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Dedicated Tel Var Stone System Feedback Thread

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
Hi everyone,

Please use this thread for all Tel Var Stone system feedback, bugs, and suggestions. The Dev Team will be keeping a close eye on this discussion. We're particularly interesting in hearing how your overall play experience has been participating on the Tel Var Stone system on the PTS.

Thanks for helping us test the Imperial City and Tel Var Stone system!

Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
Staff Post
  • xaraan
    xaraan
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    Would love to know how many TV stones I have when not in IC zone. (Same with AP now too, can't see it if you aren't in vendor screen of someone that sales AP stuff). Can't seem to find a setting to change anything to show it.

    edit: Nevermind, I see the currency tab now. Was looking under settings for something to activate.
    Edited by xaraan on July 28, 2015 11:08PM
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • OtarTheMad
    OtarTheMad
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    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    How many did you lose on the PTS today, @OtarTheMad? And to how many enemy alliance players? Any additional details you could provide about your specific personal experience?
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • Pirhana7_ESO
    Pirhana7_ESO
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    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    And those people will eventually get ran over and die and lose everything as well.
  • OtarTheMad
    OtarTheMad
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    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    How many did you lose on the PTS today, @OtarTheMad? And to how many enemy alliance players? Any additional details you could provide about your specific personal experience?

    I lost mine by being jumped by 3-4 blues who also dragged some npcs over so I had no chance to survive and lost my stones. Also a group of 10 reds got me and I lost some there too. If I lost them 1v1 then so be it, but being jumped and having no chance of surviving makes it pretty frustrating.
  • OtarTheMad
    OtarTheMad
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    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    And those people will eventually get ran over and die and lose everything as well.

    Very true but unless I was one of them who helped then it's still a problem because the stones aren't mine anymore. I get why they put them in, it's a good idea. I am just thinking of guilds who are going to have a group of 10 or whatever camping certain points to destroy players.

  • Pirhana7_ESO
    Pirhana7_ESO
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    And those people will eventually get ran over and die and lose everything as well.

    Very true but unless I was one of them who helped then it's still a problem because the stones aren't mine anymore. I get why they put them in, it's a good idea. I am just thinking of guilds who are going to have a group of 10 or whatever camping certain points to destroy players.

    This is why i think they really need to go with a system of alliances gaining control of IP, like owning your home keeps+ 1 enemy. This way you can cut off access to enemy alliances. yes your side may not always have access but when they do it will be alot safer for that side, when your sides loses access then you know to rush to the bank
  • ewhite106b16_ESO
    ewhite106b16_ESO
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    And those people will eventually get ran over and die and lose everything as well.

    Very true but unless I was one of them who helped then it's still a problem because the stones aren't mine anymore. I get why they put them in, it's a good idea. I am just thinking of guilds who are going to have a group of 10 or whatever camping certain points to destroy players.

    This is why i think they really need to go with a system of alliances gaining control of IP, like owning your home keeps+ 1 enemy. This way you can cut off access to enemy alliances. yes your side may not always have access but when they do it will be alot safer for that side, when your sides loses access then you know to rush to the bank

    I totally disagree with this - cutting off enemy alliances just turns the Imperial City into a mindless PVE farm. Did a couple of solo runs myself so far and REALLY liking it. Finding so far that imperial city broken terrain + mob spawns make it much easier to evade large enemy groups then in Cyrodil as a whole, the risk of actually losing your stones in PVP makes going out and getting back much more of a thrill.

    Ran into a group of 10-12 EP players, broke LOS around a corner hid on top floor of a house for a while. Ganked one of them who wandered behind a building - went after another player got interrupted by incoming daedra. Headed back to base successfully after that.
    Edited by ewhite106b16_ESO on July 28, 2015 11:37PM
  • OtarTheMad
    OtarTheMad
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    And those people will eventually get ran over and die and lose everything as well.

    Very true but unless I was one of them who helped then it's still a problem because the stones aren't mine anymore. I get why they put them in, it's a good idea. I am just thinking of guilds who are going to have a group of 10 or whatever camping certain points to destroy players.

    This is why i think they really need to go with a system of alliances gaining control of IP, like owning your home keeps+ 1 enemy. This way you can cut off access to enemy alliances. yes your side may not always have access but when they do it will be alot safer for that side, when your sides loses access then you know to rush to the bank

    Wouldn't be a bad idea at all, I like it.

    Like I mentioned before, maybe (on top of your idea) a system that makes you only lose a certain percentage of TV stones would be cool. I do like the idea of losing them, it makes things challenging but maybe not all of them.

