GaldorP wrote:It looks like a lot of fun to meLooking forward to testing it on the PTS
(* I do think Tel Var stone gear should be tradable though unless it has bonuses that are only useful in PvP)
(** Little side note: The original Lineage II MMOG had both an XP penalty and a chance to drop your gear when you died and in that game any player could attack and kill you anywhere outside of towns if they wanted to. They would gain chaotic status if they killed you while you didn't fight back but they could kill you and you would lose both XP and had a chance to drop part of your gear.
Now I was pretty much a carebear player in Lineage II and I avoided PvP as much as I could, but I still liked that open PvP system and the risk and excitement that came with itI think hunting with friends or sneaking around on your own in the Imperial City, trying to get some Tel Var stones and trying to survive will be a lot of fun. A hardcore PvP system in a zone that also has PvE content brings people together. It brings out the worst but also the best in some players. And you will make friends and enemies. And it's a really dynamic system that never gets stale, you never know what will happen next. So I'm really looking forward to testing it
)
(*** Now that I think about it, the Imperial City and the hunt for a very special kind of stone in the ruins of a medieval fantasy city really reminds me of the tabletop game Mordheim)
Machiavelli didn't favor cruelty over the long-term goodwill of the people. Only when it preserved the safety of leadership or state. Machiavelli condemned gratuitous cruelty.
Machiavelli wrote: »Machiavelli didn't favor cruelty over the long-term goodwill of the people. Only when it preserved the safety of leadership or state. Machiavelli condemned gratuitous cruelty.
Did we read the same books? The Prince says differently. He also didn't give one whit about other people, he was opportunist who didn't care much for other people unless they could benefit him in some way. They coined a term called Dark Triad, which are three personality traits: Psychopathy, Machiavellianism, and Narcissism.
You know what this thread really tells me
There are an awful lot of super elitist smug pve players that know the moment a PvP player is involved, their unwarranted sense of self importance gets kicked down the crapper and they finally get to see just how much they actually suck at the game and knowledge of mechanics.
Get used to it, your days of getting best in slot gear from easy/predictable mechanics are over.
Perhaps your attitudes will kick down a peg now.
Hiero_Glyph wrote: »Again, only the grinders are taking any risk. The gankers will have zero stones and if they manage a kill with 1k+ they can easily use an emporer's retreat and still be up 500+. If they die or get killed you get next to nothing from them. Worse yet magicka NBs can gank groups using detonation builds and still retreat quickly. How is the ganker taking any risk in IC?
My solution is to force players to have to loot the slain player's body in order to claim their stones. Now there is a risk to the ganker since they will be exposed briefly. The 100% loot/loss isn't the problem and reducing the % is only a bandaid to the real issue.
Hiero_Glyph wrote: »Again, only the grinders are taking any risk. The gankers will have zero stones and if they manage a kill with 1k+ they can easily use an emporer's retreat and still be up 500+. If they die or get killed you get next to nothing from them. Worse yet magicka NBs can gank groups using detonation builds and still retreat quickly. How is the ganker taking any risk in IC?
My solution is to force players to have to loot the slain player's body in order to claim their stones. Now there is a risk to the ganker since they will be exposed briefly. The 100% loot/loss isn't the problem and reducing the % is only a bandaid to the real issue.
Hiero_Glyph wrote: »Again, only the grinders are taking any risk. The gankers will have zero stones and if they manage a kill with 1k+ they can easily use an emporer's retreat and still be up 500+. If they die or get killed you get next to nothing from them. Worse yet magicka NBs can gank groups using detonation builds and still retreat quickly. How is the ganker taking any risk in IC?
My solution is to force players to have to loot the slain player's body in order to claim their stones. Now there is a risk to the ganker since they will be exposed briefly. The 100% loot/loss isn't the problem and reducing the % is only a bandaid to the real issue.
This much does make sense to me. Can't be a hit and run. Detonation is likely to get touched in the balance pass they do with the update but people always find the next thing.
The big pvp guilds will be steam rolling and collecting mass amounts of stones, then turn around and sell it for gold. That's great for the hard core pvp player, not so great for those casual pvp players tho.
RustedValor wrote: »This is a symptom of the everyone is a winner generation. PPL cant stand to lose.
Hiero_Glyph wrote: »Again, only the grinders are taking any risk. The gankers will have zero stones and if they manage a kill with 1k+ they can easily use an emporer's retreat and still be up 500+. If they die or get killed you get next to nothing from them. Worse yet magicka NBs can gank groups using detonation builds and still retreat quickly. How is the ganker taking any risk in IC?
My solution is to force players to have to loot the slain player's body in order to claim their stones. Now there is a risk to the ganker since they will be exposed briefly. The 100% loot/loss isn't the problem and reducing the % is only a bandaid to the real issue.[/quoteHiero_Glyph wrote: »Again, only the grinders are taking any risk. The gankers will have zero stones and if they manage a kill with 1k+ they can easily use an emporer's retreat and still be up 500+. If they die or get killed you get next to nothing from them. Worse yet magicka NBs can gank groups using detonation builds and still retreat quickly. How is the ganker taking any risk in IC?
