SeaGtGruff wrote: »CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »I use this method regularly. I have a lot of alts at low lvls, and often level them doing quests in IC.
I WILL NOT give all the gankers and dirty players the opportunity to kill me (while I am doing a quest on my lvl 20 or 30 toon). I will port out if I can survive long enough, or if I see you coming towards me. No matter how much telvar i am carrying in that moment... Most of the times its les than 50, but you will get 0 if I can help it.
Don't attack low lvl playersPVE-ers doing quests, and you won't have to complain about things like porting in the middle of "the fight".
All this reads as is "I joined a PvP Zone but don't want to PvP"
More like 'I joined a PvPvE zone and the whole 'P' always comes before 'E' is an opinion that I don't share'.
It is a PvP enabled zone, which means PvP is part of the environment. Go somewhere else if you don't want to engage with it.
Besides, the complaint of this post has little to do with the PvErs that port out, and much more to do with the PvPers that will only fight you while outnumbered, and queue out immediately as soon as they start to lose a fight.
Players who go to a PvPvE environment are not obligated to "engage" with PvP. Yes, it is part of the environment, and as such they are obligated to accept the fact that they can be attacked by enemy players-- but that doesn't mean they aren't allowed to run away instead of "engaging" with their attackers.
Personally, I think players who choose to enter a PvP or PvPvE zone should just get over their fear of getting killed by other players-- but from some of the posts defending the OP's requests, it sounds like the issue isn't timid PvE players who are too afraid to engage with their attackers, but supposedly PvP players who are queuing out to avoid the risk of losing half of their TV. Most PvE players in IC probably don't have enough TV on them to be worried about losing half of it, although to some of them even a small amount of TV might be a precious commodity.
I think disabling queue to Cyrodiil from Imperial City is a bad idea, and that ZOS should not do this.
However, if folks want to argue risk/reward requires disabling queue, then I say ZOS should at the same time change the telvar loss to a maximum of 50% of what you are carrying AND what the enemy player is carrying. So if I get killed by an enemy player currently carrying 0 telvar, I lose 0 telvar, and respawn back at my faction base with all my telvar. The enemy player took no risk, so they get no reward, right?
Bammlschwamml wrote: »I don't understand this mindset.
Some players farm obvious noobs for hours and upload videos where they kill them over and over again. Taking away their chance to have fair and fun fights, and wasting their time until they log off frustrated and might never come back. Someone else is making "fight of the week" compilations with those videos, so even more people can watch the noobs get destroyed and laugh at them. In their mind that's normal and how it's supposed to be. Killing other players like they are overland npcs.
And the few players they can't kill? They have to be exploiting something or playing unfair or cheating or whatever. It's their fault, they are playing wrong, or the game is broken, and something has to change. Because the perfect pro player with the big ego wants to be able to kill everyone, everywhere, all the time.
Most players are really nice and relaxed about the game, but there will always be some who just can't handle losing and everything has to be serious and stressful. Dying to another good player or group already hurts and makes their stress hormones, blood pressure and pulse spike to unhealthy levels. But the absolute worst thing for them are healers, tanks and players who just don't really want to fight. It makes their heads explode, and then comes the drama...
Why can't we just enjoy the game while it works, and stop calling each other cheaters or losers or both. The game is far from perfect, and there are more pressing issues than "run away prey" and missing out on stealing tel'var stones from others.
It's the same thing with players running away from a fight in Cyrodiil, and enemies following them all over the map. There have been endless discussions about this, and i am sure they will go on forever.
If someone doesn't want to play with me, i leave them alone and don't cry about it...
Talk about gaslighting.
As indicated by the mechanics of "get me unstuck" within IC and the existence of imperial retreat sigils, the developers did not intend for you to be able to instantly exit IC with 0 telvar loss at will. The way this is currently being being utilized to avoid having to PVP so that players can farm telvar risk free is exploitative in nature.
Bammlschwamml wrote: »I don't understand this mindset.
