WolffenBloodseeker wrote: »
WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
Rev Rielle wrote: »There's only a passing comment about PvP Looting of Tel Var Stones, so nothing's entirely certain at this stage.Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
See for yourself here starting at min 58:23:https://youtu.be/WSTNbpiulho?t=3512
Rev Rielle wrote: »There's only a passing comment about PvP Looting of Tel Var Stones, so nothing's entirely certain at this stage.Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
See for yourself here starting at min 58:23:
That is the point; getting all worked up about what may or may not make it to live is pretty ridiculous. They are saying pretty clearly more than once they will need to see how this plays out on PTS.
Rev Rielle wrote: »There's only a passing comment about PvP Looting of Tel Var Stones, so nothing's entirely certain at this stage.Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
See for yourself here starting at min 58:23:
That is the point; getting all worked up about what may or may not make it to live is pretty ridiculous. They are saying pretty clearly more than once they will need to see how this plays out on PTS.
Getting worked up about it and voicing concerns early is how you might get something changed for the better before its too late. Waiting till it hits live and "just wait and see" .. well they'll have moved on to other things so getting changes then it could take a year before any changes are made.
WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
I don't know what you are talking about? Do you think 500 PvPers usually sit around in Cyrodiil and camp the quest locations ganking PvErs? We will all be fighting each other (and mobs) all the time, that's the point. You think PvErs are the only people who can kill regular piece of *** mobs?
WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
Unlike PvE players who like to just do their PvE only; us PvPers are pretty versatile usually in that we can do both. In fact; we kind of have to all the time. Do you think those tower mages and keep guards just kill themselves?
Rev Rielle wrote: »There's only a passing comment about PvP Looting of Tel Var Stones, so nothing's entirely certain at this stage.Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
See for yourself here starting at min 58:23:
That is the point; getting all worked up about what may or may not make it to live is pretty ridiculous. They are saying pretty clearly more than once they will need to see how this plays out on PTS.
Getting worked up about it and voicing concerns early is how you might get something changed for the better before its too late. Waiting till it hits live and "just wait and see" .. well they'll have moved on to other things so getting changes then it could take a year before any changes are made.
WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
I don't know what you are talking about? Do you think 500 PvPers usually sit around in Cyrodiil and camp the quest locations ganking PvErs? We will all be fighting each other (and mobs) all the time, that's the point. You think PvErs are the only people who can kill regular piece of *** mobs?WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
Unlike PvE players who like to just do their PvE only; us PvPers are pretty versatile usually in that we can do both. In fact; we kind of have to all the time. Do you think those tower mages and keep guards just kill themselves?
Reason why I asked was I was wondering if any pvp players were dancing in their seats in excitement about going to the IC to kill mobs, and would think those players would rather have a source of stones based around the activity they enjoy doing more. The primary source of stones seems to be from mobs and I was wondering if on a whole pvp players were fine with content based around grinding pve, seems with these stones zos just added the alternative of killing people who have done the grinding instead. Wouldn't pvp players like a source of stones based around their preferred play-style?
WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
I don't know what you are talking about? Do you think 500 PvPers usually sit around in Cyrodiil and camp the quest locations ganking PvErs? We will all be fighting each other (and mobs) all the time, that's the point. You think PvErs are the only people who can kill regular piece of *** mobs?WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
Unlike PvE players who like to just do their PvE only; us PvPers are pretty versatile usually in that we can do both. In fact; we kind of have to all the time. Do you think those tower mages and keep guards just kill themselves?
Reason why I asked was I was wondering if any pvp players were dancing in their seats in excitement about going to the IC to kill mobs, and would think those players would rather have a source of stones based around the activity they enjoy doing more. The primary source of stones seems to be from mobs and I was wondering if on a whole pvp players were fine with content based around grinding pve, seems with these stones zos just added the alternative of killing people who have done the grinding instead. Wouldn't pvp players like a source of stones based around their preferred play-style?
WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
I don't know what you are talking about? Do you think 500 PvPers usually sit around in Cyrodiil and camp the quest locations ganking PvErs? We will all be fighting each other (and mobs) all the time, that's the point. You think PvErs are the only people who can kill regular piece of *** mobs?WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
Unlike PvE players who like to just do their PvE only; us PvPers are pretty versatile usually in that we can do both. In fact; we kind of have to all the time. Do you think those tower mages and keep guards just kill themselves?
Reason why I asked was I was wondering if any pvp players were dancing in their seats in excitement about going to the IC to kill mobs, and would think those players would rather have a source of stones based around the activity they enjoy doing more. The primary source of stones seems to be from mobs and I was wondering if on a whole pvp players were fine with content based around grinding pve, seems with these stones zos just added the alternative of killing people who have done the grinding instead. Wouldn't pvp players like a source of stones based around their preferred play-style?
Its not really going to be grinding for a lot of PvPers. Some will grind with the thrill of PvP being possible. Others will go for the PvP and just kill mobs along their way to find other players. It doesn't really matter as that is what we do now. We attack a keep, a lot of times looking for surprise and the first things to go down are the guards. PvP happens when the enemy sees it and responds. Or we push back and forth and the NPCs just get run over along the way.
