SeaGtGruff wrote: »How is having 0 Tel Var on my person when I get killed in Imperial City "deny[ing] other players their just rewards"? If I've just banked all of my Tel Var back at the base, then jumped down into a district to do a quest-- or, for that matter, to farm the mobs and bosses for Tel Var-- are you saying that I've done something horribly bad because I'm somehow obliged to carry all of my Tel Var around with me so other players who kill me can reap "their just rewards"? Uh, no.
Edit: Also, if running around IC without TV on ones character were somehow deemed to be "wrong" because it goes against what "is very much the point" of that zone, then I would argue that ZOS needs to remove the ability to put ones TV in ones bank, because that is the only way to ensure that players can't run around with 0 TV on them and thereby "deny other players their just rewards."
It can happen that a player carries no Tel Var, but that isn't the point. The OP wants to not collect Tel Var with the express purpose of denying their opponents from getting any reward for killing them. An activity that is not just legitimate, but actually (part of ) the design of the zone. It is baked into the game that you gain Tel Var by killing things, including players. With this proposal they gain nothing for themselves except the satisfaction of thwarting other players. How is that not spiteful?
AnduinTryggva wrote: »SeaGtGruff wrote: »How is having 0 Tel Var on my person when I get killed in Imperial City "deny[ing] other players their just rewards"? If I've just banked all of my Tel Var back at the base, then jumped down into a district to do a quest-- or, for that matter, to farm the mobs and bosses for Tel Var-- are you saying that I've done something horribly bad because I'm somehow obliged to carry all of my Tel Var around with me so other players who kill me can reap "their just rewards"? Uh, no.
Edit: Also, if running around IC without TV on ones character were somehow deemed to be "wrong" because it goes against what "is very much the point" of that zone, then I would argue that ZOS needs to remove the ability to put ones TV in ones bank, because that is the only way to ensure that players can't run around with 0 TV on them and thereby "deny other players their just rewards."
It can happen that a player carries no Tel Var, but that isn't the point. The OP wants to not collect Tel Var with the express purpose of denying their opponents from getting any reward for killing them. An activity that is not just legitimate, but actually (part of ) the design of the zone. It is baked into the game that you gain Tel Var by killing things, including players. With this proposal they gain nothing for themselves except the satisfaction of thwarting other players. How is that not spiteful?
How is that not spitefull to thwart other players doing the zone quests (hint: part of game design)?
You see this is going both ways. Again it is just an option, not something general. A lot of ppl will still collect tv some don't. Just give choice to the players.
AnduinTryggva wrote: »How is that not spitefull to thwart other players doing the zone quests (hint: part of game design)?
AnduinTryggva wrote: »How is that not spitefull to thwart other players doing the zone quests (hint: part of game design)?
Yes, PvP and questing: two parts of the IC design that you cannot unpick. It's what makes the content unique. When you go out to quest in IC, you do so while PVPing whether you like it or not. There is no opt-out. Your request is based on a sentiment of being wronged, but you're not. Not in any way.
the1andonlyskwex wrote: »AnduinTryggva wrote: »How is that not spitefull to thwart other players doing the zone quests (hint: part of game design)?
Yes, PvP and questing: two parts of the IC design that you cannot unpick. It's what makes the content unique. When you go out to quest in IC, you do so while PVPing whether you like it or not. There is no opt-out. Your request is based on a sentiment of being wronged, but you're not. Not in any way.
Also, more simply, engaging in PvP in a PvP zone is just playing the game the way it's meant to be played. There's (generally) no malice there.
On the other hand, intentionally forgoing rewards just to deny someone else those same rewards is pretty much the definition of spiteful.
AnduinTryggva wrote: »SeaGtGruff wrote: »How is having 0 Tel Var on my person when I get killed in Imperial City "deny[ing] other players their just rewards"? If I've just banked all of my Tel Var back at the base, then jumped down into a district to do a quest-- or, for that matter, to farm the mobs and bosses for Tel Var-- are you saying that I've done something horribly bad because I'm somehow obliged to carry all of my Tel Var around with me so other players who kill me can reap "their just rewards"? Uh, no.
Edit: Also, if running around IC without TV on ones character were somehow deemed to be "wrong" because it goes against what "is very much the point" of that zone, then I would argue that ZOS needs to remove the ability to put ones TV in ones bank, because that is the only way to ensure that players can't run around with 0 TV on them and thereby "deny other players their just rewards."