Some players farm obvious noobs for hours and upload videos where they kill them over and over again. Taking away their chance to have fair and fun fights, and wasting their time until they log off frustrated and might never come back. Someone else is making "fight of the week" compilations with those videos, so even more people can watch the noobs get destroyed and laugh at them. In their mind that's normal and how it's supposed to be. Killing other players like they are overland npcs.
And the few players they can't kill? They have to be exploiting something or playing unfair or cheating or whatever. It's their fault, they are playing wrong, or the game is broken, and something has to change. Because the perfect pro player with the big ego wants to be able to kill everyone, everywhere, all the time.
Most players are really nice and relaxed about the game, but there will always be some who just can't handle losing and everything has to be serious and stressful. Dying to another good player or group already hurts and makes their stress hormones, blood pressure and pulse spike to unhealthy levels. But the absolute worst thing for them are healers, tanks and players who just don't really want to fight. It makes their heads explode, and then comes the drama...
Why can't we just enjoy the game while it works, and stop calling each other cheaters or losers or both. The game is far from perfect, and there are more pressing issues than "run away prey" and missing out on stealing tel'var stones from others.
It's the same thing with players running away from a fight in Cyrodiil, and enemies following them all over the map. There have been endless discussions about this, and i am sure they will go on forever.
If someone doesn't want to play with me, i leave them alone and don't cry about it...
Talk about gaslighting.
As indicated by the mechanics of "get me unstuck" within IC and the existence of imperial retreat sigils, the developers did not intend for you to be able to instantly exit IC with 0 telvar loss at will. The way this is currently being being utilized to avoid having to PVP so that players can farm telvar risk free is exploitative in nature.
Sheezabeast wrote: »Funny how during the PVP event we just had, no one was talking about this addon or promoting using it or making it a widely known 'exploit'.
Theist_VII wrote: »
I’m loving all of the mental gymnastics people are willing to undertake just to justify their bypass of a mechanic designed by ZOS.
Theist_VII wrote: »Bammlschwamml wrote: »I don't understand this mindset.
Some players farm obvious noobs for hours and upload videos where they kill them over and over again. Taking away their chance to have fair and fun fights, and wasting their time until they log off frustrated and might never come back. Someone else is making "fight of the week" compilations with those videos, so even more people can watch the noobs get destroyed and laugh at them. In their mind that's normal and how it's supposed to be. Killing other players like they are overland npcs.
And the few players they can't kill? They have to be exploiting something or playing unfair or cheating or whatever. It's their fault, they are playing wrong, or the game is broken, and something has to change. Because the perfect pro player with the big ego wants to be able to kill everyone, everywhere, all the time.
Most players are really nice and relaxed about the game, but there will always be some who just can't handle losing and everything has to be serious and stressful. Dying to another good player or group already hurts and makes their stress hormones, blood pressure and pulse spike to unhealthy levels. But the absolute worst thing for them are healers, tanks and players who just don't really want to fight. It makes their heads explode, and then comes the drama...
Why can't we just enjoy the game while it works, and stop calling each other cheaters or losers or both. The game is far from perfect, and there are more pressing issues than "run away prey" and missing out on stealing tel'var stones from others.
It's the same thing with players running away from a fight in Cyrodiil, and enemies following them all over the map. There have been endless discussions about this, and i am sure they will go on forever.
If someone doesn't want to play with me, i leave them alone and don't cry about it...
Talk about gaslighting.
As indicated by the mechanics of "get me unstuck" within IC and the existence of imperial retreat sigils, the developers did not intend for you to be able to instantly exit IC with 0 telvar loss at will. The way this is currently being being utilized to avoid having to PVP so that players can farm telvar risk free is exploitative in nature.
I’m loving all of the mental gymnastics people are willing to undertake just to justify their bypass of a mechanic designed by ZOS.
So many excuses for why this exploit should remain, if people spent that time theorycrafting a decent build they wouldn’t need to duck every encounter.
SkaraMinoc wrote: »How do you get out of IC districts if you're attacked by players? The districts are very small. You'll be running in circles for an hour until someone gets tired and gives up. Something as simple as a status effect DoT will block your interaction with any doors so you can't escape. Given how combat works in ESO, the port to Cyrodiil is a good thing.