  • WolffenBloodseeker
    WolffenBloodseeker
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    And those people will eventually get ran over and die and lose everything as well.

    Very true but unless I was one of them who helped then it's still a problem because the stones aren't mine anymore. I get why they put them in, it's a good idea. I am just thinking of guilds who are going to have a group of 10 or whatever camping certain points to destroy players.

    This is why i think they really need to go with a system of alliances gaining control of IP, like owning your home keeps+ 1 enemy. This way you can cut off access to enemy alliances. yes your side may not always have access but when they do it will be alot safer for that side, when your sides loses access then you know to rush to the bank

    this ^

  • ewhite106b16_ESO
    ewhite106b16_ESO
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.


    This is why i think they really need to go with a system of alliances gaining control of IP, like owning your home keeps+ 1 enemy. This way you can cut off access to enemy alliances. yes your side may not always have access but when they do it will be alot safer for that side, when your sides loses access then you know to rush to the bank

    I totally disagree with this - cutting off enemy alliances just turns the Imperial City into a mindless PVE farm. Did a couple of solo runs myself so far and REALLY liking it. Finding so far that imperial city broken terrain + mob spawns make it much easier to evade large enemy groups then in Cyrodil as a whole, the risk of actually losing your stones in PVP makes going out and getting back much more of a thrill.

    Ran into a group of 10-12 EP players, broke LOS around a corner hid on top floor of a house for a while. Ganked one of them who wandered behind a building - went after another player got interrupted by incoming daedra. Headed back to base successfully after that.
    Edited by ewhite106b16_ESO on July 28, 2015 11:36PM
  • kevlarto_ESO
    kevlarto_ESO
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    I lost 84, 14, 10, 4, 10, stones to a group of about 6 players running in circles around the inside of the Arboretum, I killed players got a few stones got killed lost stones, but it seem like players are already sizing up where to gank from, also camping the drop down, also players ganking at the sewer entrance waiting for people coming in with stones to bank.


    I think might want to re-consider losing all the stones. Plus what about crashing issues, the client is not stable enough for players to be looted, bad enough you lose all the stones in combat but crash and return you just gave some one free stones and that kinda sucks.
  • Attorneyatlawl
    Attorneyatlawl
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am not a fan of losing Tel Var Stones. There are going to be players who just sit on spawn points and farm TV stones from people. Maybe they just take a certain percentage from you instead of all of them.

    And those people will eventually get ran over and die and lose everything as well.

    Very true but unless I was one of them who helped then it's still a problem because the stones aren't mine anymore. I get why they put them in, it's a good idea. I am just thinking of guilds who are going to have a group of 10 or whatever camping certain points to destroy players.

    This is why i think they really need to go with a system of alliances gaining control of IP, like owning your home keeps+ 1 enemy. This way you can cut off access to enemy alliances. yes your side may not always have access but when they do it will be alot safer for that side, when your sides loses access then you know to rush to the bank

    I totally disagree with this - cutting off enemy alliances just turns the Imperial City into a mindless PVE farm. Did a couple of solo runs myself so far and REALLY liking it. Finding so far that imperial city broken terrain + mob spawns make it much easier to evade large enemy groups then in Cyrodil as a whole, the risk of actually losing your stones in PVP makes going out and getting back much more of a thrill.

    Ran into a group of 10-12 EP players, broke LOS around a corner hid on top floor of a house for a while. Ganked one of them who wandered behind a building - went after another player got interrupted by incoming daedra. Headed back to base successfully after that.

    This. You'll take stones, you'll lose stones.. the aim is to end up ahead, and get substantial numbers to safety once accrued ;). Making it only one faction at a time would make it become very PVE-like given eso's setup. Your mention of the LOS-heavy terrain is making me drool with excitement by the way @ewhite106b16_ESO while I wait on the patcher to download. 3.7gb left :D.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
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  • xaraan
    xaraan
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    There should be diminishing returns/loss for being ganged up on. If you get hit by 12 guys, they shouldn't get all your stones, they should get zero of them at that point and maybe you still lose some for dying. ZoS, you guys need to have the guts to punish zergers.
    -- @xaraan --
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  • Hektik_V
    Hektik_V
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    The way the Tel Var stone system is set up right now it promotes turtling and camping way too heavily in my opinion. Fights are not nearly as fun when everyone is playing so incredibly defensive.
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  • jwboudreau1b16_ESO
    jwboudreau1b16_ESO
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    I think that all players should have an opportunity to the play this DLC without getting ganked. Make Mage Light's ability to detect sneaking players ineffective in Imperial City. That way, players will still be seen when they attack/are attacked by things, but it rewards players who effectively sneak. When this launches as it is, every player is going to have Mage Light in their ability bar, and as many people have already mentioned, there will be tons of ganking. This DLC might have PVE content, but it seems far from being PVE friendly.
  • DDuke
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    Managed to escape 20+ EP players sitting right behind the gate after entering a district, then lost the 386 stones I had accumulated by ganking other players after running out of stamina & dying during CC in a XvX fight.