I'm all for it and I'm not at all the best at PVP.
Something with some level of tactics and difficulty is needed. And this is definitely a good move. They also said things may change depending upon feedback from the PTS. So, if you don't like this, download the PTS and make yourself heard rather than having endless complaint threads here.
Honestly, I gave up trying to make myself heard with the whole CP issue. People still grinding, people still botting, still no caps, still way to catch up. It is pay to win by any other name, but who cares.
Forcing PVE players to PVP to access paid content shouldn't need an internet campaign. The universally bad-idea-ness of it should be self evident.
Korah_Eaglecry wrote: »...
D.) Have played MMOs with these sort of mechanics and have become accustomed to them but dont realize that the mechanic is a niche playstyle that wont be supported by the majority of players that have become accustomed to the playstyle this game has offered up to this point.
WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
I don't know what you are talking about? Do you think 500 PvPers usually sit around in Cyrodiil and camp the quest locations ganking PvErs? We will all be fighting each other (and mobs) all the time, that's the point. You think PvErs are the only people who can kill regular piece of *** mobs?
WolffenBloodseeker wrote: »
If pvp'ers are so into the new stone system and lets say that no pve focused players enter the IC, how would you have any stones to fight over? As is I think the system is dependent on pve players getting stones so they can be ganked and then the pvp players can finally fight over the stones. Wouldn't pvp players like to, idk, pvp for their stones, rather than gank pve'ers?
I don't know what you are talking about? Do you think 500 PvPers usually sit around in Cyrodiil and camp the quest locations ganking PvErs? We will all be fighting each other (and mobs) all the time, that's the point. You think PvErs are the only people who can kill regular piece of *** mobs?
qft
Korah_Eaglecry wrote: »...
D.) Have played MMOs with these sort of mechanics and have become accustomed to them but dont realize that the mechanic is a niche playstyle that wont be supported by the majority of players that have become accustomed to the playstyle this game has offered up to this point.
Heh.
The world of P2W full-loot PvP; where dropping someone in open world meant potentially receiving an item they had spent several hundred dollars on.
Really puts into perspective how even 100% stone drop rate is basically just a slap on the wrist.
Korah_Eaglecry wrote: »Korah_Eaglecry wrote: »...
D.) Have played MMOs with these sort of mechanics and have become accustomed to them but dont realize that the mechanic is a niche playstyle that wont be supported by the majority of players that have become accustomed to the playstyle this game has offered up to this point.
Heh.
The world of P2W full-loot PvP; where dropping someone in open world meant potentially receiving an item they had spent several hundred dollars on.
Really puts into perspective how even 100% stone drop rate is basically just a slap on the wrist.
To you maybe. But there isnt a person in my circle of friends playing ESO on PS4 that finds this mechanic interesting. I can account for at least 10 people beyond me that wont be getting this update. And most of them are PvPers.
Rev Rielle wrote: »There's only a passing comment about PvP Looting of Tel Var Stones, so nothing's entirely certain at this stage.Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
See for yourself here starting at min 58:23:
That is the point; getting all worked up about what may or may not make it to live is pretty ridiculous. They are saying pretty clearly more than once they will need to see how this plays out on PTS.
Getting worked up about it and voicing concerns early is how you might get something changed for the better before its too late. Waiting till it hits live and "just wait and see" .. well they'll have moved on to other things so getting changes then it could take a year before any changes are made.
Better than 100%?
110%!
Rev Rielle wrote: »There's only a passing comment about PvP Looting of Tel Var Stones, so nothing's entirely certain at this stage.Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
See for yourself here starting at min 58:23:
That is the point; getting all worked up about what may or may not make it to live is pretty ridiculous. They are saying pretty clearly more than once they will need to see how this plays out on PTS.
Getting worked up about it and voicing concerns early is how you might get something changed for the better before its too late. Waiting till it hits live and "just wait and see" .. well they'll have moved on to other things so getting changes then it could take a year before any changes are made.
Better than 100%?
110%!
I was thinking more along the lines of 50%. Since they'll res back up in a safe zone and then probably bank, at least if they've been grinding for a considerable amount of time they don't leave completely empty handed because some macro spammer ganked them in 10s and completely undid an hour or more of grinding.
Rev Rielle wrote: »There's only a passing comment about PvP Looting of Tel Var Stones, so nothing's entirely certain at this stage.Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
See for yourself here starting at min 58:23:
That is the point; getting all worked up about what may or may not make it to live is pretty ridiculous. They are saying pretty clearly more than once they will need to see how this plays out on PTS.
Getting worked up about it and voicing concerns early is how you might get something changed for the better before its too late. Waiting till it hits live and "just wait and see" .. well they'll have moved on to other things so getting changes then it could take a year before any changes are made.
Better than 100%?
110%!
I was thinking more along the lines of 50%. Since they'll res back up in a safe zone and then probably bank, at least if they've been grinding for a considerable amount of time they don't leave completely empty handed because some macro spammer ganked them in 10s and completely undid an hour or more of grinding.