I don't think ZOS will change anything.
SeaGtGruff wrote: »CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »I use this method regularly. I have a lot of alts at low lvls, and often level them doing quests in IC.
I WILL NOT give all the gankers and dirty players the opportunity to kill me (while I am doing a quest on my lvl 20 or 30 toon). I will port out if I can survive long enough, or if I see you coming towards me. No matter how much telvar i am carrying in that moment... Most of the times its les than 50, but you will get 0 if I can help it.
Don't attack low lvl playersPVE-ers doing quests, and you won't have to complain about things like porting in the middle of "the fight".
All this reads as is "I joined a PvP Zone but don't want to PvP"
More like 'I joined a PvPvE zone and the whole 'P' always comes before 'E' is an opinion that I don't share'.
It is a PvP enabled zone, which means PvP is part of the environment. Go somewhere else if you don't want to engage with it.
Besides, the complaint of this post has little to do with the PvErs that port out, and much more to do with the PvPers that will only fight you while outnumbered, and queue out immediately as soon as they start to lose a fight.
Players who go to a PvPvE environment are not obligated to "engage" with PvP. Yes, it is part of the environment, and as such they are obligated to accept the fact that they can be attacked by enemy players-- but that doesn't mean they aren't allowed to run away instead of "engaging" with their attackers.
Personally, I think players who choose to enter a PvP or PvPvE zone should just get over their fear of getting killed by other players-- but from some of the posts defending the OP's requests, it sounds like the issue isn't timid PvE players who are too afraid to engage with their attackers, but supposedly PvP players who are queuing out to avoid the risk of losing half of their TV. Most PvE players in IC probably don't have enough TV on them to be worried about losing half of it, although to some of them even a small amount of TV might be a precious commodity.
CameraBeardThePirate wrote: »SkaraMinoc wrote: »How do you get out of IC districts if you're attacked by players? The districts are very small. You'll be running in circles for an hour until someone gets tired and gives up. Something as simple as a status effect DoT will block your interaction with any doors so you can't escape. Given how combat works in ESO, the port to Cyrodiil is a good thing.
I don't think ZOS will change anything.
There are a few ways to escape that require building into them.
Stage 4 vamp.
Invis pots.
Nightblade stealth.
They've fixed the dots pulling you out of stealth this patch, so that's no longer an excuse. Slot a purge (all classes have access to multiple purges now) and Ele Sus is no longer an issue.
Or, accept that you shouldn't just get to run away from a fight in an environment where fighting over a currency is the main mechanic.
Major_Mangle wrote: »The situation where players port out of IC in order to avoid losing telvar stones to another player is abused on a regular basis and needs to be adjusted. Why have items such as sigil of imperial retreat (it´s entire purpose is to be used to safely get away with your stones), when you can simply just queue out to an empty campaign with 0 downsides. Players on PC even use addons that do this things automatically depending on your HP to telvar ratio, or addons which allows you to bind hotkeys to start the queue for them. The option to do this removes the entire risk/reward situation completely which shouldn´t be the case. I´ve 0 issues with people who uses tactics such as invisibility potions, stag 4 vamp sprint to get into invis and get away (or any other proper strategy to get away).
My suggestions to adjust this:
1. Doing damage or taking damage from a player within 30 seconds prevents you from accepting the queue and leaving IC this way.
2. Queueing out of IC while in combat with another player makes you lose the same amount of stones as if you died to said player.
3. Keep the current mechanic but make it so your character stays in IC for another 10-15 seconds before porting out.
CameraBeardThePirate wrote: »There are a few ways to escape that require building into them.
Stage 4 vamp.
Invis pots.
Nightblade stealth.
CameraBeardThePirate wrote: »Or, accept that you shouldn't just get to run away from a fight in an environment where fighting over a currency is the main mechanic.
SkaraMinoc wrote: »CameraBeardThePirate wrote: »There are a few ways to escape that require building into them.
Stage 4 vamp.
Invis pots.
Nightblade stealth.
???
