Alienoutlaw wrote: »Imperial city is a risk reward arena and is working as intended
Necrotech_Master wrote: »emilyhyoyeon wrote: »I saw someone mention this earlier in the thread, but the amount of load screens/how the respawning works is also pretty frustrating, and I like pvp, so I can only imagine how annoying it is for someone who doesn't.
One of the things I don't get is that when you're killed, you have the option to pick a district you own to respawn in, or ''return'' or whatever the word is. The return option sounds like it brings you back to base, but it doesn't, if you own at least one of the districts. When I'm trying to do stuff in Elven Gardens, and my alliance owns some other district, I'm forced to go back to that one, then go back down the trapdoor into base, then go back up to Elven Gardens, instead of just being able to immediately respawn in the sewers and save myself the time.
OP's originally talking about tel var, but I can't help but think that making the respawn process less annoying wouldn't help frustrated players, PVEers or not.
"release" is back to the nearest allied faction controlled district (if your on the surface) or back to the sewer base (if your in the sewer, or your faction has no districts controlled on the surface)
thats part of where the extra load screens come in, if your faction has no control over the surface, thats 2 load screens to get back to the surface (one load back down to sewer base, one load back to surface) (and this is because zos though it was a good idea to tie respawning to owning the district)
As a player who often gets killed over and over and over and over again by the same person(s), I do feel it is griefing. The reason these players are able to do so, is because I am forced to go to these zones for my tickets(plus other rewards). And as I am a persistent/stubborn person, I keep going back and back and back until I achieve what I wanted to. To finish the goal/quest(s) for the rewards. Has nothing to do with low IQ( I think... wait what? ).Carcharodontosaurus wrote: »Personally, I would define IC griefing as continuing to kill a player again and again when it's obvious that they are unable/unwilling to fight back. Or hiding by the entrance and nailing the same person again and again as they come back to deposit. Yes, they're being an idiot falling for the same trap again and again, but that just means you're fighting someone way below your intelligence, skill, and expertise. Yes, you could also say it's on the person being griefed to get good or something and just continue to get dunked on until they get good.
AnduinTryggva wrote: »Overall I would be happy if gankers and griefers would have to carry a higher risk. Force everybody to run around with 1000 telvar min or so before entering a district. This could populate the sewers also a bit further.
AnduinTryggva wrote: »Overall I would be happy if gankers and griefers would have to carry a higher risk. Force everybody to run around with 1000 telvar min or so before entering a district. This could populate the sewers also a bit further.
Gankers already have a high risk. It's called being squishy.
I literally had a ganker kill himself on me yesterday. The second I saw him (yes, believe it or not, there are several ways to see hidden gankers before they attack), I cast Spiked Bone Shield, which reflects the attackers own damage to themselves, blocked, cast it again, my Infernal Guardian procced, and he was dead within five seconds. And I made no offensive countermoves.
I got a lot of free tel var, too!
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.
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.
If ZOS places Quests in that zone then they will always have business being in that zone, regardless of their opinion on being farmed as cash cows.
mattaeus01b16_ESO wrote: »False dilemma.
Pvpers, even gankers, don't kill other players --just-- for the Telvar reward.
PvP is more fun to some of us than PvE.
Also, it isn't -your- Telvar until you successfully get it home.
To be honest Iplayers should pay no more attention to other players' getting Telvar than they do to the
NPCs and Bosses who get paid in gold when players die to them.
Yes they do get a gold reward, it is called Repairs.
OMG, Almost everything about this is WRONG WRONG WRONG. (Three wrongs in there for each statement)
AnduinTryggva wrote: »AnduinTryggva wrote: »Overall I would be happy if gankers and griefers would have to carry a higher risk. Force everybody to run around with 1000 telvar min or so before entering a district. This could populate the sewers also a bit further.
Gankers already have a high risk. It's called being squishy.
I literally had a ganker kill himself on me yesterday. The second I saw him (yes, believe it or not, there are several ways to see hidden gankers before they attack), I cast Spiked Bone Shield, which reflects the attackers own damage to themselves, blocked, cast it again, my Infernal Guardian procced, and he was dead within five seconds. And I made no offensive countermoves.
I got a lot of free tel var, too!
anecdotical evidence. I run around IC with a halfway tanky stamdk (about 32k health with buffes). But these 32k health bleed away in nil time if 2 gankers with optimized burst dmg kill you near the doors leading to the next sector or any other similar bottleneck location.