    And it was awesome :P

    One thing I love is the amount of hiding spots and ways of utilizing LoS to make an escape.


    But the gear bought with Tel Var stones should be a lot better.
    Edited by DDuke on July 28, 2015 11:59PM
  • Attorneyatlawl
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    Hektik_V wrote: »
    The way the Tel Var stone system is set up right now it promotes turtling and camping way too heavily in my opinion. Fights are not nearly as fun when everyone is playing so incredibly defensive.

    FPS deathmatches with rapid frags are much more fun for RPG's. Not really :). If you want to play where death is relatively meaningless, Cyrodiil proper has not changed on that front and remains as it has before. A lot of players have been looking for something more challenging, and with higher risk/reward.
    xaraan wrote: »
    There should be diminishing returns/loss for being ganged up on. If you get hit by 12 guys, they shouldn't get all your stones, they should get zero of them at that point and maybe you still lose some for dying. ZoS, you guys need to have the guts to punish zergers.

    Already done: "ganging up" on one enemy in a group of 12 nets you just 1/12th of his stones as it is split amongst your group and you wasted time chasing down one stray kill.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Yuke
    Yuke
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    When a mob tags me first, an enemy shouldnt get 100% of my Stones after leeching the last 100hp off of me.

    Save Us, Microsoft.

    Noricum & Kitesquad™
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  • Rhakon
    Rhakon
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    NB Paradise!

    Nightblades can rush trough the mobs without pull them... when they are losing a fight they just flee to mobs, when you follow you get aggro...NB will be save behind them...
    Edited by Rhakon on July 29, 2015 12:20AM
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    DDuke wrote: »
    But the gear bought with Tel Var stones should be a lot better.

    Could you elaborate on this, @DDuke? What improvements/changes would you like to see? Where do you feel they're currently lacking?

    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
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    Staff Post
  • ewhite106b16_ESO
    ewhite106b16_ESO
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    DDuke wrote: »
    But the gear bought with Tel Var stones should be a lot better.

    Could you elaborate on this, @DDuke? What improvements/changes would you like to see? Where do you feel they're currently lacking?

    I agree, the basic concepts of the Tel Var stone sets are good - but sets need to be available in all armor types, and the Shield Breaker set HUGELY needs a version for magicka builds. I'd really love to use Shield Breaker and/or Phoenix set on my heavy armor magicka DK, but both sets are the wrong armor type, and shield breaker set bonuses are only for stamina builds (Shield Breaker actually looks more useful for builds without high burst damage since it is based off light attacks).

    Without being able to pick your armor type for these sets and have the right set of stats for your build they really don't feel worthwhile.
    Edited by ewhite106b16_ESO on July 29, 2015 12:52AM
  • DDuke
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    DDuke wrote: »
    But the gear bought with Tel Var stones should be a lot better.

    Could you elaborate on this, @DDuke? What improvements/changes would you like to see? Where do you feel they're currently lacking?

    The bonuses between 2-4 are ok, but I think the 5-set bonuses are too situational by nature and feel kind of "gimmicky".

    Perhaps if there was a secondary effect as 5-set bonus (e.g. some weapon damage or spell damage) they might be more enticing to use.

    Especially considering how many other awesome sets are added in the DLC (if this information from @Dominoid is correct).
  • Vatter
    Vatter
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    Heres the problem with the tv stone system.

    you can't guarantee a smooth and lag free game. Not even a remotely smooth and lag free game. You never could. You never will. you have extreme lag spikes ALL the time. and I mean ALL THE TIME. I have already died multiple times to lag and have lost all my stones because of it. its not my system. its not my service provider. its you. always has been.

    I just don't see how its possible to keep the 100% stone loss until you are able to completely fix the latency issues.
  • Teargrants
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    The Tel Var Stone system will be a complete and utter joke that will only contribute to getting more ppl to quit the game if IC lags on live the way it's lagging on PTS currently. Even small scale combat is full of unresponsive 5+ sec delays on all actions, abilities not animating, constant crashes, ect.