It can happen that a player carries no Tel Var, but that isn't the point. The OP wants to not collect Tel Var with the express purpose of denying their opponents from getting any reward for killing them. An activity that is not just legitimate, but actually (part of ) the design of the zone. It is baked into the game that you gain Tel Var by killing things, including players. With this proposal they gain nothing for themselves except the satisfaction of thwarting other players. How is that not spiteful?
How is that not spitefull to thwart other players doing the zone quests (hint: part of game design)?
You see this is going both ways. Again it is just an option, not something general. A lot of ppl will still collect tv some don't. Just give choice to the players.
FantasticFreddie wrote: »AnduinTryggva wrote: »I get constantly ganked by 2 or more players and I lose a lot of Telvar stones to the benefit of other players who just outnumber me (yeah so far for a sort of "interesting" pvp). As I have absolutely no measure to counter that I don't want to forcibly "paying" them (being pulled off by them is more appropriate) I want to turn off automatic telvar collection.
This removes benefits for them but also for me as I don't get that currency either.
So each player can chose to collect Telvars or not.
That's not the point. This is kin to saying if I should have Telvars, I don't want to lose them either. It is what it is. I've actually been messing around in Imperial City for a few days now and many players in there don't seem to have any trouble defending themselves in some way.
Something I think that was more concerning was everyone leaving the server when I would show up. Seriously several DC were farming, I attacked and they started leaving. I remember back in the day no one ever did that but now it seems that rather than fight back their first action is to try and leave the server.
Wow.
I am surprised you’re surprised.
If the common perception to the average (casual) player is that they cannot win a pvp match, ever, why stick around? What incentive is there for the other players to stay. If they are continually killed?
Yeah... I wasn't really that surprised you know but... I suppose its one of those things where seeing makes a believer kind of.
Its just leaving the server was the code word on the street back in the day right... we did it as absolutely necessary not the first move made on the board. Abusing things like that gets them patched like from back in the day when the way shrines actually worked in Cyrodiil and I could go home real quick.
Which omg that was so very helpful. This is why we can't have nice things.
If you do not want the pve crowd to up and leave when they get repeatedly killed, you have the option to not kill people questing and gathering skyshards.
FantasticFreddie wrote: »AnduinTryggva wrote: »I get constantly ganked by 2 or more players and I lose a lot of Telvar stones to the benefit of other players who just outnumber me (yeah so far for a sort of "interesting" pvp). As I have absolutely no measure to counter that I don't want to forcibly "paying" them (being pulled off by them is more appropriate) I want to turn off automatic telvar collection.
This removes benefits for them but also for me as I don't get that currency either.
So each player can chose to collect Telvars or not.
That's not the point. This is kin to saying if I should have Telvars, I don't want to lose them either. It is what it is. I've actually been messing around in Imperial City for a few days now and many players in there don't seem to have any trouble defending themselves in some way.
Something I think that was more concerning was everyone leaving the server when I would show up. Seriously several DC were farming, I attacked and they started leaving. I remember back in the day no one ever did that but now it seems that rather than fight back their first action is to try and leave the server.
Wow.
I am surprised you’re surprised.
If the common perception to the average (casual) player is that they cannot win a pvp match, ever, why stick around? What incentive is there for the other players to stay. If they are continually killed?
Yeah... I wasn't really that surprised you know but... I suppose its one of those things where seeing makes a believer kind of.
Its just leaving the server was the code word on the street back in the day right... we did it as absolutely necessary not the first move made on the board. Abusing things like that gets them patched like from back in the day when the way shrines actually worked in Cyrodiil and I could go home real quick.
Which omg that was so very helpful. This is why we can't have nice things.
If you do not want the pve crowd to up and leave when they get repeatedly killed, you have the option to not kill people questing and gathering skyshards.
If players who do not want to deal with PvP up and leave IC the only loss will be on their side not getting the quests and skyshards completed. It comes down to a personal choice each of us makes.
What about this: change IC so that people can only take a quantity of stones from player enemies they kill proportionate to the amount of stones they are currently carrying?
