I would agree with this. A PvP player should have to do equal or more damage than a mob to get any TV stones for the kill, otherwise they are effectively "kill-stealing" from the mob, which is detrimental to the player who was killed.nikolaj.lemcheb16_ESO wrote: »First of all no one should get telvar stones from kills where less than 50% of the damage sustained in the target were from pvp damage. The ability to sit and watch someone fight a mob and then hit with an execute to rob them as they fight mobs is a BAD BAD BAD game design. It makes the game even more attractive to sociopaths.
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.
I like the hardcore stuff, but I can definitely see that it would be off-putting to some. 100% is good with me, but I could also see 50% being a reasonable solution, that still allows for profitable ganks, while providing "insurance" for adamant PvE'ers.
Right now, the problem is it is too new and fun to leave the battlefield.
Got about 1000 stones banked after 2-3 hours of play, just killing mobs in the DC area of sewers in an ad-hoc group of three players. No enemy players encountered there, and the area was full of friendlies cleaning the place out. Mob respawn is fast enough, thankfully.
I expect on live the area will be very hard to gank players in since it is so close to the base - they just respawn there and overwhelm you eventually.
theforgottenking1779 wrote: »Got about 1000 stones banked after 2-3 hours of play, just killing mobs in the DC area of sewers in an ad-hoc group of three players. No enemy players encountered there, and the area was full of friendlies cleaning the place out. Mob respawn is fast enough, thankfully.
I expect on live the area will be very hard to gank players in since it is so close to the base - they just respawn there and overwhelm you eventually.
Pc players have everything better i hope everyone on console just realizes this and quits eso it's crap on console
If your group is bigger than 6 members gain 75% damage reduction.
You are, of course, correct. Be sure to share what you like and the good points about the TV stones system, as this thread is quite one-sided at the moment.briandivisionb16_ESO wrote: »@ZOS_JessicaFolsom Hi Jessica. Was playing with PvP guilds yesterday and we're all impressed! Some of these comments worry me if I'm honest - remember peopl share negative experiences 10 times more than positive.
We love this. We love this.
IWannaBeATiger wrote: »No the good part is that they added a gambling system @MaximusDargus like everyone wanted except instead of taverns they added it to IC. Am I gonna hit a lag spike or is my opponent. Will I even see the spells hitting me or will I just fall on the ground and have the recap tell me what class killed me?
pikey2112b14a_ESO wrote: »IWannaBeATiger wrote: »No the good part is that they added a gambling system @MaximusDargus like everyone wanted except instead of taverns they added it to IC. Am I gonna hit a lag spike or is my opponent. Will I even see the spells hitting me or will I just fall on the ground and have the recap tell me what class killed me?
Be careful with that word,last time I checked gambling didn't involve ganking.some of us came to this game to escape that kind nonsense.
pikey2112b14a_ESO wrote: »IWannaBeATiger wrote: »No the good part is that they added a gambling system @MaximusDargus like everyone wanted except instead of taverns they added it to IC. Am I gonna hit a lag spike or is my opponent. Will I even see the spells hitting me or will I just fall on the ground and have the recap tell me what class killed me?
Be careful with that word,last time I checked gambling didn't involve ganking.some of us came to this game to escape that kind nonsense.
You can still escape it to the world of PvE grp dungeons/Trials & normal Cyrodiil (well, not the ganking part...)
Only now players that do enjoy risk/reward type PvP can finally enjoy it.
Options are good.
That said, there are many ways this system could improved, and since this is a feedback thread, I will go through a couple of points here:Loading Screens
Getting ganked by 20-30 people while in loading screen, or right after loading screen is no fun.
There's no real way of avoiding that encounter, and you'll be lucky if you manage to escape it.
To fix this, I would give players who exit loading screen a 10-15 second invisibility & invulnerability that gets removed when attacking/healing another player or NPC.
