But I'm thinking here that it makes more sense to award players MORE TV Stones from their enemies the bigger the risk they take (as in, encouraging 1:1 or 1:2 ratios for fights other than 20:1).
A griefer is a player in a multiplayer video game who deliberately irritates and harasses other players within the game, using aspects of the game in unintended ways.[1] A griefer derives pleasure primarily or exclusively from the act of annoying other users, and as such is a particular nuisance in online gaming communities, since griefers often cannot be deterred by penalties related to in-game goals.[2]
I think the amount rewarded should be random and sometimes you just get a "foul hide" like you do while hunting the wildlife for materials. But I agree that 20:1 should have very little reward.
A griefer is a player in a multiplayer video game who deliberately irritates and harasses other players within the game, using aspects of the game in unintended ways.[1] A griefer derives pleasure primarily or exclusively from the act of annoying other users, and as such is a particular nuisance in online gaming communities, since griefers often cannot be deterred by penalties related to in-game goals.[2]
https://en.wikipedia.org/wiki/Griefer
Diminishing returns will not reduce instances of griefing, and people are not griefing simply for killing you over and over to get your stones, if that is the way the game mechanics are designed to be used.
I don't care what you want to call it, whether you prefer the term ganking or griefing, but it is certainly griefing in my eyes.
I think the amount rewarded should be random and sometimes you just get a "foul hide" like you do while hunting the wildlife for materials. But I agree that 20:1 should have very little reward.
Yeah, it's instances like 20:1 where the problem would most spring up.A griefer is a player in a multiplayer video game who deliberately irritates and harasses other players within the game, using aspects of the game in unintended ways.[1] A griefer derives pleasure primarily or exclusively from the act of annoying other users, and as such is a particular nuisance in online gaming communities, since griefers often cannot be deterred by penalties related to in-game goals.[2]
https://en.wikipedia.org/wiki/Griefer
Diminishing returns will not reduce instances of griefing, and people are not griefing simply for killing you over and over to get your stones, if that is the way the game mechanics are designed to be used.
I'm sorry, but if a raid of 24+ people going through IC to kill groups of 4 people (6:1) and less (24:1) cause us to drop all of our Tel Var Stones, then there is definitely a cause for concern there. I don't care what you want to call it, whether you prefer the term ganking or griefing, but it is certainly griefing in my eyes.
It's an annoyance.
If I spend over two hours collecting TVS, just to lose them all to a large gank party of 24 people when I'm by myself and can't escape them, they shouldn't get all of my TVS. Period. End of story.
The current system just completely eliminates the reason to take risks and encourages even more zergs.
I don't care what you want to call it, whether you prefer the term ganking or griefing, but it is certainly griefing in my eyes.
The ZOS guy actually called it ganking in the podcast. But yeah, same thing. Still can't believe they're INTENTIONALLY ENCOURAGING ganking.
I wanted something to revitalize ESO, but not this way.
I think the amount rewarded should be random and sometimes you just get a "foul hide" like you do while hunting the wildlife for materials. But I agree that 20:1 should have very little reward.
Yeah, it's instances like 20:1 where the problem would most spring up.A griefer is a player in a multiplayer video game who deliberately irritates and harasses other players within the game, using aspects of the game in unintended ways.[1] A griefer derives pleasure primarily or exclusively from the act of annoying other users, and as such is a particular nuisance in online gaming communities, since griefers often cannot be deterred by penalties related to in-game goals.[2]
https://en.wikipedia.org/wiki/Griefer
Diminishing returns will not reduce instances of griefing, and people are not griefing simply for killing you over and over to get your stones, if that is the way the game mechanics are designed to be used.
I'm sorry, but if a raid of 24+ people going through IC to kill groups of 4 people (6:1) and less (24:1) cause us to drop all of our Tel Var Stones, then there is definitely a cause for concern there. I don't care what you want to call it, whether you prefer the term ganking or griefing, but it is certainly griefing in my eyes.
It's an annoyance.
If I spend over two hours collecting TVS, just to lose them all to a large gank party of 24 people when I'm by myself and can't escape them, they shouldn't get all of my TVS. Period. End of story.
The current system just completely eliminates the reason to take risks and encourages even more zergs.
Yes they should. That is how the system is designed.
You made poor decisions (farming solo in a known high risk area) and paid the price (got killed and lost your drops that you didn't bother to bank for safety).
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In terms of the sentiment you have against ganking; can agree that people running in large groups should get diminishing returns for being in large groups. Already suspect they will since each player killed will have a limited number of drops.
In terms of the sentiment you have against ganking; can agree that people running in large groups should get diminishing returns for being in large groups. Already suspect they will since each player killed will have a limited number of drops.
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Yes, it may not be griefing to you, and it's good to see you have your own opinion on the take as well. But there are guilds forming and getting ready to gank the hell out of Imperial City now and the minute players start losing a lot of Tel Var Stones from dying once from a party of 24+ Players from one faction because they were in a 4-Man will be the day people either a) turn towards doing nothing but ganking parties themselves or b) just stop playing in the Imperial City altogether.
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And, yeah:In terms of the sentiment you have against ganking; can agree that people running in large groups should get diminishing returns for being in large groups. Already suspect they will since each player killed will have a limited number of drops.
If I recall correctly, the way it works right now is that 100% of your collected (not banked) TVS upon dying is distributed evenly towards all people who were a driving force behind your demise. So, in other words, the more people who stack up their DPS on you, the less and less TVS every single member of that gank will get from you.
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Then the system is fine....
Yes, it may not be griefing to you, and it's good to see you have your own opinion on the take as well. But there are guilds forming and getting ready to gank the hell out of Imperial City now and the minute players start losing a lot of Tel Var Stones from dying once from a party of 24+ Players from one faction because they were in a 4-Man will be the day people either a) turn towards doing nothing but ganking parties themselves or b) just stop playing in the Imperial City altogether.
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People already zerg in Cyrodiil and gank smaller groups without stones present.
Devising a system to decrease their stones further won't change anything.
Most likely the group would just kill you each time you respawn until they get them all, or so that you never have enough stones to be able to bank them.