    When this happens on live over and over and over, and you lose all your stones because you died from invisible attacks while your heals failed to cast - after spending $$ to get in, mind you - this game will lose players, fast.
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  • Ra'Shtar
    Ra'Shtar
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    Tanks are hard to kill so if they get into a zerg and hit a few times some people they get the stones form the players and can accumulate a good amount cose they hard to kill, dps have it really hard specially pvp carebears like me that are squishy have it really hard there.
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  • MissBizz
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    Well, been playing for about 40 minutes now... and I can't get past the bottom of my little safe area trying to do the quest.. oh, I've been killed MANY times and didn't have stones.. even after I killed a monster successfully on my own.

    Oh, but, when killing another mob, I did get ganked from behind by somebody, and when I revived in my little safe tower... it popped up that I gained my first 3 telvar stones! I thought I was supposed to lose them? :S Going to keep trying though.
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • Anazasi
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    I'm not so concerned with the player death thing and loosing stones, although I think its a little rough considering there is no easy way to get out of the area's without taking a death from a NPC and loosing a few or player death and loosing them all. But I am really disheartened by the crafting aspect of this. I am sure if you manage to get into the 4 man dungeons to grind stones you are ok but if you don't do that and you are trying to gear up you are stuck with crafted vr14 sets for a very long time. You need 150 vr16 mats per crafted piece (light armor) and if I recall it cost 40 stones per 1 mat (might be more for armor stuff). One might say well you can decon the junk you loot but that seems very inefficient. you have 50% chance to get 1 mat from deconstruction.

    I'm sorry but whoever dreamed up the tel- var stones and linked them in this way to crafting was an idiot. Crafting gear or consumables should not be linked to the collection of tel-var stones. You should be able to enter the world and gather what you need to craft period. You should not have to farm stones in order to buy mats so you can craft items. This fact on top of the pvp loss of all stones makes it a very frustrating and extremely imbalanced. Essentially the best players will monopolize the end game economy.

  • Jakhajay
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    Anazasi wrote: »
    I'm not so concerned with the player death thing and loosing stones, although I think its a little rough considering there is no easy way to get out of the area's without taking a death from a NPC and loosing a few or player death and loosing them all. But I am really disheartened by the crafting aspect of this. I am sure if you manage to get into the 4 man dungeons to grind stones you are ok but if you don't do that and you are trying to gear up you are stuck with crafted vr14 sets for a very long time. You need 150 vr16 mats per crafted piece (light armor) and if I recall it cost 40 stones per 1 mat (might be more for armor stuff). One might say well you can decon the junk you loot but that seems very inefficient. you have 50% chance to get 1 mat from deconstruction.

    I'm sorry but whoever dreamed up the tel- var stones and linked them in this way to crafting was an idiot. Crafting gear or consumables should not be linked to the collection of tel-var stones. You should be able to enter the world and gather what you need to craft period. You should not have to farm stones in order to buy mats so you can craft items. This fact on top of the pvp loss of all stones makes it a very frustrating and extremely imbalanced. Essentially the best players will monopolize the end game economy.


    150 mats for 1 piece of v16 gear!? @ 40TV a mat!? That's absolutely re-frakkin'-diculous!

    It makes me want to puke!
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  • Telel
    Telel
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    Well Telel spent a few minutes in between hours of repeated crashing tonight trying to earn some stones. Here are theirthoughts.

    1) There's need to be some way of keeping people from camping entry zones required to move between areas. More than once tonight we were killed upon zoning in by one person just sitting in a spot and spamming AOEs while we were loading still.

    2) There's a similar issue with people waiting until you're engaged with PVE mobs and then shooting you from range to take your stones. Either they need to draw agro as well or there needs to be a system in place where they get a reduced reward.


    3) There definitely needs to be a cut off point where you won't lose any further stones to other players killing you. Between the lag, crashes, and graphical glitching i was lucky to accumulate 100 stones to put in the bank over a couple of hours. Most of what I ended up earning I'd lose because of deaths occurring in one of many MANY crashes.

    Here are some suggestions based on my first limited experiences with the various issues at hand.

    1) Make it so that players killed within X distance of a zone in point do not reward stones if killed before they move outside that small area.

    2) As banking requires a minimal of 50 stones make it so that players will not lose those to other players. E.G if they have 50 and get killed they lose nothing. But if they had 2850 then they'd lose 2800.

    That way people at least get something out of what will prove a very frustrating process for many. Since armor costs 10k stones a pop it's not as if that minimum is going to get them anywhere very quickly.
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