That should discourage camping these locations, and perhaps even allow players to relocate safely & gank these campers instead.Spawn Locations
Are these really necessary? I think the running distance isn't that long that just having people respawn at the Sewers base after dying couldn't work. It'd also add slightly more consequence to deaths and would help with creating an adrenaline filled experience. At the moment, you die & you're just straight back to the action.
Kind of the same problem Forward Camps had back in the days.
I would imagine it's a bug if someone still has a loading screen and can be killed. If there is a loading screen, the toon hasn't yet loaded into the world. If the toon is in the world, then there shouldn't be any more loading screen.That said, there are many ways this system could improved, and since this is a feedback thread, I will go through a couple of points here:Loading Screens
Getting ganked by 20-30 people while in loading screen, or right after loading screen is no fun.
There's no real way of avoiding that encounter, and you'll be lucky if you manage to escape it.
To fix this, I would give players who exit loading screen a 10-15 second invisibility & invulnerability that gets removed when attacking/healing another player or NPC.
That should discourage camping these locations, and perhaps even allow players to relocate safely & gank these campers instead.Spawn Locations
Are these really necessary? I think the running distance isn't that long that just having people respawn at the Sewers base after dying couldn't work. It'd also add slightly more consequence to deaths and would help with creating an adrenaline filled experience. At the moment, you die & you're just straight back to the action.
Kind of the same problem Forward Camps had back in the days.
pikey2112b14a_ESO wrote: »IWannaBeATiger wrote: »No the good part is that they added a gambling system @MaximusDargus like everyone wanted except instead of taverns they added it to IC. Am I gonna hit a lag spike or is my opponent. Will I even see the spells hitting me or will I just fall on the ground and have the recap tell me what class killed me?
Be careful with that word,last time I checked gambling didn't involve ganking.some of us came to this game to escape that kind nonsense.
You can still escape it to the world of PvE grp dungeons/Trials & normal Cyrodiil (well, not the ganking part...)
Only now players that do enjoy risk/reward type PvP can finally enjoy it.
Options are good.
That said, there are many ways this system could improved, and since this is a feedback thread, I will go through a couple of points here:Loading Screens
Getting ganked by 20-30 people while in loading screen, or right after loading screen is no fun.
There's no real way of avoiding that encounter, and you'll be lucky if you manage to escape it.
To fix this, I would give players who exit loading screen a 10-15 second invisibility & invulnerability that gets removed when attacking/healing another player or NPC.
That should discourage camping these locations, and perhaps even allow players to relocate safely & gank these campers instead.Spawn Locations
Are these really necessary? I think the running distance isn't that long that just having people respawn at the Sewers base after dying couldn't work. It'd also add slightly more consequence to deaths and would help with creating an adrenaline filled experience. At the moment, you die & you're just straight back to the action.
Kind of the same problem Forward Camps had back in the days.
I was disappointed that they removed district control from the final version of Imperial City. That would have brought in some good, repeatable, variable, objective-based small group PvP content. Repeatable, objective-based PvP is what Imperial City is lacking.AssaultLemming wrote: »What it really needs is some sort of 24 hour campaign, where you fight the other factions for control of the districts...
Joy_Division wrote: »Two things I didn't like.
1) I don't like the insta-aquistion of Tel Var stones. I had no idea how many I got from a mob, a boss, or a player. I know there is the counter on the bottom right, but without actually seeing them in a loot screen, it was not easy to get a general sense of how many I had or how fast I was acquiring them. Especially is a fast paced and frenetic environment of the IC.
2) I think players should actually have to loot defeated players to acquire the Tel Var stones. As it is, one of the most infuriating ways to die is to be sniped by someone who stays at maximum range and targets you when you are not in a position to fight back. I get it this is legit in war, but there is a reason why in the Middle Ages, archers prisoners had their hands cut off (if not outright killed) and snipers are often put up against a wall and shot in contravention of the Geneva Codes. People should not just automatically get a windfall of hundreds or thousands of Tel Var stones from just getting a kill, but they should have to at least approach the corpse and fight for the reward.