I of course try to keep essential skills up most of the time. But as always this is a trade-off. Do I sacrifice stamina for keeping up an expensive heal over time or do I use a cloak revealing skill? It is one or the other and if you are outnumbered well, much more than often they simply surprise you and catch you on the wrong foot most of the time. That's what they are after. It's as close as base camping in FP shooter games as possible. There is a reason why base camping is part of the griefers set of tools and much disliked.
And let's not forget: Cloak can be reapplied as soon as you cast a reveal skill nilifying your skill (and its hefty cost in nil time). To be honest, some of the reveal skills are just crab and it boils down to a ressource race.
AnduinTryggva wrote: »
Why exactly is it "griefing" to PvP in a PvP zone? Care to elaborate?ArchangelIsraphel wrote: »You do realize that what you are requesting is a broken mechanic, right?
If a player can still kill/be killed or kill mobs, but not gain or loose telvar, then you are capable of messing around with IC objectives while not actively participating in the mechanics of IC.
Why should you, who choses not to carry tel var, be able to flip a district for your faction without being rewarding to kill if you get caught doing it?
Why should you, who chooses not to carry tel var, be able to kill district bosses and let the tel var they drop go to waste, while players who actually want to participate in the mechanics need to keep searching for those bosses, but can't find them because a "no telvar" group killed them to troll?
Why should you get the telvar rewards and benefits from quest reward boxes if you choose not to actively participate in the mechanics of risk/reward that define IC?
Why should you even get tickets?
I don't even enjoy IC as a pvp mode very much, but I wouldn't want someone with the ability to completely troll the districts running around, messing with objectives, with nothing to loose because they're "safe" from the people who legitimately want to play in this game mode.
And no, banking your tel-var is not the same as being able to go to IC and completely waste a boss others could have killed who don't want a free pass through IC.
Have you read the proposal thru? If you disable telvar collection you ONLY can do the district quests. Nothing else and nothing PvP relevant.
Overall I would be happy if gankers and griefers would have to carry a higher risk. Force everybody to run around with 1000 telvar min or so before entering a district. This could populate the sewers also a bit further.
Sure I read your suggestion, but my question referred to another player's assumption griefers were the only sort of players doing PvP in IC, which is simply not true regardless the bad state of this zone.
And I like the idea of a minimum tel-var carry to enter districts. Combined with removal of flags and the inability to leave the district by porting outside home base it could repopulate IC.
AnduinTryggva wrote: »AnduinTryggva wrote: »Overall I would be happy if gankers and griefers would have to carry a higher risk. Force everybody to run around with 1000 telvar min or so before entering a district. This could populate the sewers also a bit further.
Gankers already have a high risk. It's called being squishy.
I literally had a ganker kill himself on me yesterday. The second I saw him (yes, believe it or not, there are several ways to see hidden gankers before they attack), I cast Spiked Bone Shield, which reflects the attackers own damage to themselves, blocked, cast it again, my Infernal Guardian procced, and he was dead within five seconds. And I made no offensive countermoves.
I got a lot of free tel var, too!
anecdotical evidence. I run around IC with a halfway tanky stamdk (about 32k health with buffes). But these 32k health bleed away in nil time if 2 gankers with optimized burst dmg kill you near the doors leading to the next sector or any other similar bottleneck location.
I of course try to keep essential skills up most of the time. But as always this is a trade-off. Do I sacrifice stamina for keeping up an expensive heal over time or do I use a cloak revealing skill? It is one or the other and if you are outnumbered well, much more than often they simply surprise you and catch you on the wrong foot most of the time. That's what they are after. It's as close as base camping in FP shooter games as possible. There is a reason why base camping is part of the griefers set of tools and much disliked.
And let's not forget: Cloak can be reapplied as soon as you cast a reveal skill nilifying your skill (and its hefty cost in nil time). To be honest, some of the reveal skills are just crab and it boils down to a ressource race.
Well it's a good thing there are multiple ways to detect hidden players that don't require using resource hogging skills then, isn't it?
Like I said, knowledge is key.
AnduinTryggva wrote: »
Why exactly is it "griefing" to PvP in a PvP zone? Care to elaborate?ArchangelIsraphel wrote: »You do realize that what you are requesting is a broken mechanic, right?
If a player can still kill/be killed or kill mobs, but not gain or loose telvar, then you are capable of messing around with IC objectives while not actively participating in the mechanics of IC.
Why should you, who choses not to carry tel var, be able to flip a district for your faction without being rewarding to kill if you get caught doing it?
Why should you, who chooses not to carry tel var, be able to kill district bosses and let the tel var they drop go to waste, while players who actually want to participate in the mechanics need to keep searching for those bosses, but can't find them because a "no telvar" group killed them to troll?