My solution is to force players to have to loot the slain player's body in order to claim their stones. Now there is a risk to the ganker since they will be exposed briefly. The 100% loot/loss isn't the problem and reducing the % is only a bandaid to the real issue.
again wrong, try again. If a ganker ganks you or someone before you... guess what..!! they HAVE STONES ON THEM AND STILL HAVE TO SURVIVE THEMSELVES... WHO WOULDA KNEW! its called High risk VS High reward... ppl are risking ganking you and your taking a risk by trying to farm legendary loot. you want it for free? go do a pledge
"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.
Yeah, I hear ya. But I don't think comparing listening to NPC dialogue in a PvE dungeon and losing hard won TV stones in a fight are annoyances quite on the same level, come on lol.
Hiero_Glyph wrote: »Again, only the grinders are taking any risk. The gankers will have zero stones and if they manage a kill with 1k+ they can easily use an emporer's retreat and still be up 500+. If they die or get killed you get next to nothing from them. Worse yet magicka NBs can gank groups using detonation builds and still retreat quickly. How is the ganker taking any risk in IC?
My solution is to force players to have to loot the slain player's body in order to claim their stones. Now there is a risk to the ganker since they will be exposed briefly. The 100% loot/loss isn't the problem and reducing the % is only a bandaid to the real issue.Hiero_Glyph wrote: »Again, only the grinders are taking any risk. The gankers will have zero stones and if they manage a kill with 1k+ they can easily use an emporer's retreat and still be up 500+. If they die or get killed you get next to nothing from them. Worse yet magicka NBs can gank groups using detonation builds and still retreat quickly. How is the ganker taking any risk in IC?
My solution is to force players to have to loot the slain player's body in order to claim their stones. Now there is a risk to the ganker since they will be exposed briefly. The 100% loot/loss isn't the problem and reducing the % is only a bandaid to the real issue.
again wrong, try again. If a ganker ganks you or someone before you... guess what..!! they HAVE STONES ON THEM AND STILL HAVE TO SURVIVE THEMSELVES... WHO WOULDA KNEW! its called High risk VS High reward... ppl are risking ganking you and your taking a risk by trying to farm legendary loot. you want it for free? go do a pledge
Yolokin_Swagonborn wrote: »Yeah, I hear ya. But I don't think comparing listening to NPC dialogue in a PvE dungeon and losing hard won TV stones in a fight are annoyances quite on the same level, come on lol.
You underestimate how much I despise the cardboard storylines, braindead dialogue, and meaninless fights where you just stand in a blob and DPS a big glowing evil thing for 5 minutes to get an underleveled helmet and some passives that increase your attributes so you can not be mathmatically behind everyone else.
I would rather lose 10,000 stones to a lag switching easybutton NB stam ganker than hear that drivel again. At least the ganker doesn't have a silly fantasy backstory I am forced to listen to.
Yolokin_Swagonborn wrote: »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 detractors to this post 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 does 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 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.
Emma_Eunjung wrote: »Yolokin_Swagonborn wrote: »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 detractors to this post 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 does 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 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.
Modded "Insightful" because @Yolokin_Swagonborn 's assessment is 100% correct and also 'cause I got quoted
Maybe if ZoS hadn't put anything in the IC that PvEers wanted, none of this would matter and no one would be arguing. But they DID put stuff in there we want, and they did it on purpose just to set us up for PvP target practice. So here we are, locked in forum war until Update 7 goes live.
Yolokin_Swagonborn wrote: »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 detractors to this post 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 does 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 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.
Yolokin_Swagonborn wrote: »Emma_Eunjung wrote: »Yolokin_Swagonborn wrote: »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 detractors to this post 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 does 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 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.
Modded "Insightful" because @Yolokin_Swagonborn 's assessment is 100% correct and also 'cause I got quoted
Maybe if ZoS hadn't put anything in the IC that PvEers wanted, none of this would matter and no one would be arguing. But they DID put stuff in there we want, and they did it on purpose just to set us up for PvP target practice. So here we are, locked in forum war until Update 7 goes live.
LOL @Emma_Eunjung
Now you know how us PvP'ers have felt for OVER A YEAR as you got PvE content patch after PvE content patch and we languished in single digit frames for months in cyrodill getting only a meager fraction of the XP and loot drops that PvE'ers got easily and frequently.
I despised every minute I was forced to grind in craglorn (unless I found an awesome "high yield" grind that offered some non-predictable emergent gameplay) or forced to constantly run boring undaunted dailies for the passives and gear to stay competitive in PvP.
Now for the first time in over a year, PvE's will actually have to do something they don't prefer to get materials and end game gear.
For the first time in over a year, we get a cookie. And PvE'ers want to take the chocolate chips out of it.
I can either respond with empathy or schadenfreude. In this case, I will choose empathy but only because you are a stamina sorc and I need your support for my campaign to make stam sorcs awesome.
But seriously they should have opened Orsinium and Hrothgar at the same time so that ZOS doesn't feel the pressure to dilute the imperial city until it satisfies no one.