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How to solve the IC's Tel Var loot system in 1 step...

Hiero_Glyph
Hiero_Glyph
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Make it require having to loot the slain player's body. That way if you are fighting a mob they still need to contend with it first. In group play you have to contend with the group before looting. You can't simply gank and run.
Edited by Hiero_Glyph on July 17, 2015 11:42PM
  • Gidorick
    Gidorick
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    Make it require having to loot the slain player's body. That way if you are fighting a mob they still need to contend with it first. In group play you have to contend with the group before looting. You can't simply gank and run.

    Love it!
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  • strata2
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    I completely agree with this. Please don't nerf the system as this is a great step towards PVP and death being meaningful. Keep the focus on combating potential exploits rather than reducing/eliminating the loss of stones.

    I think the OP brought up a great way to prevent an issue with people stealthing around waiting for someone's life to drop to a mob, and then grabbing the last hit. This should still be a valid way to get stones, but they need to be able to get to the body and contend with any other enemies (player or NPC) to do so.
  • Hiero_Glyph
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    Zergs will always be an issue but without knowing how the TV loot distribution system works for 5+ players there isn't much I can say. Hopefully we learn more at QuakeCon but I still feel that adding a loot requirement is the simplest solution for regulating ganks.
  • SahrotRein
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    Also many people in the live's stream chat suggested to lower the amount of lost stones to 75%, rather than losing completely 100% of em.
    I kinda like it.
    Today we make our stand. Today we take back the Ruby Throne, which is ours by ancient right and the blessings of the Divines.

    - A Dominion of peace. The fair and just rule of Tamriel
  • Hiero_Glyph
    Hiero_Glyph
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    Eres wrote: »
    Also many people in the live's stream chat suggested to lower the amount of lost stones to 75%, rather than losing completely 100% of em.
    I kinda like it.

    A loot percentage reduction is a bandaid if you can still be ganked by a stealthed player or one that can simply bolt, mist, etc. away after killing you. The problem isn't losing TV stones, it's being ganked by a player that can simply run away without ever needing to expose themself. Having to loot the body solves this problem.
    Edited by Hiero_Glyph on July 18, 2015 1:33AM
  • CaptainObvious
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    Also make it where death by monster causes loss of TV stones. Why can't they loot your corpse as well?
    Due to a typo in the system, the area was accosted by the Daedric Prince Moar Lag Brawls.
  • Savetti
    Savetti
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    Okay, so I really like what they have so far. However, this is indeed a really good idea. Not only does it solve a perceived issue but it adds another element of play to the game. Perhaps if your not quick enough in looting the players body, he/she could end up coming back and getting their stones before you can.
  • Xendyn
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    Also make it where death by monster causes loss of TV stones. Why can't they loot your corpse as well?

    They do, but it's 10%
    Lag is ruinin' my 'mershun!
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  • Hiero_Glyph
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    Savetti wrote: »
    Okay, so I really like what they have so far. However, this is indeed a really good idea. Not only does it solve a perceived issue but it adds another element of play to the game. Perhaps if your not quick enough in looting the players body, he/she could end up coming back and getting their stones before you can.

    I don't think a Diablo-style reclaim system is needed but having 45-60s to loot the body seems fair. After that time expires, the standard 10% death penalty is incurred.
  • dlepi24
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    I feel bad for all the streamers. They're going to get stream sniped like crazy once this comes out.
  • snackrat
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    ALthough that means if PvPers are going around in clusters to 20v1 nooblets, you can't even give a final "Screw yooouuuu" to a participant.
    Overall though, love it.

    Actually, now I'm thinking of an addition to this - if they do not loot it before X occurs (say before you de-ghost after using a soul gem, or return after using a wayshrine) then you get to keep them! It's a slim hope, but it means if you have a teammate able to kite and worry them until you return, all it not lost.
  • Sausage
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    AP are used to store the Stone, so its players choice. No-one cant moan and whine either. Truth is that whatever they choose whether its 10% or 100% its troll bait.
    Edited by Sausage on July 18, 2015 4:46AM
  • SeptimusDova
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    So stealth gank with Lag switch 100pecent get to keep stones?
  • Rinmaethodain
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    How to solve the IC's Tel Var loot system in 1 step...?

    Simply remove possibility to STEAL other players stones.