Insofar as I'm aware (haven't stepped into IC for a while...) currently, the risk/reward ratio is severely tilted in favor of the ganker, who can carry zero stones but kill a farmer who's been at it for an hour and has a bunch of them. This change would be far more fair than the current version of the mechanics and force the ganker(s) to take some risk. It'd also (hopefully, maybe?) inspire TV stone farmers to get a little more familiar with PvP, and would add a bit more potential reward to engaging in PvP. I've always found it a little odd that, if you farm up some TV stones, the mechanics then encourage you to AVOID pvp combat because you want to keep your stones and not die, which feels very contradictory.
Of course, I imagine some gankers will just take out a bunch of stones and then continue 2v1'ing people who have little to no chance of fighting back, but I think this would help even things out in the long run - once folks realize that the gankers are also potentially carrying a lot of stones, and make for more PvP battles as more skilled pvpers come not just to protect their own alliance TV farmers, but out of interest in taking stones from the gankers because they can be relatively assured said gankers are worth more than just AP. So, this would 1) Make things more friendly to casuals, pve-focused people dipping their toes into PvP, etc 2) Set up even more pvp combat 3) Ensure that pvp combat is equally risky for *everyone* and fights feel equally worth it for both sides.
Maybe add some sort of calc for TV Loss/gain depending on how outnumbered you are/how much you're outnumbering your opponent, too. People who outnumber their opponent have much lower risk, imo, and lower risk should mean lower reward.
Alienoutlaw wrote: »Imperial city is a risk reward arena and is working as intended
Exactly. If we are asking to turn off the rewards then we are asking to kill what is left in the zone. That will not be happening.
AnduinTryggva wrote: »I have a build but it is useless if you are ganked by 2+ players that have optimized builds just for that...
I don't say that I don't have fun. I say just give me an OPTION that does things what is already available in IC (banking) with less time lost in traveling and load screen. What is bad about that?
FantasticFreddie wrote: »FantasticFreddie wrote: »AnduinTryggva wrote: »I get constantly ganked by 2 or more players and I lose a lot of Telvar stones to the benefit of other players who just outnumber me (yeah so far for a sort of "interesting" pvp). As I have absolutely no measure to counter that I don't want to forcibly "paying" them (being pulled off by them is more appropriate) I want to turn off automatic telvar collection.
This removes benefits for them but also for me as I don't get that currency either.
So each player can chose to collect Telvars or not.
That's not the point. This is kin to saying if I should have Telvars, I don't want to lose them either. It is what it is. I've actually been messing around in Imperial City for a few days now and many players in there don't seem to have any trouble defending themselves in some way.
Something I think that was more concerning was everyone leaving the server when I would show up. Seriously several DC were farming, I attacked and they started leaving. I remember back in the day no one ever did that but now it seems that rather than fight back their first action is to try and leave the server.
Wow.
I am surprised you’re surprised.
If the common perception to the average (casual) player is that they cannot win a pvp match, ever, why stick around? What incentive is there for the other players to stay. If they are continually killed?
Yeah... I wasn't really that surprised you know but... I suppose its one of those things where seeing makes a believer kind of.
Its just leaving the server was the code word on the street back in the day right... we did it as absolutely necessary not the first move made on the board. Abusing things like that gets them patched like from back in the day when the way shrines actually worked in Cyrodiil and I could go home real quick.
Which omg that was so very helpful. This is why we can't have nice things.
If you do not want the pve crowd to up and leave when they get repeatedly killed, you have the option to not kill people questing and gathering skyshards.
If players who do not want to deal with PvP up and leave IC the only loss will be on their side not getting the quests and skyshards completed. It comes down to a personal choice each of us makes.
This was in response to a player saying that people not wanting to be farmed in IC is "concerning" and implying that there should consequences for leaving.
Alienoutlaw wrote: »Imperial city is a risk reward arena and is working as intended
Exactly. If we are asking to turn off the rewards then we are asking to kill what is left in the zone. That will not be happening.
Where do you think the Tel Var you looted off players came from. Removing players as a source of Tel Var doesn't remove it from the zone entirely.
Insofar as I'm aware (haven't stepped into IC for a while...) currently, the risk/reward ratio is severely tilted in favor of the ganker, who can carry zero stones but kill a farmer who's been at it for an hour and has a bunch of them. This change would be far more fair than the current version of the mechanics and force the ganker(s) to take some risk.
AnduinTryggva wrote: »2+ players cloak themselves and wait at exits for single players to pass by and then pull them off
When Imperial City and the sewers were still seeing a player population it was fun to grab 10k telvar stones, drop down in the sewers as far from home base as possible then try and bop your way home with all your stones. That shouldn't be taken away even as an opt out option.
