreases (say, -3%)

    E) Telvar-checkpoints
    After gaining next 10k telvars they will be fixed and it will be impossible to lose them. But if you die: you lose 100% of telvars.
    For example:
    if player has 29999 telvars and he dies - he loses 9999 telvars.
    if player has 30011 telvars and he dies - he loses 11 telvars.
    Edited by Maggi12 on September 14, 2018 12:59PM
  • Silver_Strider
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    Yes, put it back to the original 80%
    IC is not a PvP zone -- it is a PvE zone meant for farming NPC's for currency. They just slapped on a ganking/griefing element to cater to nightblade trolls. Just like every other facet of the game, toxic nb players get the game designed so that everyone is forced to become victims in order to achieve objectives.

    That fact that you have to queue into PvP and ride thru a PvP zone to even get to IC speaks otherwise.
    Argonian forever
  • Drakoleon
    Drakoleon
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    Yes make it... (insert your idea via comments)
    100%+ let the winner loot armor, weapons and bank too cause losers are...losers right?...SO ...more people will join IC...or its fine as is ??? Anyways nobody goes there except...event days. *** it who cares....
  • Salvas_Aren
    Salvas_Aren
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    Yes, make it a 100% loss
    Drakoleon wrote: »
    100%+ let the winner loot armor, weapons and bank too cause losers are...losers right?...SO ...more people will join IC...or its fine as is ??? Anyways nobody goes there except...event days. *** it who cares....

    Cool, can I bring a town guard as backup?
  • Danksta
    Danksta
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    No it's fine the way it is
    Drakkdjinn wrote: »
    Danksta wrote: »
    Mayrael wrote: »
    Votes of PvE players shouldn't count as they don't play there anyway. Remove Tel Vars loss from PvP death and you can basically turn IC into PvE zone as there will be literally no reason for PvPers to run around there.

    Lmao!! You know how many pots you go through raiding as a dps?? And IC is the best place to get flowers but PvE'ers don't go there? Looool

    They don’t go there cuz they don’t like the faintest rare possibility of PvP; there’s nothing stopping them from going other than themselves to farm mats so this is a moot point. Players exhibiting a preference for one style of play is fine but that doesn’t mean you get to demand changes for a play style you don’t participate in simply b/c you don’t feel like it. That’s petty.

    So now all PvE'ers don't like PvP?? That's one of the most narrow minded comments I've ever heard. Most of the people I raid with also enjoy PvP.
    Mayrael wrote: »
    Danksta wrote: »
    Mayrael wrote: »
    Votes of PvE players shouldn't count as they don't play there anyway. Remove Tel Vars loss from PvP death and you can basically turn IC into PvE zone as there will be literally no reason for PvPers to run around there.

    Lmao!! You know how many pots you go through raiding as a dps?? And IC is the best place to get flowers but PvE'ers don't go there? Looool

    So because PvErs need flowers we need to change PvP zone into kindergarten so they can get them easier, though they already have an option to do it outside of PvP, destroying this way IC for PvPers?

    You run trials? You want to get flowers for Tel Vars? Solution is simple. Prepare for PvP, learn how to survive and farm them as much as you want, nobody is stopping you. Just as PvPers need to have PvE setups and knowledge to get the gear they want, PvErs should have PvP setups and knowledge to get the things they want from PvP. Simple and fair.

    Who said anything about changing anything? I didn't. Did you even take notice that I voted the same as you, I think it should stay as it is. I just think that my vote should count since it does affect me even though I'm a PvE'er.
    Aurielle wrote: »
    Mayrael wrote: »
    Danksta wrote: »
    Mayrael wrote: »
    Votes of PvE players shouldn't count as they don't play there anyway. Remove Tel Vars loss from PvP death and you can basically turn IC into PvE zone as there will be literally no reason for PvPers to run around there.

    Lmao!! You know how many pots you go through raiding as a dps?? And IC is the best place to get flowers but PvE'ers don't go there? Looool

    So because PvErs need flowers we need to change PvP zone into kindergarten so they can get them easier, though they already have an option to do it outside of PvP, destroying this way IC for PvPers?

    You run trials? You want to get flowers for Tel Vars? Solution is simple. Prepare for PvP, learn how to survive and farm them as much as you want, nobody is stopping you. Just as PvPers need to have PvE setups and knowledge to get the gear they want, PvErs should have PvP setups and knowledge to get the things they want from PvP. Simple and fair.