    Stop with supporting player harassment.
  • grumlins
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    As a nightblade I could totally see other nightblades stealthing to drop aggro and snatching up whatever goodies where there. I definitely support this one.
  • lsneakl
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    Already can see this in text chat good thing we don't have text chat on Xbox.

    "Bait-10k"

    What's Bait?
    Person in crappy looking armor running around trying to lure out all the Gankers while the group that hired them sits back and waiting for the text message saying the ganker has jumped out.
  • Elijah_Crow
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    Incentivizing PvP is a good thing. You should not be teaming up with other factions to kill bosses. This system not only insures this will most likely not happen, but allows you to choose your reward instead of some RNG drop.
  • Hiero_Glyph
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    For the sake of comparison, check out The Division's Dark Zone gameplay video. It demonstrates the type of tense situations that can arise when looting another player.

    As noted earlier, reducing the TV loot % doesn't solve the gank issue. Similarly, making IC into a carebear area doesn't fit with the rest of Cyrodiil either. I'm all for risk versus reward, I just want the risk to be shared equally between gankers and grinders.
  • RavenSkylord
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    Eres wrote: »
    Also many people in the live's stream chat suggested to lower the amount of lost stones to 75%, rather than losing completely 100% of em.
    I kinda like it.

    A loot percentage reduction is a bandaid if you can still be ganked by a stealthed player or one that can simply bolt, mist, etc. away after killing you. The problem isn't losing TV stones, it's being ganked by a player that can simply run away without ever needing to expose themself. Having to loot the body solves this problem.

    By phrasing it as looting the player, I am under the impression that they do have to interact with the body to aquire the tv stones. But looting is also pretty quick, perhaps making it a channeled loot of say 5 seconds where that player could be exposed as well. Also if the person that killed you can not loot because they in turn is killed then your lootable stones be voided. That would guarantee there is risk involved with the reward. A true battle for the prize would more likely have cleared the immediate area to cleanly loot. Of course with this kind of risk then all player kills would only be subject to one looting, rather then 5 seconds for every fallen foe on a battle field. Perhapd spawning a chest in the center radius of the kill zone to account for each combined. Once the battle is finished winning side would only loot opposing faction, if someone from winning side died during battle their stones would be safe.
  • Elloa
    Elloa
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    Eres wrote: »
    Also many people in the live's stream chat suggested to lower the amount of lost stones to 75%, rather than losing completely 100% of em.
    I kinda like it.

    A loot percentage reduction is a bandaid if you can still be ganked by a stealthed player or one that can simply bolt, mist, etc. away after killing you. The problem isn't losing TV stones, it's being ganked by a player that can simply run away without ever needing to expose themself. Having to loot the body solves this problem.

    That's kinda a good point. The players should loot the body to get the stones.

  • Hiero_Glyph
    Hiero_Glyph
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    Eres wrote: »
    Also many people in the live's stream chat suggested to lower the amount of lost stones to 75%, rather than losing completely 100% of em.
    I kinda like it.

    A loot percentage reduction is a bandaid if you can still be ganked by a stealthed player or one that can simply bolt, mist, etc. away after killing you. The problem isn't losing TV stones, it's being ganked by a player that can simply run away without ever needing to expose themself. Having to loot the body solves this problem.

    By phrasing it as looting the player, I am under the impression that they do have to interact with the body to aquire the tv stones. But looting is also pretty quick, perhaps making it a channeled loot of say 5 seconds where that player could be exposed as well. Also if the person that killed you can not loot because they in turn is killed then your lootable stones be voided. That would guarantee there is risk involved with the reward. A true battle for the prize would more likely have cleared the immediate area to cleanly loot. Of course with this kind of risk then all player kills would only be subject to one looting, rather then 5 seconds for every fallen foe on a battle field. Perhapd spawning a chest in the center radius of the kill zone to account for each combined. Once the battle is finished winning side would only loot opposing faction, if someone from winning side died during battle their stones would be safe.

    Yeah, I agree that a channeled ability similar to resurrection is probably the best solution as even the harvesting animation is subject to lag. Hopefully we get to see how the loot system actually works soon. I'm surprised for all the talk about it they haven't actually showed it in action yet.

    As for protecting a downed player I think a 45-60s loot timer is best so that the ganker can still be ganked. The slain player is dead so their stones are already forfeit if claimed by any hostile player. The only way to void the timer is by being revived.
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