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Tel Var stone lose/loot rate, what would you like to see?

HeroOfNone
HeroOfNone
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As we heard from the later ESO live, the Tel Var stone drop rate is set to 10% for mobs and 100% from players. Most of us can agree this is a bit high, and zone would prefer not to drop any at all, so what rates would you prefer . No gaurentee well get it, but I heard that some of the devs /lurk in here.

My rates:
tie it to the multiplier and a percent, so....

Monsters: 10% * multiplier (max 40%)
Players : 20% * multiplier (max 80%)
Herfi Driderkitty of the Aldmeri Dominion
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  • Kloud
    Kloud
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    100% and 10% seems good to me
  • Sallington
    Sallington
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    Kloud wrote: »
    100% and 10% seems good to me

    Sounds good to me too.

    People are acting like people will take your stones, and then you are kicked out of IC forever, never to get your hands on them again. If someone takes your stones, res up and go take someone else's. Those things are going to change hands constantly. I think it will add some much needed excitement to PvP.
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  • Kloud
    Kloud
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    Sallington wrote: »
    Kloud wrote: »
    100% and 10% seems good to me

    Sounds good to me too.

    People are acting like people will take your stones, and then you are kicked out of IC forever, never to get your hands on them again. If someone takes your stones, res up and go take someone else's. Those things are going to change hands constantly. I think it will add some much needed excitement to PvP.

    +1
  • HeroOfNone
    HeroOfNone
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    Sallington wrote: »
    Kloud wrote: »
    100% and 10% seems good to me

    Sounds good to me too.

    People are acting like people will take your stones, and then you are kicked out of IC forever, never to get your hands on them again. If someone takes your stones, res up and go take someone else's. Those things are going to change hands constantly. I think it will add some much needed excitement to PvP.

    While I enjoy a loss/reward system, I've heard a lot of folks worried about the stone's 100% system could lead to folks exploit banking (dying to off hand accounts) or folks having to deal with large unstoppable zerg bombs that wait for stones to be gathered up and then wiping all at an exit/entrance.

    Good to hear though some that are willing to express their desire for a hard set limit, though I'd feel the death to mobs is pretty low (folks would suicide to mobs over being caught for good reason)
    Herfi Driderkitty of the Aldmeri Dominion
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  • Wizzo91
    Wizzo91
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    Kloud wrote: »
    100% and 10% seems good to me

    Yea I agree. 100% and 10% is totally fine.
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  • Samadhi
    Samadhi
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    110% for killing players.

    Gain all of their stones + a 10% bonus for killing the other player.

    The 10% would function like AP, where killing a player immediately after they respawn does not grant anything.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
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  • HungryHobo
    HungryHobo
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    Do you drop the stones that are in your possession or is this more of an incentive to kill players as their death generates one for you, and their inv is left untouched? Or is it 100% chance on death to drop ALL your stones? Or Just 1? Or..more than 1 but less than your total?
  • technohic
    technohic
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    I think the 10% for dieing in PvE is low. Don't die to the NPCs you noobs!
    Edited by technohic on July 20, 2015 6:52PM
  • Flaminir
    Flaminir
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    HeroOfNone wrote: »
    As we heard from the later ESO live, the Tel Var stone drop rate is set to 10% for mobs and 100% from players. Most of us can agree this is a bit high, and zone would prefer not to drop any at all, so what rates would you prefer . No gaurentee well get it, but I heard that some of the devs /lurk in here.

    My rates:
    tie it to the multiplier and a percent, so....

    Monsters: 10% * multiplier (max 40%)
    Players : 20% * multiplier (max 80%)

    Whilst I personally LOVE the idea of a risk / reward system as they're proposing.... I do understand why a lot of people are getting upset at the idea... and those who never PvP may well end up as just farm food for PvP zergs....

    If there was a PvE zone where people could go farm these mats in peace then I'd say stick with the 100/10 split as it is now.....

    but as there isn't, I do think they need to drop the 100% loss rate to allow people to at least get something for their efforts.

    Otherwise it risks the non-PvP crowd getting very alienated... we want to encourage them to come to PvP, not the other way around. & to encourage them they need to have a reward somehow.
    Edited by Flaminir on July 20, 2015 6:55PM
    GM of the Unholy Legacy
    PC/EU/EP
  • ManwithBeard9
    ManwithBeard9
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    I'm fine with the 100/10. If they do change it, hopefully no less than 50% to others.

