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[NOT LONGER REQUESTED] Option to NOT collect Tel'var stones

  • AnduinTryggva
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    Muizer 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.
  • jaws343
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    Muizer 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.

    Your choice to not collect tel var exists.

    It starts with that neat option Zos included that forces you to actively queue into the pvp zones. You have to make that choice, you can't accidentally end up in pvp.
  • Muizer
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    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.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • the1andonlyskwex
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    Muizer 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
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    Muizer 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.
  • BlueRaven
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    At this point just let IC remain a dead zone. Even with the event, is it worth the extra ticket? It is not.

    The pvp players drive casual players away from pvp, making those areas basically empty. Even Cyrodiil has dead servers during this event.

    Then they wonder why more pvp content is never added.

    (And this goes to end game pve-ers as well) if you keep driving people away, don’t be surprised if no one is joining you.
  • CameraBeardThePirate
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    Muizer 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.

    Except that "thwarting" people doing quests in the zone is actively part of the design of IC. It's a PvP zone. They aren't "trying to thwart you", they're killing an enemy player in a zone that's made for killing enemy players.
  • AnduinTryggva
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    So actually it is basic game design in that zone to run around with zero telvar. Running around with zero tv is "actively part of the design of IC" to use your wording. Why are you complaining about when I ask simply for a COMFORT OPTION that is just doing exactly what is already there just with a bit less time spent on load screen and travelling to the next bank? Which would allow players to spend MORE time in the kill zone which in turn would offer more opportunities for players having fun killing outnumbered players. After all the claim is made here that players are gang ganked just for the fun of it - not for the tv.
    Edited by AnduinTryggva on July 4, 2023 3:37PM
  • Tonturri
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    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.
    Edited by Tonturri on July 4, 2023 3:56PM
  • Vrienda
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    I'd much rather just see a PvE Imperial City. The story there is really good but sod going through it while oneshot gankers are crawling all over the place looking for easy telvar.
    Desperate for Roleplaying servers to bring open world non-organised RP to Elder Scrolls Online. Please ZOS.
  • Amottica
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    Vulkunne wrote: »
    BlueRaven wrote: »
    Vulkunne 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.
  • FantasticFreddie
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    Amottica wrote: »
    Vulkunne wrote: »
    BlueRaven wrote: »
    Vulkunne 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.


  • SimonThesis
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    Just make a pvp build to actually pvp in a pvp zone or don't go into the pvp zone, its not that hard. People need to stop going into pvp without a build and expecting good results.

    Join a pvp guild, get a pvp build, pvp and have fun. You cant go into pvp with only 25k health and no crit resist and expect not to be oneshot.

    The heart of the problem with pvp is that people need to be willing to build for it and join groups.
  • AnduinTryggva
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    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?
  • AnduinTryggva
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    Tonturri wrote: »
    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.

    That sounds like a nice idea. At least really put some risks at gankers. The more telvars they have the higher the proportion they get from the killed person but still with a cap as of now so that the ganked one does not lose more than already today.
  • ArchMikem
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    Amottica 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.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Soarora
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    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?

    Build tankier. A realistic option is right within your hands. If you have low health then you are a target. Can also use sets like sea serpents. Can also use reveal potions and magelight/camo hunter. Can also slot revealing flare for major protection. Can play no-CP and use oakensoul. When I was a frail PvEr, it felt like I was ganked over and over again and I hated Imperial City. Building a PvP build helped A LOT. Even though I have low health, nowadays I can fend for myself and do not get obliterated nearly as much. If I do die, I have the choice to avenge myself or move to a different district.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • Soraka
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    I guess I also kind of get it but kind of don't get it. If you aren't attached to telvar and don't care if you have any or not, why are you having a reaction to other people getting them when you die? As others have said people will still kill you any type of way, "fair" or "unfair" regardless.
    I run my healer in IC to do quests during events. I'll always die, I don't care for IC I prefer Cyro. It sucks to get ganked, but I know it's gonna happen. If I want my telvar I bank them and if I'm sloppy and lose them I know it's on me.

    I don't want to sound mean, but maybe some introspection is in order for why this reaction is happening within yourself. I see this sort of thing a lot with pvp discussion. When you get killed it's not personal, they probably aren't even thinking about you once it's done, and it's not usually targeted beyond you being there.
    Edited by Soraka on July 4, 2023 5:40PM
  • KlauthWarthog
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    IC is toxic by intentional design, and it is a dead zone as a direct result of that.
    The best course of action is just to ignore it completely. Go for Battlegrounds or Cyrodiil instead.
  • Amottica
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    Amottica wrote: »
    Vulkunne wrote: »
    BlueRaven wrote: »
    Vulkunne 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.


    ahh, thanks for clarifying.

  • Amottica
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    ArchMikem wrote: »
    Amottica 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.

    Good point, but the PvP source tends to be the best return so it would be a major chilling effect. Then there is the fact it is a zone intended and designed to have PvP as part of it which means if a player does not want to risk dealing with PvP they have no business being in that Zone.

