First idea seems more fair. Someone who doesn't care for the stupid stones, like me, won't lose much and won't gain much. People who care about them will earn more with the risk of losing more.
Second idea is silly, if a ganker carries 3k TV and dies to someone carrying 500, their target should be reimbursed for the trouble, not leave the ganker with 2.5k. This lowers the risk of a gank and doesn't punish a player for poor performance.
Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
There's no actual risk... they lose nothing if they die?
All these suggestions "secretly" hints towards is to remove the risk of farming telvar to begin with. All they want is a free zone where they can calmly farm it without being disturbed. All these suggestions would do is reduce the risk of the ones farming telvar, because the more telvar you´ve, the less likely it is that you´ll lose a great amount, which is absolutely ridiculous logic.
The system is fine as it is.
Goregrinder wrote: »Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
There's no actual risk... they lose nothing if they die?
They lose telvar, just the same as when the player they kill dies if their gank is successful. Both players in this scenario task the same risk of losing telvar upon death. The difference here is that the ganker is guaranteed to run zero defenses other than cloak and a heal. No impen, like 11k resists, no shields, no armor buffs, no evasion, nothing to help them mitigate damage if they are caught or make a mistake.
The best advice I can give anyone complaining about anything is to actually take the time to learn how the thing they are complaining about actually works. Roll a NB, run a generic gank setup, and try to gank good PVPers, I'd suggest try to gank 20 good players. Not potatoes, good players. Then out of those 20, tally up how many of them you actually ganked in a 2 or 3 second window before they could react. I am going to guess that 10 of them were ungankable the first round, and you had to restealth and reset. I would also guess that out of the 10 players you failed to gank on the first shot, 8 of them chased you down, kept you from re-cloaking, and killed you.
The thing is, there is a cap to how much burst damage we can effectively do in a 2 or 3 second window. While a bad player is easy to gank, a good player is hard to gank. Even with snipe, even with Onslaught, a good player is going to know to dodge roll immediately/Break free, pop their heals, pop an anti-stealth pot, or throw dots on you to keep you from recloaking.
There are good players in PVP, some of them even godlike, but most are potatoes. If you're getting ganked left and right so easily, have you considered that you're just one of the potatoes? Because the truth is, potatoes are easy kills for any experienced PVPer regardless of if they are a ganker or not.
kringled_1 wrote: »Goregrinder wrote: »Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
There's no actual risk... they lose nothing if they die?
They lose telvar, just the same as when the player they kill dies if their gank is successful. Both players in this scenario task the same risk of losing telvar upon death. The difference here is that the ganker is guaranteed to run zero defenses other than cloak and a heal. No impen, like 11k resists, no shields, no armor buffs, no evasion, nothing to help them mitigate damage if they are caught or make a mistake.
The best advice I can give anyone complaining about anything is to actually take the time to learn how the thing they are complaining about actually works. Roll a NB, run a generic gank setup, and try to gank good PVPers, I'd suggest try to gank 20 good players. Not potatoes, good players. Then out of those 20, tally up how many of them you actually ganked in a 2 or 3 second window before they could react. I am going to guess that 10 of them were ungankable the first round, and you had to restealth and reset. I would also guess that out of the 10 players you failed to gank on the first shot, 8 of them chased you down, kept you from re-cloaking, and killed you.
The thing is, there is a cap to how much burst damage we can effectively do in a 2 or 3 second window. While a bad player is easy to gank, a good player is hard to gank. Even with snipe, even with Onslaught, a good player is going to know to dodge roll immediately/Break free, pop their heals, pop an anti-stealth pot, or throw dots on you to keep you from recloaking.
There are good players in PVP, some of them even godlike, but most are potatoes. If you're getting ganked left and right so easily, have you considered that you're just one of the potatoes? Because the truth is, potatoes are easy kills for any experienced PVPer regardless of if they are a ganker or not.
This seems to be a bit away from the point of the OPs suggestion, as he's talking about gabkers with no tel var not taking on any risk of currency loss when the gank fails.
Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
There's no actual risk... they lose nothing if they die?
kringled_1 wrote: »Goregrinder wrote: »Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
There's no actual risk... they lose nothing if they die?
They lose telvar, just the same as when the player they kill dies if their gank is successful. Both players in this scenario task the same risk of losing telvar upon death. The difference here is that the ganker is guaranteed to run zero defenses other than cloak and a heal. No impen, like 11k resists, no shields, no armor buffs, no evasion, nothing to help them mitigate damage if they are caught or make a mistake.
The best advice I can give anyone complaining about anything is to actually take the time to learn how the thing they are complaining about actually works. Roll a NB, run a generic gank setup, and try to gank good PVPers, I'd suggest try to gank 20 good players. Not potatoes, good players. Then out of those 20, tally up how many of them you actually ganked in a 2 or 3 second window before they could react. I am going to guess that 10 of them were ungankable the first round, and you had to restealth and reset. I would also guess that out of the 10 players you failed to gank on the first shot, 8 of them chased you down, kept you from re-cloaking, and killed you.
The thing is, there is a cap to how much burst damage we can effectively do in a 2 or 3 second window. While a bad player is easy to gank, a good player is hard to gank. Even with snipe, even with Onslaught, a good player is going to know to dodge roll immediately/Break free, pop their heals, pop an anti-stealth pot, or throw dots on you to keep you from recloaking.
There are good players in PVP, some of them even godlike, but most are potatoes. If you're getting ganked left and right so easily, have you considered that you're just one of the potatoes? Because the truth is, potatoes are easy kills for any experienced PVPer regardless of if they are a ganker or not.
This seems to be a bit away from the point of the OPs suggestion, as he's talking about gabkers with no tel var not taking on any risk of currency loss when the gank fails.
Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
There's no actual risk... they lose nothing if they die?
If you're the first person they gank, sure.
But say they just killed someone that had 3k tel var, they see me drop down from the safe zone and go after me and I kill them, but I had 0 tel var because I was going for the daily quest. Why would I not get 750 tel var from him at this point?kringled_1 wrote: »Goregrinder wrote: »Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
There's no actual risk... they lose nothing if they die?
They lose telvar, just the same as when the player they kill dies if their gank is successful. Both players in this scenario task the same risk of losing telvar upon death. The difference here is that the ganker is guaranteed to run zero defenses other than cloak and a heal. No impen, like 11k resists, no shields, no armor buffs, no evasion, nothing to help them mitigate damage if they are caught or make a mistake.
The best advice I can give anyone complaining about anything is to actually take the time to learn how the thing they are complaining about actually works. Roll a NB, run a generic gank setup, and try to gank good PVPers, I'd suggest try to gank 20 good players. Not potatoes, good players. Then out of those 20, tally up how many of them you actually ganked in a 2 or 3 second window before they could react. I am going to guess that 10 of them were ungankable the first round, and you had to restealth and reset. I would also guess that out of the 10 players you failed to gank on the first shot, 8 of them chased you down, kept you from re-cloaking, and killed you.
The thing is, there is a cap to how much burst damage we can effectively do in a 2 or 3 second window. While a bad player is easy to gank, a good player is hard to gank. Even with snipe, even with Onslaught, a good player is going to know to dodge roll immediately/Break free, pop their heals, pop an anti-stealth pot, or throw dots on you to keep you from recloaking.
There are good players in PVP, some of them even godlike, but most are potatoes. If you're getting ganked left and right so easily, have you considered that you're just one of the potatoes? Because the truth is, potatoes are easy kills for any experienced PVPer regardless of if they are a ganker or not.
This seems to be a bit away from the point of the OPs suggestion, as he's talking about gabkers with no tel var not taking on any risk of currency loss when the gank fails.
My take on Tel Var is you only lose whatever you took out of the bank before you started out.
Tel Var you gain in IC doesn't exist until you deposit it.
And while I'm not a ganker, so I don't know how they operate, I would assume they don't just gank one person and then run back to base.
...or do they?
