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By the time the Imperial City Launches, what will the PvP Tel Var Stone Loss % be?

Yolokin_Swagonborn
Yolokin_Swagonborn
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If you die to a player in the Imperial City or its sewers, you currently loose 100% of the stones you are carrying to the player or group.

What do you think the actual percentage will be at launch after internal testing (and external crying)?

Bonus points for also predicting what the percentage will be 2 months after launch.

To clarify:

100% Loss means you lose ALL your Tel Var stones (that are not in a PvE container) after dying to another player.
0% Loss Means you keep all of your stones.
Edited by Yolokin_Swagonborn on July 18, 2015 1:46AM

By the time the Imperial City Launches, what will the PvP Tel Var Stone Loss % be? 57 votes

100% Loss
24%
MisterBigglesworthdennissomb16_ESOWolffenBloodseekerCastanamereLaerothKeykalynElsonsoFarorinThyIronFisttplink3r1pppontusFfastylZavusMolag_CrowMighty_oakk 14 votes
75%
12%
EQBallzzEnodoccf398ub17_ESOdroids097MissBizzTholian1Kuroinu 7 votes
50%
21%
MisterJimothywayfarerxJHawkkYolokin_SwagonbornZanenForestd16b14_ESOAketiumIselinelias.stormneb18_ESOReifGrimnaurRustedValor 12 votes
25%
10%
ElhananAllen527FlaminirNovaShadowAce_of_Destinypredkill29 6 votes
10%
10%
jnjdun_ESOZershar_VemodKeriokodsalterBigMac_SmileyPersonofsecrets 6 votes
0% Loss
14%
TeargrantsFreemanAmsel_McKaynikolaj.lemcheb16_ESOIWannaBeATigerNebthet78PBpsySeaber 8 votes
Other
7%
RazzPitazzSausageXendynAkavir_Sentinel 4 votes
  • ThyIronFist
    ThyIronFist
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    100% Loss
    I'm hoping 100% loss, this way forward camps could be implemented again and death would still have a meaning in PvP.
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  • pppontus
    pppontus
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    100% Loss
    deleted
    Edited by pppontus on July 17, 2023 7:11AM
  • Psychobunni
    Psychobunni
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    +100%

    All the stones will be the losers second place prize :trollface:
    If options weren't necessary, and everyone played the same way, no one would use addons. Fix the UI!

  • RustedValor
    RustedValor
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    50%
    I want 100%, but the PvE no challenge crew will always get their way. Honestly I don't really care, I'll gank anybody just for the reward of tears and rage tells.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    50%
    What I would like to see is 100% loss, but realistically, based on the kind of Knee-jerk reations that occur on the forums, something like this is more likely.

    LxhGqTX.png


    Tears will increase exponentially till launch. Launch will be at 50%, this will remain for months unchanged until tears build up a critical mass, then TV stones loss will be nerfed again till eventually there is no risk and everytime you die ZOS will send you a plush Tel Var teddy bear that you can cuddle with in the starter zone.
  • Farorin
    Farorin
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    100% Loss
    I'm voting 100% because I am hopeful.

    Hopeful that they keep a good idea that was designed with PVPers in mind that will be enjoyed by PVPers, in what is literally the only PVP update since launch.

    The crying of PVEers shouldn't even be considered as this is content designed to please those that enjoy PVP, especially considering that there has already been PVE updates such as craglorn, and vet dungeons.

    It is the PVPers turn to get something they like now, so please don't wreck it because some people are crying about the idea of participating in OPTIONAL content.
  • RustedValor
    RustedValor
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    50%
    Farorin wrote: »
    I'm voting 100% because I am hopeful.

    Hopeful that they keep a good idea that was designed with PVPers in mind that will be enjoyed by PVPers, in what is literally the only PVP update since launch.

    The crying of PVEers shouldn't even be considered as this is content designed to please those that enjoy PVP, especially considering that there has already been PVE updates such as craglorn, and vet dungeons.

    It is the PVPers turn to get something they like now, so please don't wreck it because some people are crying about the idea of participating in OPTIONAL content.

    Funny thing is PVE players will do the most crying, but no mater what they won't even play IC. They don't even play the no risk PVP we have now.
  • Kuroinu
    Kuroinu
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    75%
    I'm not usually a fan of PvP but even I like the 100% loss/gain idea. But the inevitable whineback(feedback) will surely see this get reduced, in fact I'd be surprised if they left it at 100%. When they end up changing it I hope it's to 90% loss, lol.

    Feedback is a double-edged sword. Too many times I've seen games get ruined by their own fan base, especially MMOs over time. Sometimes it's best for the developers to do nothing and sometimes I wish forums didn't exist lol.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    50%
    I'm hoping 100% loss, this way forward camps could be implemented again and death would still have a meaning in PvP.