    I get the sense that @Danksta is laughing at PVEers who DON’T go to IC for fear of encountering PVP, but I could be wrong.

    In some ways, it’s nice that PVEers are scared to go to the sewers, even on underpopulated campaigns. More tel var for me to farm without competition, more easy Columbine to collect. :)

    No, just laughing at narrow minded people that think that people only PvE or only PvP.
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  • Merlin13KAGL
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    Why is there never an "Other" option in polls like these?

    Loss isn't the problem so much as the method.
    • Loss/gain should be based on % damage done, not a lucky killing blow. If a world boss did 95% of the work, why should someone happening around the corner get 100% of the resulting benefit?
    • Ganking should come with risk after successful ganks, not just when you get caught or interrupted. PvP lost/gained telvar should be on a cooldown of some sort, giving someone the chance to earn it back. Presently, gank, stealth, bank allows far more reward than risk in the current setup. An alternative or addition to this would be a cooldown that allows stones to be off limits after being successfully held for a certain period of time. (An up-for-grabs/safe timer, if you will.)
    TL;DR; Unless you're ganking, you can generally lose stones much faster than you can accrue them, regardless of your target of choice.


    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

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  • RDMyers65b14_ESO
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    There is nothing worth the Telvar so why bother?
  • Sigtric
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    No it's fine the way it is
    It's fine how it is. If anything leave it the same for pvp deaths and make pve deaths 100% loss 😈

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  • coop500
    coop500
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    Yes, make it only 25%
    Why is there never an "Other" option in polls like these?

    Loss isn't the problem so much as the method.
    • Loss/gain should be based on % damage done, not a lucky killing blow. If a world boss did 95% of the work, why should someone happening around the corner get 100% of the resulting benefit?
    • Ganking should come with risk after successful ganks, not just when you get caught or interrupted. PvP lost/gained telvar should be on a cooldown of some sort, giving someone the chance to earn it back. Presently, gank, stealth, bank allows far more reward than risk in the current setup. An alternative or addition to this would be a cooldown that allows stones to be off limits after being successfully held for a certain period of time. (An up-for-grabs/safe timer, if you will.)
    TL;DR; Unless you're ganking, you can generally lose stones much faster than you can accrue them, regardless of your target of choice.


    There was an other option... It just didn't say 'OTHER'
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  • Aurielle
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    No it's fine the way it is
    There is nothing worth the Telvar so why bother?

    Another person who doesn’t craft potions or sell reagents at the trader!
  • BNOC
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    Yes, put it back to the original 80%
    The fear of losing something so easily gained, cracks me up.

    This isn't launch where you'd be lucky to get 10k an hour (With a tonne more players/pvpers active down there trying to get their split or kill you for 80% of you actually hard earned telvar)

    You can kill 1 district boss solo with 10k on you and get somewhere around 12k, for a 2 minute kill. We're at the point now where you can run around with 200k stones on you and literally not be bothered at all.

    It's a PVP zone, no risk, no reward - Though given the buffs to telvar gain and nerfs to losses, it's hardly a risk.
    Edited by BNOC on September 14, 2018 2:32PM
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  • xxthir13enxx
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    Yes make it... (insert your idea via comments)
    .
    Edited by xxthir13enxx on September 14, 2018 2:48PM
  • notyuu
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    Yes make it... (insert your idea via comments)
    Ok, so there's the problem of IC basically being dead, fixing it would be a multi-step process

    1: Make the rewards worth a damn - right now the only reason to telvar would be to get runes and flowers...both of which are eh..at best, I'd suggest giving the gear a long hard look, along the lines of buffing/reworking the sets, maybe add in some nice furnishings.

    2: Remove district flags - Which would let you go from dead to back in the action within a few short seconds rather than loading screen + loading screen

    3: make telvar loss/gain work based on winners amount - this is where it gets a little fiddly, but basically make it so that the amount of tel-var you lose on dying/the opponent gets for killing you is 50% of what they were carrying, i.e. you have 5000 stones and they have 200 stones, they kill you, they gain and you lose 100 stones (50% of the 200), this would add in risk/reward for both sides, rather than just having gankers with empty pockets stealing all your shiz...which nobody likes, dying to npc/enviroment [counted as not having any player attacks in your death recap] loses you 30% of the stones you are carrying

    4: Make IC it's own separate queue - speaks for itself more or less...making the doors in cyrodiil just place you into the queue
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