Possible Tel Var Loot Solution

BalerionBlackDread
BalerionBlackDread
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I know it's premature since nothing is on the PTS yet, however it seems there's some discontent about the enemy taking 100% of your stones when they kill you. I was thinking make the amount of stones looted dependent on the pvp rank of each player.

Along with this, there could be a more outward indicator of the players skill level (I know there are rank icons but they're subtle and not often noticeable). I guess what I'm going for here is akin to a matchmaking system, where there is far less incentive for a higher skilled player to kill a less skilled player and far more incentive for players to find a match to their skill level.

This would also still allow the high skill players to still slaughter poor f.n.gs or gank (with far less stones rewarded, of course) and vice versa allow lower skilled players to challenge themselves by taking on a better player (here it would be opposite, the lower lvl would get more stones, but only if the other player is 1-2 lvls higher, to avoid willie nillie suicide runs lol). This idea, or something similar, would seem to satisfy all involved and still make for an engaging system.

Edit: I should note that I'm a soup sandwich when it comes to pvp, but I like to dip my toe in every once in a while and it can be fun for any type of player.
Edited by BalerionBlackDread on July 17, 2015 11:03PM
  • Anlaemar
    Anlaemar
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    Too complicated when what they have down is fine (in therory). PvP players get rewarded doing what they do. Those who don't care for PvP and like to just PvE can do the repeatable quests (like Cyro hub quests) and get the TV Boxes that can't be looted on death.

    High risk = high reward system works best here. If you want to get alot of TV and fast, you're going to have to risk it because those PvP players want them too.
    (NA) Anlaemar with 750+ Champion Points
    Member Since April 15, 2014
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  • Pirhana7_ESO
    Pirhana7_ESO
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    I really think people are over reacting to this, First you wont see anyone do a suicide run because when they die they will lose everything they have acquired.
    Second the amount of stones the mobs drop are a lot, so after 15 minutes of farming you can go back to your sides safe zone and bank them, even with the 50 stone cost you should be making a lot. you also need to use strategy and risk, stay closer to your alliances side near your allies. Also know if your alliance has cut access to the enemy faction, if so you can be more aggressive and venture further away from your side.

    Yes gankers will kill people. But most people don't think about how successful that ganker will be the longer they are out there, chances are you will be found or attack at the wrong time and lose all they have gotten, and you can be that guy who showed up at the right time to kill the ganker and get a big stone payout from him.
  • BalerionBlackDread
    BalerionBlackDread
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    The main issue I wanted to solve with this is losing 100% of your stones when killed. There's nothing wrong with giving more incentive to fight someone who is at your skill level (call this the pick on someone your own size rule).

    So, if someone who is great at pvp attacks and kills someone is not as skilled as the attacker, they get less stones than if they were to kill someone of their own skill level.

    I understand the risk vs. reward argument, but what risk is there in fighting someone you know you can beat? I get that there's plenty of risk for the under skilled among us, but none for the higher skilled players. However, if they knew they could get more stones from someone who was at or greater than their own skill level, they would go after them, would they not? Facilitating and promoting this way of thinking would allow for more people to have a better time.

    Maybe I am thinking about this in the wrong way, and there are the safe boxes, I just thought this would be a more balanced approach to stone loot.
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