Why should you get the telvar rewards and benefits from quest reward boxes if you choose not to actively participate in the mechanics of risk/reward that define IC?
Why should you even get tickets?
I don't even enjoy IC as a pvp mode very much, but I wouldn't want someone with the ability to completely troll the districts running around, messing with objectives, with nothing to loose because they're "safe" from the people who legitimately want to play in this game mode.
And no, banking your tel-var is not the same as being able to go to IC and completely waste a boss others could have killed who don't want a free pass through IC.
Have you read the proposal thru? If you disable telvar collection you ONLY can do the district quests. Nothing else and nothing PvP relevant.
Overall I would be happy if gankers and griefers would have to carry a higher risk. Force everybody to run around with 1000 telvar min or so before entering a district. This could populate the sewers also a bit further.
AnduinTryggva wrote: »Care to share your knowledge?
Like: Oh there is knowledge but it is secret!!! It is hard won knowledge and I cannot share. But you know... The usual gate keeping attitude.
It's like "with the right build you do fine but you don't find these builds on internet and I won't tell you what build you need." Gate keeping.
And fighting that nothing changes because the current situation fits best.
AnduinTryggva wrote: »AnduinTryggva wrote: »AnduinTryggva wrote: »Overall I would be happy if gankers and griefers would have to carry a higher risk. Force everybody to run around with 1000 telvar min or so before entering a district. This could populate the sewers also a bit further.
Gankers already have a high risk. It's called being squishy.
I literally had a ganker kill himself on me yesterday. The second I saw him (yes, believe it or not, there are several ways to see hidden gankers before they attack), I cast Spiked Bone Shield, which reflects the attackers own damage to themselves, blocked, cast it again, my Infernal Guardian procced, and he was dead within five seconds. And I made no offensive countermoves.
I got a lot of free tel var, too!
anecdotical evidence. I run around IC with a halfway tanky stamdk (about 32k health with buffes). But these 32k health bleed away in nil time if 2 gankers with optimized burst dmg kill you near the doors leading to the next sector or any other similar bottleneck location.
I of course try to keep essential skills up most of the time. But as always this is a trade-off. Do I sacrifice stamina for keeping up an expensive heal over time or do I use a cloak revealing skill? It is one or the other and if you are outnumbered well, much more than often they simply surprise you and catch you on the wrong foot most of the time. That's what they are after. It's as close as base camping in FP shooter games as possible. There is a reason why base camping is part of the griefers set of tools and much disliked.
And let's not forget: Cloak can be reapplied as soon as you cast a reveal skill nilifying your skill (and its hefty cost in nil time). To be honest, some of the reveal skills are just crab and it boils down to a ressource race.
Well it's a good thing there are multiple ways to detect hidden players that don't require using resource hogging skills then, isn't it?
Like I said, knowledge is key.
Care to share your knowledge?
Like: Oh there is knowledge but it is secret!!! It is hard won knowledge and I cannot share. But you know... The usual gate keeping attitude.
It's like "with the right build you do fine but you don't find these builds on internet and I won't tell you what build you need." Gate keeping.
And fighting that nothing changes because the current situation fits best.
Gankers already have a high risk. It's called being squishy.
SeaGtGruff wrote: »SeaGtGruff wrote: »the1andonlyskwex wrote: »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.
There's a big difference between banking tel var stones (which is fine) and opting out of earning them in the first place, which is spiteful (and what you appear to be asking for).
Me: "So I guess you think that anyone who's just banked all of their TV before heading into IC, or who has already lost all of their TV to other players, is somehow being spiteful because you apparently feel like players are obligated to be carrying TV around with them in IC so other players can reap their justly-earned rewards?"
You are skipping the part where you have to get those stones back to the bank. If you collect and deposit your stones you won that round of PvP. If you collect then lose half you lost that round.
And you are skipping the part where I put my TV in the bank AND WHY. According to my reading of the objections that some people have to the OP's request, I did it out of MALICIOUS SPITE. And I'm perfectly okay with them saying that as long as they can successfully convince ZOS to remove the ability to bank TV in the first place-- because, ya kniw, we can't be denying those PvP players their justly-earned and well-deserved spoils, now can we?
I am mostly PvE because I am rubbish at PvP but even I can see that the suggestion here would never work.
I have been killed multiple times by the same person camped right outside the alliance sewer entrance and after the second time of getting zero tel var from me you would have thought they would get a clue that I have none on me. But they carried on killing me repeatedly. Those who engage in this sort of play style have no interest in Tel Var so it would make no difference even if there was a big neon sign above my head saying how much or little I am carrying.
