However, if that behaviour has been revealed through testing, ZOS may be able to do something about it before launch (if it is counter to what they were intending). For example, they could put a five-metre PvP dead zone around the doors, or a 20-second PvP immunity to someone who has just come through it.I am disappointed that so many players decided that 'testing' means camping the doors as people come in and nothing else
However, if that behaviour has been revealed through testing, ZOS may be able to do something about it before launch (if it is counter to what they were intending). For example, they could put a five-metre PvP dead zone around the doors, or a 20-second PvP immunity to someone who has just come through it.I am disappointed that so many players decided that 'testing' means camping the doors as people come in and nothing else
I am disappointed that so many players decided that 'testing' means camping the doors as people come in and nothing else
I am disappointed that so many players decided that 'testing' means camping the doors as people come in and nothing else
RDMyers65b14_ESO wrote: »I am disappointed that so many players decided that 'testing' means camping the doors as people come in and nothing else
ZOS is encouraging this bad player behavior with the 100 % looting of the TV stones. It is as bad as the AP farming. I don't think that dropping the percentage to 50 % is going to save it. With the VR15-16 mats only obtained from the IC, there is really no need to level as the prices are going to be through the roof.
I tried to explore the IC for three hours last night but I crashed so very often. I then tried to get a group for the white gold tower, but no one wanted to do the dungeons.
I loved the way the city looked, but between the lag, crashes and gankers, it was unenjoyable. I only was able to bank a few stones due to it being before the majority of the players being able to finish downloading.
Why ZOS wants to encourage griefing which is against their own rules, I will never understand. Yes, purposely ganking is griefing in my opinion.
@kaithuzar You don't really lose Tel Var stones in the dungeons. Your death recap tells you that, and once I noticed I took note of my TV count, and after I died, I checked again, and still had the same amount. As mentioned in ESO live you don't gain or lose stones in the dungeons, but I really hope the UI for the recap gets fixed so it doesn't make you think you are anymore.
I'll need to find out for myself how this all works, but I see your idea working well for the alliance-"safe" spawn points, but not really for the all-alliance doors.or do what i said previously, 4-8 invincible guards that hit very hard that see stealth circled around the spawn with enough breathing space of about one calatrops AoE, so to get into snipe range would get the guards to grip you in and talons you.However, if that behaviour has been revealed through testing, ZOS may be able to do something about it before launch (if it is counter to what they were intending). For example, they could put a five-metre PvP dead zone around the doors, or a 20-second PvP immunity to someone who has just come through it.I am disappointed that so many players decided that 'testing' means camping the doors as people come in and nothing else
They could also give the Sanctuary Flag buff/debuff they use on balconys and place these at or around zone doors.For example, they could put a five-metre PvP dead zone around the doors, or a 20-second PvP immunity to someone who has just come through it.
I don't think I know of this Sanctuary buff on balconies... is that keep balconies? What does it do and when does it appear?
I don't think I know of this Sanctuary buff on balconies... is that keep balconies? What does it do and when does it appear?
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.
The 100% loss rate is mitigated by the speed at which you get them (a happy surprise). But I'm of a mixed mind about the equal split of the gained stones. I think it would definitely change the battleground (no pun intended) if the stones went to the kill shot. That way, gank squads would have a harder time justifying their existence. Reminds me sort of like the RPG Bushido where the Budo went to the killer. It definitely promotes the splitting of parties.
Also, we definitely need an immunity on zoning in. Nothing can be done about crashes, unfortunately, but zoning in is an easy fix that should be implemented IMO.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.
QFT. I agree with BOTH of these points so much that I had to quote it. It would also be... interesting... if the looting was on a timer when started- it takes X seconds to search and loot the body. It is quite common in war that casualties occur while looting bodies. Replicating that risk wouldn't be out of place, IMO.
takai.kurosawab14_ESO wrote: »I don't think I know of this Sanctuary buff on balconies... is that keep balconies? What does it do and when does it appear?
Sanctuary buffs appear in quest-specific areas that are flagged as non-PVP, to prevent players from ganking each other as they're trying to complete a quest in the IC.
However, the balconies of the respawn locations and crafting stations (in nobles district for example) are not flagged as non-PVP and thus do not give a sanctuary buff.
KayleeSeranada wrote: »I was in the kitchen, thinking about the ideas/concerncs/etc. addressed in this thread, and an idea occurred to me that I think has really good potential:
What if there was a system implemented that lets the player decide how many TV stones they will lose? Of course, to balance the risk-reward, this same number would also be the maximum percentage of stones that they player could loot from both mobs and players.
<snip>.
takai.kurosawab14_ESO wrote: »I don't think I know of this Sanctuary buff on balconies... is that keep balconies? What does it do and when does it appear?
Sanctuary buffs appear in quest-specific areas that are flagged as non-PVP, to prevent players from ganking each other as they're trying to complete a quest in the IC.
However, the balconies of the respawn locations and crafting stations (in nobles district for example) are not flagged as non-PVP and thus do not give a sanctuary buff.
Yes, I got that mixed up. They appear in the IC zones crafting stations and one of them (at least) has an accessible balcony. But what was said: They essentially block PVP but not PVE.
kevlarto_ESO wrote: »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.