At this point just let IC remain a dead zone. Even with the event, is it worth the extra ticket? It is not.
Banking is part of the mechanic. Its pretty common to carry 100 telvars jumping in as you get the first multiplier.AnduinTryggva wrote: »the1andonlyskwex wrote: »AnduinTryggva wrote: »How is that not spitefull to thwart other players doing the zone quests (hint: part of game design)?
Yes, PvP and questing: two parts of the IC design that you cannot unpick. It's what makes the content unique. When you go out to quest in IC, you do so while PVPing whether you like it or not. There is no opt-out. Your request is based on a sentiment of being wronged, but you're not. Not in any way.
Also, more simply, engaging in PvP in a PvP zone is just playing the game the way it's meant to be played. There's (generally) no malice there.
On the other hand, intentionally forgoing rewards just to deny someone else those same rewards is pretty much the definition of spiteful.
ROFL. Darn players that put their telvars in the bank... how spiteful of them. Your argument is pretty inconsistent.
Your build could be improved if your easily ganked or run with some friends next time.AnduinTryggva wrote: »I have a build but it is useless if you are ganked by 2+ players that have optimized builds just for that...
I don't say that I don't have fun. I say just give me an OPTION that does things what is already available in IC (banking) with less time lost in traveling and load screen. What is bad about that?
VaranisArano wrote: »I think the core of your mistake is that you don't like conflict in a game mode that is designed to cause conflict through Tel Var.
As designed, you get Tel Var automatically upon engaging in the PvE parts of Imperial City, i.e. killing mobs. You also get them from the PvP parts, i.e. killing players.
There's no point in setting yourself to gain 0 Tel Var unless ZOS also makes that visible to enemy players.
If ZOS did that, it might look something like a reverse Imperial Physique set, which normally grants powerful buffs in proportion to your Tel Var multiplier to account for the added visibility and risk you take while using it. A zero Tel Var set might be a stealth set that include debuffs because really, there's nothing lost if you die...
But crucially, what Imperial Physique does that a zero TV set would not is create the potential for conflict, which is absolutely essential in a PvPvE zone.
Since it's extremely unlikely that ZOS is going to implement this idea, let's talk about what you can do instead to reduce the Tel Var earned by players who attack you.
You can use a stealth build. I mean, if they can't find you, it's a lot harder for them to kill you...
You can bank your Tel Var before you leave.
You can avoid engaging PvE enemies unless necessary in order to reduce your Tel Var gain.
You can buy Sigils of Imperial Retreat or swap to a different campaign in order to leave and bank frequently.
IC is not a PVP zone that is Cryodiil, IC is a PvPvE zone as advertised by the devs from day one of IC's marketing. Since it is a mixed PvP and PvE zone you're going to have people with differing opinions on the PVP aspect since you're mixing PVP and PVE players making requests like the OPs completely unsurprising to me (yes I'm aware he simply wants to troll gankers with no reward received).colossalvoids wrote: »AnduinTryggva wrote: »colossalvoids wrote: »Third in a row, sigh.
Each time you're asking for a no PvP mode in a PvP zone just keep in mind that you're asking for a space in a heavily limited player count zones for someone who isn't even having any intention to play the zone's objective. Obviously you can't care less about those pvpers it seems but it's not going to happen at the very least for this reason.
Mh? Did you read and understand?
I am asking to be able to CHOOSE to not being the victim of gang robbery in IC. Why can't you see that this is a problematic player behavior incited by this telvar mechanism? I even don't ask it to be removed. I asked for a way out off this as an OPTION that comes at a cost for the player who selects that option. It does NOT take up a slot, it does NOT mean not to be killed. It does NOT mean that players who chose not to have telvars don't work for any objective (which there isn't any other than killing other players or questing btw).
Yes, you're asking to have a spot in PvP campaign without any intentions to PvP or participate on even terms with everyone else bypassing parts of it (tel var gain and loss). If you feel robbed there, that's solely on you and your perception of it, as it is a PvP in PvP zone, no matter if that's 1v1 or 20v1, no one forced you to queue and enter. Learn to bank, or learn to not care about stones on you, as you insisting about not caring but still going about being robbed. If you can't secure your currency it's simply not yours, it's just digits in a corner of your screen. It's yours when it's already banked. And yes, if someone can outsmart or outnumber you it's a fair play.