    So yea, Zenimax is not likely to create PvE-only access to either of the two zones designed to have PvP.

  • spartaxoxo
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    Tonturri wrote: »
    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.

    I think this is also a good adjustment they could make to Tel-var rather than just reducing the penalty.

    If the solo player also had risk-reward from these pvp encounters rather than it being high risk, low reward, they may be more likely to join.

    Right now the people who are ganking or travelling in "bigger"groups are the only ones in IC, which is why it's dead. They don't even encounter much pvp. The solo or small group casual pvper has no incentive to go in there. They take a high risk for no reward.

    The design is unhealthy and that is why the content is failing. It's much more dead than either Cyro or Battlegrounds. Those zones are high risk and high reward for all participants. The way Imperial City is designed is that it's low risk, high reward for groups and gankers. And high risk, low reward for everyone else. So, the low reward players decide to not play. This means less pvp in a pvp zone. Ironically, most of what is left in IC is PvE. Groups farming bosses over and over with only a small amount 🤏 of resistance.
    Edited by spartaxoxo on July 4, 2023 6:42PM
  • Grimbar
    Grimbar
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    2+ players cloak themselves and wait at exits for single players to pass by and then pull them off

    Uh, which server is this on?

    Asking for a friend.
  • mattaeus01b16_ESO
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    kargen27 wrote: »
    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.

    Dont run... Hit L... Que for SillyDill and port out.

    Also, having no death punishment except for the other side getting AP, MIGHT actually bring more people down into IC.
    And you say some risk. This is to assume that you kinda sorta know what your doing in the game. MEANWHILE, the other 90% that go into IC just become farming bait. And during non events, they just avoid avoid avoid. And a lot of this is based on their experience with IC during such events.
  • Jaraal
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    BlueRaven wrote: »
    At this point just let IC remain a dead zone. Even with the event, is it worth the extra ticket? It is not.

    But this event is a gold mine for players who do not PvP.

    District bosses can drop over 10,000 tel var each. For reference, a runebox that costs 250,000 tel var sells on PC/NA for 5,000,000 gold. And the generic trash daedra regularly drop key fragments that sell for 500g each (as well as tel var), and the drop rate for purple and ornate gear is higher in IC than any other zone.

    Also, I got over 70 gold style pages, and even more monster helm drops last event. These particular pages sell for more than average, as less people engage in the event than do in regular zone events. So, even if you don't want the ticket, or don't like killing players, there's still plenty of reasons to go to Imperial City.
  • VaranisArano
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    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.
  • zaria
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    Muizer 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.
    Banking is part of the mechanic. Its pretty common to carry 100 telvars jumping in as you get the first multiplier.

    But think not all know you can bank telvar. Was on an stealthy Khajiit NB one sneak set one DD set and ring of wild hunt.
    Far from an PvP build, just stealthy and fast, and some moron tried to gank me, was not even low on health, dropped an ultimate followed by spin to win, got +10K telvar.
    Cloak, sneak and run some weird place while porting to Cyrodil. Unless you have some idea that you are doing do not try to kill somebody in PvP unless you are with other players. That NB would not try to kill another players unless others was fighting him as it was not an PvP buid
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • SimonThesis
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    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?
    Your build could be improved if your easily ganked or run with some friends next time.

    The minimum health for most of the pvp guilds I run with is 35k unbuffed with 2k+ crit resistance.
    Here's some general recommendations:
    Are you running a reveal aka lights for gankers and bombers ex. Camohunter/magelight/Flare/or Detect pots?
    Are you running/receiving defensive buffs like Major Resolve and Major Evasion?
    If your in CPIC do you have defensive cp on like IronClad/Unnassailable/Relentlessness/slippery etc.
    If you aren't running with a healer, do you have a self burst heal and/or shield on?
    Are you running a source of snare removal like shuffle so you don't get slowed?

    Your experience in pvp would be drastically improved with a decent pvp build and some friends to run with.
    Edited by SimonThesis on July 4, 2023 8:42PM
  • Amottica
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    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.

    Excellent suggestions to help the OP and similar-minded players to reduce the PvP conflict and to reduce tel var loss. Obviously, I agree since I have also pointed out that it is unlikely Zenimax will implement the idea as the zone was intended and designed to have the conflict of PvP involved. As noted, it is a PvPvE zone and that is how it is likely to remain for a very long time.

  • Ragnarok0130
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    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.
    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).

    At this point I'd rather the devs make a strictly PVE IC instance for the people who don't want to participate in the risk vs reward aspect that yields zero telvar and AP for quests and kills rather than rehashing this tired topic during every Midyear Mayhem ad infinitum, and it also solves your issue with people taking up slots in a campaign. Let them earn their daily tickets in safety and then allow PVP players to earn tickets via PVP quests for all of the other ESO PVE events and call it a day.

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