    It will increase ganking, but there will be people to gankl the gankers that just ganked you. And could lead to groups and guild forming protection squads to escort people (PvEers) to the IC
  • Sallington
    Sallington
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    HeroOfNone wrote: »
    Sallington wrote: »
    Kloud wrote: »
    100% and 10% seems good to me

    Sounds good to me too.

    People are acting like people will take your stones, and then you are kicked out of IC forever, never to get your hands on them again. If someone takes your stones, res up and go take someone else's. Those things are going to change hands constantly. I think it will add some much needed excitement to PvP.

    While I enjoy a loss/reward system, I've heard a lot of folks worried about the stone's 100% system could lead to folks exploit banking (dying to off hand accounts) or folks having to deal with large unstoppable zerg bombs that wait for stones to be gathered up and then wiping all at an exit/entrance.

    Good to hear though some that are willing to express their desire for a hard set limit, though I'd feel the death to mobs is pretty low (folks would suicide to mobs over being caught for good reason)

    Definitely a valid concern, but exploiters will figure out a way to cheat the system no matter how they implement it.

    In the words of Jeff Goldblum, "Life, uh, finds a way."

    I think this is the best way, and they can see how exploiters are doing their thing and try to stop it.
    Edited by Sallington on July 20, 2015 7:00PM
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • Nebthet78
    Nebthet78
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    I think they should allow players to keep a base of 50 stones no matter what, before any drop rate from being killed comes into effect. This way, for those PVE players who go to get stones can still do so without being put out too much by being killed by the PVP Ganking that is going to happen when this is released, and you still have the risk vs reward system some PVPers want.

    This way, no matter what someone has done, they will always have a base of 50 earned stones on them. Then anything above this amount either earned from the multipliers or doing whatever are at risk of being taken from other players.

    Far too many characters to list any more.
  • technohic
    technohic
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    Sallington wrote: »
    HeroOfNone wrote: »
    Sallington wrote: »
    Kloud wrote: »
    100% and 10% seems good to me

    Sounds good to me too.

    People are acting like people will take your stones, and then you are kicked out of IC forever, never to get your hands on them again. If someone takes your stones, res up and go take someone else's. Those things are going to change hands constantly. I think it will add some much needed excitement to PvP.

    While I enjoy a loss/reward system, I've heard a lot of folks worried about the stone's 100% system could lead to folks exploit banking (dying to off hand accounts) or folks having to deal with large unstoppable zerg bombs that wait for stones to be gathered up and then wiping all at an exit/entrance.

    Good to hear though some that are willing to express their desire for a hard set limit, though I'd feel the death to mobs is pretty low (folks would suicide to mobs over being caught for good reason)

    Definitely a valid concern, but exploiters will figure out a way to cheat the system no matter how they implement it.

    In the words of Jeff Goldblum, "Life, uh, finds a way."

    I think this is the best way, and they can see how exploiters are doing their thing and try to stop it.

    Apparently Universal Studios finds a way as well; to make 3 terrible sequels and still make a ton of money.
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
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    Zero. This is a game where you have fun. Not someplace you need to be punished.
  • Flaminir
    Flaminir
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    HeroOfNone wrote: »
    As we heard from the later ESO live, the Tel Var stone drop rate is set to 10% for mobs and 100% from players. Most of us can agree this is a bit high, and zone would prefer not to drop any at all, so what rates would you prefer . No gaurentee well get it, but I heard that some of the devs /lurk in here.

    My rates:
    tie it to the multiplier and a percent, so....

    Monsters: 10% * multiplier (max 40%)
    Players : 20% * multiplier (max 80%)

    That is a particularly elegant way of doing it the more i Think about it!

    Greater stones / rewards Vs higher risk!

    The more you try to gain, the higher your risk of loss!

    Likelihood of getting ganked is the same from minute to minute... but do you just go for a safer option of just a few, or roll the dice, get more & then run the risk of losing even more of them.
    GM of the Unholy Legacy
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  • Gorthax
    Gorthax
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    Sallington wrote: »
    HeroOfNone wrote: »
    Sallington wrote: »
    Kloud wrote: »
    100% and 10% seems good to me

    Sounds good to me too.