Goregrinder wrote: »Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
There's no actual risk... they lose nothing if they die?
They lose telvar, just the same as when the player they kill dies if their gank is successful. Both players in this scenario task the same risk of losing telvar upon death. The difference here is that the ganker is guaranteed to run zero defenses other than cloak and a heal. No impen, like 11k resists, no shields, no armor buffs, no evasion, nothing to help them mitigate damage if they are caught or make a mistake.
The best advice I can give anyone complaining about anything is to actually take the time to learn how the thing they are complaining about actually works. Roll a NB, run a generic gank setup, and try to gank good PVPers, I'd suggest try to gank 20 good players. Not potatoes, good players. Then out of those 20, tally up how many of them you actually ganked in a 2 or 3 second window before they could react. I am going to guess that 10 of them were ungankable the first round, and you had to restealth and reset. I would also guess that out of the 10 players you failed to gank on the first shot, 8 of them chased you down, kept you from re-cloaking, and killed you.
The thing is, there is a cap to how much burst damage we can effectively do in a 2 or 3 second window. While a bad player is easy to gank, a good player is hard to gank. Even with snipe, even with Onslaught, a good player is going to know to dodge roll immediately/Break free, pop their heals, pop an anti-stealth pot, or throw dots on you to keep you from recloaking.
There are good players in PVP, some of them even godlike, but most are potatoes. If you're getting ganked left and right so easily, have you considered that you're just one of the potatoes? Because the truth is, potatoes are easy kills for any experienced PVPer regardless of if they are a ganker or not.
Goregrinder wrote: »Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
There's no actual risk... they lose nothing if they die?
They lose telvar, just the same as when the player they kill dies if their gank is successful. Both players in this scenario task the same risk of losing telvar upon death. The difference here is that the ganker is guaranteed to run zero defenses other than cloak and a heal. No impen, like 11k resists, no shields, no armor buffs, no evasion, nothing to help them mitigate damage if they are caught or make a mistake.
The best advice I can give anyone complaining about anything is to actually take the time to learn how the thing they are complaining about actually works. Roll a NB, run a generic gank setup, and try to gank good PVPers, I'd suggest try to gank 20 good players. Not potatoes, good players. Then out of those 20, tally up how many of them you actually ganked in a 2 or 3 second window before they could react. I am going to guess that 10 of them were ungankable the first round, and you had to restealth and reset. I would also guess that out of the 10 players you failed to gank on the first shot, 8 of them chased you down, kept you from re-cloaking, and killed you.
The thing is, there is a cap to how much burst damage we can effectively do in a 2 or 3 second window. While a bad player is easy to gank, a good player is hard to gank. Even with snipe, even with Onslaught, a good player is going to know to dodge roll immediately/Break free, pop their heals, pop an anti-stealth pot, or throw dots on you to keep you from recloaking.
There are good players in PVP, some of them even godlike, but most are potatoes. If you're getting ganked left and right so easily, have you considered that you're just one of the potatoes? Because the truth is, potatoes are easy kills for any experienced PVPer regardless of if they are a ganker or not.
Oreyn_Bearclaw wrote: »I think the best solution, would honestly just be to lower the % of stones lost/gained from a PVP kill. 50% is just too punishing IMO and really encourages, as you point out, opportunistic ganking by people with no skin in the game. Especially considering that efficient TelVar farming builds are going to be closer on the spectrum towards a PVE build, which wont do as well head to head against another player.
If I had the controls, I would lower the PVE death to about 35% of stones lost and PVP death to about 20%. I think this would encourage more people to actually fight vs stealth around, and wouldn't result in farm X stones, stealth, deposit, farm X stones, stealth, deposit. I would like to be able to play for a few hours in IC, and not have to make a dozen deposits if i actually want to accumulate stones at the end of it.
Pepegrillos wrote: »People claim the system is "fine as it is" while the entire zone has been dead for a long while. Save for some scarce late night skirmishes, a few lone farmers and gankers here and there, and the yearly revival of MYM, nothing goes on in IC.