Wild Hunt + Gap Closer
Detect Pots
Camo Hunter / Magelight
Conspicuous Poison w 11.5s duration
Sentry Set
+moreCameraBeardThePirate wrote: »Or, accept that you shouldn't just get to run away from a fight in an environment where fighting over a currency is the main mechanic.
ESO's combat system allows you to build too tanky for this and it leads to griefing.
Troll Warden and Sorcs with max move speed and super tank builds will grief and not allow you to leave. There's already an AD Warden on PC NA that does this. They carry 0 Tel Var and follow you around and light attack right before you interact with the district door. Now you're in combat and can't leave. The only way out is to port to Cyrodiil.
SkaraMinoc wrote: »CameraBeardThePirate wrote: »There are a few ways to escape that require building into them.
Stage 4 vamp.
Invis pots.
Nightblade stealth.
???
Wild Hunt + Gap Closer
Detect Pots
Camo Hunter / Magelight
Conspicuous Poison w 11.5s duration
Sentry Set
+moreCameraBeardThePirate wrote: »Or, accept that you shouldn't just get to run away from a fight in an environment where fighting over a currency is the main mechanic.
ESO's combat system allows you to build too tanky for this and it leads to griefing.
Troll Warden and Sorcs with max move speed and super tank builds will grief and not allow you to leave. There's already an AD Warden on PC NA that does this. They carry 0 Tel Var and follow you around and light attack right before you interact with the district door. Now you're in combat and can't leave. The only way out is to port to Cyrodiil.
If this is the concern, then they simply must change accepting a queue to have the same mechanics as get me unstuck. You lose half your telvar if you take a queue out. Perhaps with an exception for safe zones, such as on doors, in spawns, and in the bases.
SkaraMinoc wrote: »CameraBeardThePirate wrote: »There are a few ways to escape that require building into them.
Stage 4 vamp.
Invis pots.
Nightblade stealth.
???
Wild Hunt + Gap Closer
Detect Pots
Camo Hunter / Magelight
Conspicuous Poison w 11.5s duration
Sentry Set
+moreCameraBeardThePirate wrote: »Or, accept that you shouldn't just get to run away from a fight in an environment where fighting over a currency is the main mechanic.
ESO's combat system allows you to build too tanky for this and it leads to griefing.
Troll Warden and Sorcs with max move speed and super tank builds will grief and not allow you to leave. There's already an AD Warden on PC NA that does this. They carry 0 Tel Var and follow you around and light attack right before you interact with the district door. Now you're in combat and can't leave. The only way out is to port to Cyrodiil.
If this is the concern, then they simply must change accepting a queue to have the same mechanics as get me unstuck. You lose half your telvar if you take a queue out. Perhaps with an exception for safe zones, such as on doors, in spawns, and in the bases.
It is beginning to sound more and more like "I didn't get to kill them... they need to be punished for my satisfaction"
Auldwulfe
SkaraMinoc wrote: »CameraBeardThePirate wrote: »There are a few ways to escape that require building into them.
Stage 4 vamp.
Invis pots.
Nightblade stealth.
???
Wild Hunt + Gap Closer
Detect Pots
Camo Hunter / Magelight
Conspicuous Poison w 11.5s duration
Sentry Set
+moreCameraBeardThePirate wrote: »Or, accept that you shouldn't just get to run away from a fight in an environment where fighting over a currency is the main mechanic.
ESO's combat system allows you to build too tanky for this and it leads to griefing.
Troll Warden and Sorcs with max move speed and super tank builds will grief and not allow you to leave. There's already an AD Warden on PC NA that does this. They carry 0 Tel Var and follow you around and light attack right before you interact with the district door. Now you're in combat and can't leave. The only way out is to port to Cyrodiil.
If this is the concern, then they simply must change accepting a queue to have the same mechanics as get me unstuck. You lose half your telvar if you take a queue out. Perhaps with an exception for safe zones, such as on doors, in spawns, and in the bases.
It is beginning to sound more and more like "I didn't get to kill them... they need to be punished for my satisfaction"
Auldwulfe
But if I say "exploit" enough maybe it'll be true.