    People are acting like people will take your stones, and then you are kicked out of IC forever, never to get your hands on them again. If someone takes your stones, res up and go take someone else's. Those things are going to change hands constantly. I think it will add some much needed excitement to PvP.

    While I enjoy a loss/reward system, I've heard a lot of folks worried about the stone's 100% system could lead to folks exploit banking (dying to off hand accounts) or folks having to deal with large unstoppable zerg bombs that wait for stones to be gathered up and then wiping all at an exit/entrance.

    Good to hear though some that are willing to express their desire for a hard set limit, though I'd feel the death to mobs is pretty low (folks would suicide to mobs over being caught for good reason)

    Definitely a valid concern, but exploiters will figure out a way to cheat the system no matter how they implement it.

    In the words of Jeff Goldblum, "Life, uh, finds a way."

    I think this is the best way, and they can see how exploiters are doing their thing and try to stop it.

    with their track record of (not) shutting down exploiters, we can wait until next year or longer before it is corrected @Sallington but we can enjoy IC while it last lol
    Edited by Gorthax on July 20, 2015 7:35PM
  • Gorthax
    Gorthax
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    Zero. This is a game where you have fun. Not someplace you need to be punished.

    oh god....he found his way in here lol RUN HERO RUN! CLOSE THREAD QUICK!
    Edited by Gorthax on July 20, 2015 7:36PM
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    I think if you die in PvP you should lose no less than half of them. I would like to see other things lootable too, like gold.
    :trollin:
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    Zero. This is a game where you have fun. Not someplace you need to be punished.

    There you are!
    :trollin:
  • Sallington
    Sallington
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    Gorthax wrote: »
    Sallington wrote: »
    HeroOfNone wrote: »
    Sallington wrote: »
    Kloud wrote: »
    100% and 10% seems good to me

    Sounds good to me too.

    People are acting like people will take your stones, and then you are kicked out of IC forever, never to get your hands on them again. If someone takes your stones, res up and go take someone else's. Those things are going to change hands constantly. I think it will add some much needed excitement to PvP.

    While I enjoy a loss/reward system, I've heard a lot of folks worried about the stone's 100% system could lead to folks exploit banking (dying to off hand accounts) or folks having to deal with large unstoppable zerg bombs that wait for stones to be gathered up and then wiping all at an exit/entrance.

    Good to hear though some that are willing to express their desire for a hard set limit, though I'd feel the death to mobs is pretty low (folks would suicide to mobs over being caught for good reason)

    Definitely a valid concern, but exploiters will figure out a way to cheat the system no matter how they implement it.

    In the words of Jeff Goldblum, "Life, uh, finds a way."

    I think this is the best way, and they can see how exploiters are doing their thing and try to stop it.

    with their track record of (not) shutting down exploiters, we can wait until next year or longer before it is corrected @Sallington but we can enjoy IC while it last lol

    Lol how true that is. I guess I'm just in an optimistic mood today.
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    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • ThePonzzz
    ThePonzzz
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    As I've said in many other threads now. I think 100% is a bit much.

    My thoughts are it should be a ratio with alliance rank between the killer and the victim. Capped at 50% of their stones for like-alliance kills and upward. Formula could be as simple as (victim/killer)/2. Those that want full (100%) stone on murders, remove the dividing by 2 at the end. But a formula like this allows players to not feel outranked (and out-skilled).

    So for example, a recruit (rank 1) gets killed by a tyro (rank 5), it would be 10% of the stones. If a tyro (rank 6) gets ganked by a palatine (rank 36), it would be 8%. Citizens (rank 0) are immune to death penalties in Cyrodiil.

    This is a much better scenario for those that want to participate in the Imperial City, but quite frankly, can't match the skill of those higher ranked.

    Edited by ThePonzzz on July 21, 2015 1:07PM
  • MsPtibiscuit
    MsPtibiscuit
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    Nebthet78 wrote: »
    I think they should allow players to keep a base of 50 stones no matter what, before any drop rate from being killed comes into effect. This way, for those PVE players who go to get stones can still do so without being put out too much by being killed by the PVP Ganking that is going to happen when this is released, and you still have the risk vs reward system some PVPers want.