    ? What ? How does having 100% lost have meaning to pvp ? I'm pretty sure if some one lost say the 5,000 stones they spent all evening to get I'm pretty sure they would rage quiet and have less motivation for pvp. On top of that how would this in any way bring back FC ????
    Edited by Forestd16b14_ESO on July 18, 2015 3:45AM
  • RazzPitazz
    RazzPitazz
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    Other
    The percentage can never reach as low as 50%. The loss is there to actually keep people out of IC and prevent them from farming it up. The idea is that IC Has PvE elements but remains for the more hardcore PvP, while bringing the two together in there specific strengths. You need PvErs to get in and out, but PvP rules the roost. I imagine the loss rate will remain above 80% if it drops at all.
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  • Xendyn
    Xendyn
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    Other
    It may end up getting a bit of a drop to it but I'm thinking like 85% if that.
    Eric and Brian seemed pretty strongly committed and I would think by now, Brian would be champing at the bit to get something for his pvpers.

    I kind of agree with what Rusted said up there ^ tho, PVE side would get it nerfed then still not show up to the party.

    I say
    Let slip the Dogs of War!

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  • Sausage
    Sausage
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    Other
    WoW, this was surprised, I never imagined they would go for such a harsh penalty for mainstream game. I think AP should be used to store the Stones, bigger coward you're, you need to pay it in APs. So ultimately its players choice, but still nice twist, and no moaning and whining.
    Edited by Sausage on July 18, 2015 4:42AM
  • dsalter
    dsalter
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    10%
    as someone who pvp's and pve's.
    i say it needs to be about 30-40%.
    theres risks. ganks get prophet for minimal work. ganker gets ganked by bigger ganker. all 3 still get prophet.
    otherwise anything higher then 50% is going to encourage Zergs to run around all day denying anyone stones at all.
    Edited by dsalter on July 18, 2015 4:42AM
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  • MissBizz
    MissBizz
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    75%
    I wanna say 80... That's what my guess is. They seemed pretty vocal about changing it if it was requested, and it has, and I'm sure will be. Though, I don't think it will get reduced farther.. By the time the buzz settles many people who aren't fans of it will move on to the next DLC, so there won't be a shout out to lower it further.
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  • Ffastyl
    Ffastyl
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    100% Loss
    In a game for casuals, this is something for the hardcore.
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  • Tholian1
    Tholian1
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    75%
    I think 75%, because with all the changes happening I think most of the screams will be about imbalance of classes by your fellow PvP players that lost all their stones.
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  • Akavir_Sentinel
    Akavir_Sentinel
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    Other
    I don't know what the exact percentage will end up at, but I can pretty much guarantee that it won't be 100.
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  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    50%
    Now that this discussion has jumped to a variety of different threads, it is very interesting to read the arguments for and against. If you read the posts carefully from the people who want the LOSS factor lowered from 100% you will learn something very interesting and VITAL to both this conversation and the health of the Imperial City as a PvP zone.
    • The majority of the proponents of a lowered loss factor dislike the Tel Var system conceptually.
    • They dislike risk based PvP conceptually, and some dislike any and all PvP completely.

    Their suggestions to lower the TV Loss Factor do not come from a mindset of improving the Tel Var system at all, it comes from a mindset of MINIMIZING the entire systems effect on their preferred type of gameplay.

    This is a crucial point to realize because it means that no matter how much the loss percentage is lowered, these detractors will not be satisfied, and will campaign to lower it again, and again, and create more "safe zones" or "safe stones" within the imperial city until their risk of loss or even seeing another player is effectively zero.

    I am not trying to judge their playstyle, only explain how it is incompatible with the design of the imperial city and any "compromises" made to accommodate them really compromise the integrity of the entire imperial city design.

    PvP'ers already know how much it sucks to be forced to PvE to get progression gear. I sure wish I had a way to turn off NPC dialogues and cinematics in undaunted dailies so I would never have to here "Over there its Mareel" again. If those dialogues were removed however, it would feel less immersive to PvE'ers. Same thing is happening here.

    Now it appears that PvE'ers will need to be in a PvP environment for gear and materials. They will also want to minimize annoyances that get in their way of getting gear. PvP, and player based progress/stone loss is merely an annoyance to them.

    Here are some quotes from a few of those threads that illustrate my point.
    "That you do drop your Tel-Var stones on death means the satisfaction of making it back to safety with a big haul is so much greater."

    This will NEVER offset the humiliation of being robbed by a human player.

    Locking paid PVE content behind a griefer PVP wall is a psychotic business decision and the reason, along with the lack of caps and catch-ups on the CP system, that I am done with ESO for the foreseeable future.

    "If you don't drop your Tel-Var stones on death then people won't be attracted to PvPing within the imperial city."

    If PvPers don't want to PvP without the "reward" of making other players miserable, then maybe it's time to admit that PvP is boring and pointless.

    No matter what pvp players say TES will ALWAYS be a pve game and pve needs to be first.

    Read those quotes and tell me honestly that those people will be really happy with a loss % compromise. I voted pessimistically but I hope that ZOS sees through the impending tearstorm and keeps the loss at 100%
    Edited by Yolokin_Swagonborn on July 19, 2015 2:19AM
  • WolffenBloodseeker
    WolffenBloodseeker
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    100% Loss
    there can be only one! *thunders and glass breaking*
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