. The OP suggestion wants to take away the reward even if they succeed.
spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
ArchangelIsraphel wrote: »But the thing is, this doesn't just "protect" people who want to do quests from gankers- it protects gankers as well. If someone wants to go gank people just to troll with 0 risk and 0 interest in tel-var, you've just enabled them to do so. There's so many ways this system can be abused and used to prevent people from actually getting telvar.
spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
That doesn't change anything I said. This is a person deciding to punish themselves to punish others.
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.
AnduinTryggva wrote: »Care to share your knowledge?
Like: Oh there is knowledge but it is secret!!! It is hard won knowledge and I cannot share. But you know... The usual gate keeping attitude.
It's like "with the right build you do fine but you don't find these builds on internet and I won't tell you what build you need." Gate keeping.
And fighting that nothing changes because the current situation fits best.
I don't mind sharing information with those who are willing to learn. But many already know everything they want to know.
ArchangelIsraphel wrote: »spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
But the thing is, this doesn't just "protect" people who want to do quests from gankers- it protects gankers as well. If someone wants to go gank people just to troll with 0 risk and 0 interest in tel-var, you've just enabled them to do so. There's so many ways this system can be abused and used to prevent people from actually getting telvar.
And what happens to people who ARE gaining tel-var in IC who get killed by "0 Tel-Var" players? Does their lost tell var on death disappear into the void as it would when one is killed by a mob? (Which would be awful because players could exploit having 0-telvar on them to simply delete the tel-var of others for fun. Why should anyone loose telvar to someone risking nothing killing them for the lolz?) Or would no tel-var be lost, which defeats the purpose of the mechanics in IC?
Or are you totally disabling the ability of a 0-Telvar player to defend themselves at all?
It changes gameplay in IC for certain. A group of players who have turned on the "0 Tel-Var Earned" mechanic can go kill bosses just to troll and prevent legitimate players from earning anything from them. This isn't just going to be used by questers with benevolent intentions. It's going to be exploited by actual PVP players to grief eachother.
Are we also disabling the gain of AP and other rewards for 0-Telvar Players? Because they shouldn't be allowed to harvest any reward from kills if they aren't actually participating in the mechanics.
And no matter what you guys keep saying, banking tel-var isn't the same as this mechanic you are suggesting. Even if you bank tel-var, you have no choice but to gain tel-var again if you interact with mobs at all while questing, which means you DO have tel-var on you no matter how small the amount. Sure, a player who has just jumped down from their base is likely a 0-value target, but they won't be soon enough if they are questing at all.
Again, I don't really enjoy IC, but I still think this suggestion is terribly broken and ruins the mechanics of what IC is supposed to be.
My guess is that person is not a regular PvP'r and is taking advantage of the event to try and get PvP achievements for killing players. Or they are just not good people and like causing grief. Most the PvP crowd is out doing PvP things, not camping doors.
PPS: Why on earth do we need to go to two separate PvP zones for all three tickets, just let any activity which now grants either one or two tickets during PvP events grant all three tickets at once. Why force us into two different zones?!?
emilyhyoyeon wrote: »Necrotech_Master wrote: »emilyhyoyeon wrote: »I saw someone mention this earlier in the thread, but the amount of load screens/how the respawning works is also pretty frustrating, and I like pvp, so I can only imagine how annoying it is for someone who doesn't.
One of the things I don't get is that when you're killed, you have the option to pick a district you own to respawn in, or ''return'' or whatever the word is. The return option sounds like it brings you back to base, but it doesn't, if you own at least one of the districts. When I'm trying to do stuff in Elven Gardens, and my alliance owns some other district, I'm forced to go back to that one, then go back down the trapdoor into base, then go back up to Elven Gardens, instead of just being able to immediately respawn in the sewers and save myself the time.
OP's originally talking about tel var, but I can't help but think that making the respawn process less annoying wouldn't help frustrated players, PVEers or not.
"release" is back to the nearest allied faction controlled district (if your on the surface) or back to the sewer base (if your in the sewer, or your faction has no districts controlled on the surface)
thats part of where the extra load screens come in, if your faction has no control over the surface, thats 2 load screens to get back to the surface (one load back down to sewer base, one load back to surface) (and this is because zos though it was a good idea to tie respawning to owning the district)
That's what I'm saying.
Release should put you back to the sewers, since the other option lets you pick your respawn point anyway. You are forced into more load screens, if your alliance has a district you don't want to be in, when you die.