    This way, no matter what someone has done, they will always have a base of 50 earned stones on them. Then anything above this amount either earned from the multipliers or doing whatever are at risk of being taken from other players.

    Keep in mind there's a 50 stones fee everytime you bank stones.
  • Dagoth_Rac
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    I think the current 100% risk is too harsh. Most people just won't bother because too much risk for too little reward. But a drop to 50% across the board would be too lenient. You'll end up with a glut of Tel-Var stones. It should scale, like original poster proposed. If you have the 4x bonus multiplier going, you lose all stones if killed. Lower bonus multipliers would lose a lower percentage of stones.

    That way, you have true risk/reward. Current system is extremely high risk, even when the reward is tiny. That means only the best PvP players will participate. And they will be hard to gank. Make it more worthwhile for average players to participate and you get more people in IC. Which will lead to more action, more ganking, more PvP.
  • sparafucilsarwb17_ESO
    sparafucilsarwb17_ESO
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    Zero
  • Teiji
    Teiji
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    200%.

    If you die in PvP, you lose 200% of your stones, so you need to collect enough MTV Stones to pay of the interest.

    There could also be payment plans introduced to help players deal with heavy MTV debt.
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  • Surragard
    Surragard
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    Nebthet78 wrote: »
    I think they should allow players to keep a base of 50 stones no matter what, before any drop rate from being killed comes into effect. This way, for those PVE players who go to get stones can still do so without being put out too much by being killed by the PVP Ganking that is going to happen when this is released, and you still have the risk vs reward system some PVPers want.

    This way, no matter what someone has done, they will always have a base of 50 earned stones on them. Then anything above this amount either earned from the multipliers or doing whatever are at risk of being taken from other players.

    Keep in mind there's a 50 stones fee everytime you bank stones.

    I thought they eliminated the fee but kept the 50 stone deposit minimum (i.e. you need to have at least 50 stones to make a deposit but no stones are taken as a fee)
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  • Rinmaethodain
    Rinmaethodain
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    0 and 0

    The only solution.

    No to mechanics supporting harassment and griefing.
  • Marsgodofwar
    Marsgodofwar
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    Surragard wrote: »
    Nebthet78 wrote: »
    I think they should allow players to keep a base of 50 stones no matter what, before any drop rate from being killed comes into effect. This way, for those PVE players who go to get stones can still do so without being put out too much by being killed by the PVP Ganking that is going to happen when this is released, and you still have the risk vs reward system some PVPers want.

    This way, no matter what someone has done, they will always have a base of 50 earned stones on them. Then anything above this amount either earned from the multipliers or doing whatever are at risk of being taken from other players.

    Keep in mind there's a 50 stones fee everytime you bank stones.

    I thought they eliminated the fee but kept the 50 stone deposit minimum (i.e. you need to have at least 50 stones to make a deposit but no stones are taken as a fee)

    You're right on this. They got rid of the fee.
  • Stickleback
    Stickleback
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    Maybe people could get a countdown when you kill someone, so that you start stealing at 100% TV stones from your victim, but the more you kill in a limited amount of time, the less % of stones you get, maybe cap at 10%. A bit like the bounty countdown..

    That way pro-PVP players can still enjoy stealing stones, but won't be able to "ruin" a PVE players grinding. Yes, the PVE player might encounter a "fresh" PVP'er, and loose everything, or he might get lucky and get a PVP'er who's been going at it all day and only loose 10%.

    A possible way for PVE's not to get discouraged to venture in IC, while still providing for enough bait and excitement for the PVP'ers?
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  • Nebthet78
    Nebthet78
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    Nebthet78 wrote: »
    I think they should allow players to keep a base of 50 stones no matter what, before any drop rate from being killed comes into effect. This way, for those PVE players who go to get stones can still do so without being put out too much by being killed by the PVP Ganking that is going to happen when this is released, and you still have the risk vs reward system some PVPers want.

    This way, no matter what someone has done, they will always have a base of 50 earned stones on them. Then anything above this amount either earned from the multipliers or doing whatever are at risk of being taken from other players.

    Keep in mind there's a 50 stones fee everytime you bank stones.

    I saw somewhere that they had eliminated that.
    Far too many characters to list any more.
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