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Tel Var Stones are ridiculous

Kuningatar
Kuningatar
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Hear this one out.

Tel Var stones are an incredibly annoying and arbitrary currency to have to earn, not necessarily because this one am against working to earn the currency, but because of how they work.

You go into Imperial City, you grind for a few hours, and inevitably within that first hour or maybe less you run into 15 players from the opposing faction who all proceed to dogpile you, beat you down without a shred of hope of resistance, and steal the majority of your Tel Var stones, inducing incredible frustration and a desire just to close the dang game.

WHY? Who thought this was a good idea? Lets essentially create what amounts to a PvE currency that you get primarily through PvE fights against monsters, make it slow to gain, and then make it so that when you inevitably get curb stomped by a team of people, that you lose most of the work you just spent so much time to achieve. And again, WHY? When this one fights in Cyrodil, she does not lose Alliance Points when she inevitably gets her tail blown off and this one is fine with getting zerged there because there is not a ridiculous risk of gain versus loss, but in Imperial City with Tel Var stones it is absolutely absurd.

This ones suggestion would be to make Tel Var stones work like Alliance Points do. Make it so that if you do inevitably get zerged, you do not lose any of yours, but the opposing faction gets some for killing you just awarded the same way that Alliance Points are. Why does this one have to lose the hard work she spent so much time to gain for nothing? Just because some jerks wanted to attack her? This one minds her own business in Imperial City and fights the monsters!

@ZOS_GinaBruno @ZOS_JessicaFolsom
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  • Number_51
    Number_51
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    Kuningatar wrote: »
    Number_51 wrote: »
    Sure, that'll work. ;) Two opposing players would never get together to take turns killing each other and exponentially increasing their amount of Tel Var.

    So? Opposing players get together and take turns killing each other to sell Tel Var stones already. People are going to exploit anything if they can figure out a way to do it. Unfortunately that is an inevitability of MMOs.

    I understand, but there's a lost for one player that equally reflects the gain to the other. I added the math to my original post, but here it is again:
    Starting with 100 Tel Var each, two players would end up with 332525.67301 Tel Var after 20 rounds of killing each other at a 50% increase each kill (with no loss on the other end).

    That means two players, killing each other 20 times each, turned 200 Tel Var in to 665,051 Tel Var.
  • Kuramas9tails
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    Kuningatar wrote: »
    Number_51 wrote: »
    Sure, that'll work. ;) Two opposing players would never get together to take turns killing each other and exponentially increasing their amount of Tel Var.

    So? Opposing players get together and take turns killing each other to sell Tel Var stones already. People are going to exploit anything if they can figure out a way to do it. Unfortunately that is an inevitability of MMOs.
    People were doing this in Cyrodiil thus is why every time a player dies and/or killed/damaged players/keeps is based on the amount of AP you get from them. It's to keep people from farming one another like that. They also added a cool down on resource flipping so friends can't flip resources for AP.

    So the argument before yours is a little invalid since ZOS has a way to subdue farming AP. I can see them doing the same for TelVar.

    But, that is why when a group takes down a boss, the TelVar you gain is less than when you are solo or with 1-2 other people. Even if you aren't in group with them, if 10 players from the same alliance attacks the boss, the TelVar is split.

    That is why my boyfriend and I go to dead IC campaigns and only two man the bosses. It gives him and I a lot more Telvar and when a group shows up, we go the opposite direction and pull the boss into weird areas where it is not easily found so they can't get it and fly by thinking the boss hasn't spawned yet. He plays a tank and I a cloaky-blade so he actually makes himself a target as I escape. But 90% of the time I am nice to the other alliance players trying to get stones and TBH, we have a mutual standing with some players from other alliances so we kind of work together on a boss without the loss of TelVar gain and also, other players for our alliance will try to attack the other person and we will sit back and watch and wont help attack because we don't want another from our alliance to split the stones with. We have made enemies and we have made friends. It's mostly we just understand the loss of Telvar while farming can be a ____ so I live by the "live and let live"....so you bet your arse I let little CP players and farmers/questers go in Cyrodiil. I get no satisfaction killing these players.
    Edited by Kuramas9tails on March 13, 2019 4:27PM
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    • SirMewser
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      Idk, kill a district boss in a home flagged district gives you 7k solo.
      Playing duo on two bosses is only like 10 minutes of my time to get 10k tel var.
      I usually farm for 50k a day, takes an hour.
      I guess it does take a long time to farm but it's not that bad for me personally.

      I usually ignore other players and they ignore me, sometimes this doesn't happen so I pickup their lowborn 100 tel var, so I guess they are the desperate and want to kill a player like me without the effort of killing adds/bosses (because they can't).
    • notyuu
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      Better idea: Make it so that the amount of telvar you lose is absed entirely upon how much telvar the attacker is carrying, on a 1:1 ratio

      i.e.
      you have 5K telvar, attacker has 15K, attacker wins, they get 1.5K [50% of yours]
      You have 10K telvar, attacker has 1K telvar, attacker wins, they get 1K [as they had less than 50% of yours]

      well that and make the rewards worth a damn.
    • Raammzzaa
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      I wish we could go back to the 100% Tel Var loss on death that we had back when IC hit PTS, or at least the 80% that we had for a stretch. The current 50% just seems so... small and insignificant....ah the good old days. 🤣

      Hopefully population will be up once the change to the IC instance is implemented and increasing Tel Var loss will only make more sense.
    • Vietfox
      Vietfox
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      Run a nightblade if you plan on going to IC solo.
    • vamp_emily
      vamp_emily
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      Best Tel Var stone farming is in Kyne. You can be there for hours and not see someone.


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    • Undefwun
      Undefwun
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      Deleted....

      People are so attached to their pixels and those pixels' little pixel possessions...
      Edited by Undefwun on March 13, 2019 5:46PM
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    • NyassaV
      NyassaV
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      The real issue is that you can get a lot from risking nothing. And I'm not talking about gankers.

      You could be carrying 100k TV and your opponent could be carrying like 67 (that he got from killing like 5 trashmobs on the way over) and yet they can take %50 of what you have rather than maybe 10%

      It should be more like this:
      If you have the same X multiplier 40% of what is carried
      If you have a 4x and they have a 3x or bellow they get 25% of what you carry (since 3x can be achieved by carrying 1k stones which is nothing.)


      IDK just something like this
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    • SoLooney
      SoLooney
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      I got my powerful assault sword shield lightning staff and gold jewelry. I do not care about tel var anymore

      I think the loss should def be reworked though. The more you risk, the more tel var you earn from killing someone. All I see are naked gankers who risk little to nothing and kill someone with tons of it, running away like a bandit. I understand the frustration completely

      My advice, play a nightblade cause using cloak is so good. And buy the imperial retreats, it's worth spending 10k ap on to make a quick escape
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