SteveCampsOut wrote: »What's laughable is that anyone is crying over something that hurts nobody but gankers.
ForumSavant wrote: »Yes, this is abused by more than just people in IC, this is abused everywhere in PvP. People will constantly que out of fights just to avoid giving AP to players, there should be a punishment.
You can fix this issue by making it so you don't lose Telvar on death. There, problem solved.
The issue, here, is that some people think the telvar are a reward, and that, somehow, everyone agrees to play by their personal rules, and become prey for other people's enjoyment ......
Telver stones are a bribe, to get people to risk being victimized to get items they want, that are locked behind a gate, where the thing they need to do to get passed that gate is volunteering to be prey for predators that like to hunt lower levels, etc......
I am all for people porting to Cyrodiil ... because if they have some success at gaining some telvars, rather than just successfully looking at a death screen..... then there might actually, one day, be a population of players that have a reason to improve, and come out to join in....
As of right now, it's a bribery to play the luck lottery, and hope you, eventually, have enough to get something you want, for most of the lower level, or newer, players that haven't bought, paid for carries, or ground long periods, to have the newest proc and kill set armors......
Personally, I'd love to see a rule where you cannot attack someone more than 5 levels below you, or 100 CP lower....up to about CP 1200 --- anyone up there can attack each other at will - it would not balance out the issue of people making characters, keeping them low, while researching, and then coming out wearing 2 sets of trial gear, but it would bring some fairness back for low levels ....
Or, more people can take on time being bodyguards .... as I noted above. I usually get paid by the guilds that I guard for.... so it works for me.
Auldwulfe
SkaraMinoc wrote: »CameraBeardThePirate wrote: »There are a few ways to escape that require building into them.
Stage 4 vamp.
Invis pots.
Nightblade stealth.
???
Wild Hunt + Gap Closer
Detect Pots
Camo Hunter / Magelight
Conspicuous Poison w 11.5s duration
Sentry Set
+moreCameraBeardThePirate wrote: »Or, accept that you shouldn't just get to run away from a fight in an environment where fighting over a currency is the main mechanic.
ESO's combat system allows you to build too tanky for this and it leads to griefing.
Troll Warden and Sorcs with max move speed and super tank builds will grief and not allow you to leave. There's already an AD Warden on PC NA that does this. They carry 0 Tel Var and follow you around and light attack right before you interact with the district door. Now you're in combat and can't leave. The only way out is to port to Cyrodiil.
SteveCampsOut wrote: »What's laughable is that anyone is crying over something that hurts nobody but gankers.
Care to explain how this only hurts gankers?
I have never played a ganker in my life, and yet nearly every time I enter IC I end up having somebody queue out to escape me. Most of the time these are players that are in IC to farm telvar, which is a high value resource because of the "risk" associated with farming it - but that risk is non existent when you can simply press a key, hold block and heal/defensive ult for 15 seconds, and escape any player in the game regardless of their skill level or damage.
Keep gaslighting people who are concerned over a genuine exploit. Lol.
MidniteOwl1913 wrote: »There seem to be a few things going on here. The OP is upset because some PVPers are using an addon to one click out of a fight they are losing. I think this is a fair point. But before blaming the ability to port out to Cryo, try it on the console with no addons.
I can't imagine having enough time in a real fight to go thru all the clicks needed to port out on the consoles.
Second, some commenters seem to think because it's PVP allowed zone that's it is is a PVP zone. The PVE content is staring them in the face, quests, delves, world bosses (hello patroling horrors!). Because PVP is allowed you can expect to be attacked by other players. But there is PVE content there for those not PVPing at the moment.
Even without the stuck in combat bug porting is needed. There is no good way to get back to your base in IC without going thru Cryo. Going thru the sewers is time-consuming and often risky. If you want the "exploit" closed there needs to be another way to get back to base first.
If this is the concern, then they simply must change accepting a queue to have the same mechanics as get me unstuck. You lose half your telvar if you take a queue out. Perhaps with an exception for safe zones, such as on doors, in spawns, and in the bases.