This would cause everyone to just run around with a 4x stone multiplier at all times. Because why willingly lose 75% of your stones(by using a 1x multiplier) when on death you only lose 50%? The risk vs reward mechanic of the stone multiplier would not work.
Let's say the % loss on death is 50%
You kill for a certain amount of time with a 1x multiplier(banking after every 100 stones collected). You earn 10000 stones total. You die. You lose 50% stones you had on you at the time(50 stones lost). Profit is 9950 stones.
You kill for the same amount of time with a 4x multiplier. You earn 40000 stones total. You die. You lose 50% of the stones you have on you(20.000 stones lost). Profit is 20000 stones.
Why would you ever not use the 4x multiplier?
Rev Rielle wrote: »There's only a passing comment about PvP Looting of Tel Var Stones, so nothing's entirely certain at this stage.Dekken_Blake wrote: »So I may have missed this, but how are stones obtained on player kills? Do you automatically get the stones, or do you have to loot? Also, do you split them with a group or do the stones only go to the player that delivers the killing blow?
See for yourself here starting at min 58:23:
That is the point; getting all worked up about what may or may not make it to live is pretty ridiculous. They are saying pretty clearly more than once they will need to see how this plays out on PTS.
Getting worked up about it and voicing concerns early is how you might get something changed for the better before its too late. Waiting till it hits live and "just wait and see" .. well they'll have moved on to other things so getting changes then it could take a year before any changes are made.
Better than 100%?
110%!
I was thinking more along the lines of 50%. Since they'll res back up in a safe zone and then probably bank, at least if they've been grinding for a considerable amount of time they don't leave completely empty handed because some macro spammer ganked them in 10s and completely undid an hour or more of grinding.
This would cause everyone to just run around with a 4x stone multiplier at all times. Because why willingly lose 75% of your stones(by using a 1x multiplier) when on death you only lose 50%? The risk vs reward mechanic of the stone multiplier would not work.
Let's say the % loss on death is 50%
You kill for a certain amount of time with a 1x multiplier(banking after every 100 stones collected). You earn 10000 stones total. You die. You lose 50% stones you had on you at the time(50 stones lost). Profit is 9950 stones.
You kill for the same amount of time with a 4x multiplier. You earn 40000 stones total. You die. You lose 50% of the stones you have on you(20.000 stones lost). Profit is 20000 stones.
Why would you ever not use the 4x multiplier?
Well for one, to reach the 4x multiplier requires 10,000 stones, during that time you may get killed multiple times and lose 50% of what you've accumulated each time, lowering the multiplier when you dip below thresholds It's going to take awhile to even reach 4x, longer if you get killed and keep trying for it. But when you lose 50%, you still have some left over so you can continue to try to get more, or bank what you have and still come out ahead of where you started.
With 100% loss, you go out, grind and quest for an hour, accumulate a few thousand stones, and then get ganked once.
You've just lost that entire hour, you should have just not even logged in, so you cut your losses and just log out. There's no real motivation to keep going since you're starting from square 1.
Contraptions wrote: »I would rather they take out the multiplier bonus for having more stones, since any system that has allows the number of stone to grow exponentially always runs the risk of farming getting out of hand.
I suggest a reverse of this: make it if you have fewer stones the percentage you lose is lower, so the more you carry, the more you stand to lose when you die.
Contraptions wrote: »I would rather they take out the multiplier bonus for having more stones, since any system that has allows the number of stone to grow exponentially always runs the risk of farming getting out of hand.
I suggest a reverse of this: make it if you have fewer stones the percentage you lose is lower, so the more you carry, the more you stand to lose when you die.
The original concept rewards taking a risk. The more stones you risk losing, the more stones you gain.
Your proposed system does not reward you for taking the risk, it just punishes you for not turning around and running to banker everytime you collect 50 stones, over and over. Fun times.
You've just lost that entire hour, you should have just not even logged in, so you cut your losses and just log out. There's no real motivation to keep going since you're starting from square 1.
Contraptions wrote: »Contraptions wrote: »I would rather they take out the multiplier bonus for having more stones, since any system that has allows the number of stone to grow exponentially always runs the risk of farming getting out of hand.
I suggest a reverse of this: make it if you have fewer stones the percentage you lose is lower, so the more you carry, the more you stand to lose when you die.
The original concept rewards taking a risk. The more stones you risk losing, the more stones you gain.
Your proposed system does not reward you for taking the risk, it just punishes you for not turning around and running to banker everytime you collect 50 stones, over and over. Fun times.
How does this differ from the original system? If I was not the type of person to take a risk I would be banking my stones as often as possible anyway. I choose not to risk it in the field, so my stone intake is slower, since I have to constantly run back and forth from the bank.
And if I was a risk taker, I would farm more and more, knowing that as my amount increases my chance of losing it all does too. More time continuously spent in the field = more risk = faster rate of stones earned since there are less interruptions.
The increasing percentage there is because I personally think that having your progress wiped, no matter how much you earned, is extremely disheartening. The system I proposed puts diminishing returns on death, meaning that when you die, you lose your progress, but you should never be left empty handed even if you do constantly die.
IMO the penalty for death should be proportional to how much you have currently. NOT a flat 100%. A bit like income taxes lol.