Imperial City is now its own Campaign. The doors in Cyrodiil have been shut down; to get into Imperial City, you simply use the Campaign selection menu. You’ll end up in the Sewers just as if you had entered from Cyrodiil.
tbh this is what makes IC interesting and gets the adrenaline pumping. Imagine how I felt trying to port back to base quickly after this heistLeave at least one zone where death has consequences.
KRBMMO wrote:Leave at least one zone where death has consequences.
That was after a 1v3 where I managed to kill 3 people wearing imperial physique during an IC event. If the OPs "risk vs reward" mechanic was in play I would have made 100 tel var from the first kill (which is what I had on me).
How is it fair that someone outnumbering me, carrying 10k+ stones only loses 100 upon death. Sounds flawed to me.
tbh this is what makes IC interesting and gets the adrenaline pumping. Imagine how I felt trying to port back to base quickly after this heistLeave at least one zone where death has consequences.
That was after a 1v3 where I managed to kill 3 people wearing imperial physique during an IC event. If the OPs "risk vs reward" mechanic was in play I would have made 100 tel var from the first kill (which is what I had on me).
How is it fair that someone outnumbering me, carrying 10k+ stones only loses 100 upon death. Sounds flawed to me.
That was after a 1v3 where I managed to kill 3 people wearing imperial physique during an IC event. If the OPs "risk vs reward" mechanic was in play I would have made 100 tel var from the first kill (which is what I had on me).
How is it fair that someone outnumbering me, carrying 10k+ stones only loses 100 upon death. Sounds flawed to me.
Yeah and how in the world are players with no TV supposed to collect their stones if killing an enemy player will not grant them any?? Simply farm PvE until they reach a TV threshold that makes it worth killing players?
doesnt sound right to me
No.
This is the only PVE zone with any kind of edge to it. Regular zones are boring and not challenging. There are over 25 Zones to be safe and guaranteed that you can avoid death - and if you die there is no penalty at all.
Leave at least one zone where death has consequences.
TV drop is ok. But they can change it to 100% ofc.
You farm some stones(gold) in a pvp zone?
Get ready someone can kill you for reward.
If you win - your reward that you don't lose your stones. Don't like to lose high amount of stones? Buy sigil and put them to bank every 30k.
Another day another goldseller cry that he get ganked and lose his money.
No, thank you. We already had the tel var gain reduced for killing a player. Too many restrictions makes things unfun, so let's just leave it be shall we.
tbh this is what makes IC interesting and gets the adrenaline pumping. Imagine how I felt trying to port back to base quickly after this heistLeave at least one zone where death has consequences.
That was after a 1v3 where I managed to kill 3 people wearing imperial physique during an IC event. If the OPs "risk vs reward" mechanic was in play I would have made 100 tel var from the first kill (which is what I had on me).
How is it fair that someone outnumbering me, carrying 10k+ stones only loses 100 upon death. Sounds flawed to me.
TL:DR = There will be issues in how much telvar you gain from killing a player with multiple attackers and there won´t be an equall risk vs reward unless the cap on how much telvar you can lose is removed.
Narthalion wrote: »TL:DR = There will be issues in how much telvar you gain from killing a player with multiple attackers and there won´t be an equall risk vs reward unless the cap on how much telvar you can lose is removed.
Your logic seems to hinge on the idea that the rewards for gankers should get bigger, and that's not the case. Carrying telvar does not entitle you to bigger payoffs than you would receive in the current system. You carry telvar as your "wager" that you can beat the other guy. If you're wrong, you lose some of what you bet and the other guy is rewarded. There's no requirement to remove the 50% cap to implement this idea.
Removing the cap would increase the stakes though, which isn't necessarily a bad thing. Using the OP's system, and no cap, you could get a lot more telvar out of someone, but only if you took an equal risk by carrying a lot of telvar yourself. The downside of this is that you might find fewer people are willing to take such a risk, and finding a fight in IC becomes even harder. More incentive might be needed to bring people in. But that's a separate conversation really. The OP's idea works either way.
His idea makes it significantly easier for people who want to keep their telvar stones because they feel entitled to keep them just because they spend a few hours farming them. You´re not entitled to keep them just because you farmed them, people need to get that idea out of their heads (and this comes from someone who spends his majority of PvP time in IC farming telvar).
You as a telvar farmer also need to wager how much telvar is "safe" to carry around, that´s what makes it interesting. With this system I can just grab 100k telvar and never have to worry about losing more than a few K because it´s highly unlikely that someone will show up with enough telvar to make me lose more than half of it (if you implement so you can´t earn more telvar than you carry from killing players). It benefits me as a telvar farmer significantly more than those who try to kill me. There´s your imbalance.
This will introduce a fairer risk/reward ratio. Currently, you can enter the Imperial City with 0 Tel Var stones and just prey on others.
Narthalion wrote: »
Well if you're too scared of losing stones to carry any, then you'll just have to settle for alliance points.
Not sure why I'm defending this so hard, it's not even my idea.I'm just kinda baffled at the objections. Apparently expecting a ganker to suffer consequences when they lose is a game-breaking heresy.