IC in its current state is just a lot of wasted work. I wonder if the devs will leave IC as it is for much longer.
I wouldn't be surprised if they just caved to the constant requests by pve players to rework the zone around their playstyle. If those of us who pvp haven't managed to use it (or at least support solutions that keep the pvp in and revive the whole thing), maybe the pvers will.
IAmIcehouse wrote: »Goregrinder wrote: »Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
There's no actual risk... they lose nothing if they die?
They lose telvar, just the same as when the player they kill dies if their gank is successful. Both players in this scenario task the same risk of losing telvar upon death. The difference here is that the ganker is guaranteed to run zero defenses other than cloak and a heal. No impen, like 11k resists, no shields, no armor buffs, no evasion, nothing to help them mitigate damage if they are caught or make a mistake.
The best advice I can give anyone complaining about anything is to actually take the time to learn how the thing they are complaining about actually works. Roll a NB, run a generic gank setup, and try to gank good PVPers, I'd suggest try to gank 20 good players. Not potatoes, good players. Then out of those 20, tally up how many of them you actually ganked in a 2 or 3 second window before they could react. I am going to guess that 10 of them were ungankable the first round, and you had to restealth and reset. I would also guess that out of the 10 players you failed to gank on the first shot, 8 of them chased you down, kept you from re-cloaking, and killed you.
The thing is, there is a cap to how much burst damage we can effectively do in a 2 or 3 second window. While a bad player is easy to gank, a good player is hard to gank. Even with snipe, even with Onslaught, a good player is going to know to dodge roll immediately/Break free, pop their heals, pop an anti-stealth pot, or throw dots on you to keep you from recloaking.
There are good players in PVP, some of them even godlike, but most are potatoes. If you're getting ganked left and right so easily, have you considered that you're just one of the potatoes? Because the truth is, potatoes are easy kills for any experienced PVPer regardless of if they are a ganker or not.
For starters, this is no different for gankers as it is for other players. Ultimately, it's probably better for those that hide in stealth as you'll have more valuable targets.
Second, NBs have the armor buff from your cloak/veiled strike. And you always have the ability to run Evasion (Shuffle/Phant. Escape). If you choose not to run them, then that's a you problem.
Thirdly, dots do not keep you out of stealth.
Lastly, ganking doesn't mean being pure glass cannon and being useless as soon as someone notices you. All it requires is you getting the drop on someone while you're fully buffed and they aren't.
This all sounds like you're unfamiliar with the class
Goregrinder wrote: »The risk gankers take is running no defenses at all. If they get caught out of stealth, or someone pops an invis pots and opens up on them, they can't brawl so they have to run. It's a high risk high reward playstyle, and you are suggesting you take away some of that reward. I understand first hand it that getting blown up by other players can be frustrating, but you want ganking to be a high risk average reward playstyle? I'm guessing that you want your personal playstyle to be an average risk high reward playstyle?
VaranisArano wrote: »
That being said, I think there could be some improvement to how players run with low and high Tel Var multipliers.
As it is, ZOS encourages players who farm Tel Var by fighting bosses to use a high multiplier to maximize the limited amounts of TV they get. These players take the risk of losing large amounts of TV and have to fight out in the open while engaged with a world boss. Any PVP player knows that's a very risky playstyle in a PVP zone.
On the flip side, a lot of players who attack from stealth (gankers and bombers) are encouraged to run low Tel Var multipliers. It's a smart tactic because then they mitigate their losses when they die (which is lots of times) while making nearly pure profit on the times they win.
So we end up with a rather uneven experience where if a Tel Var farmer kills their would-be ganker, they get very little to show for it.
So the flip side of the gold argument is that the risk/reward of Tel Var is the only thing that distinguishes it from Alliance Points.
If you can farm other players and risk very little of your own Tel Var, how is that much different from farming AP? Right now, there's not. So ZOS could look at incentivizing more playstyles to carry high TV multipliers.
Goregrinder wrote: »
Nope, we hang around IC for awhile trying to get multiple ganks before we head back home.