I think that rather than the flat percentage of stones lost there should be a sort of progressive tax on them. Such that it increases based on the amount you are carrying, from say 25-75%.
My example equation is as follows, where N is the number of stones you are holding:
N*0.25 +MAX(0,(N-100))*0.25 + MAX(0,(N-1000))*0.25
This means that you lose:
25% of first 100
50% of next 900
75% of any above 1000
Incredible... how STUPID are these people in designing this.. if spawn camping is possible, IT WILL BE DONE.
Something needs to be done about gate camping. There's guilds camping the gates and making the zone practically inaccessible to other players. You can literally be killed due to loading screens. And that's not even getting into the unplayable levels of lag and latency.
Something needs to be done about gate camping. There's guilds camping the gates and making the zone practically inaccessible to other players. You can literally be killed due to loading screens. And that's not even getting into the unplayable levels of lag and latency.
bank guards should do the trick, right?
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.
What I'm imagining is maybe a slider, from 0-100. The player could pop it to 100 and get the full experience from the IC just as it is now - good TV stone drop rates, high thrill PVP content, and the high risk-reward that the IC expansion was designed to have.
More cautious players, though, could set it to just 50 or so. This would ensure that they keep 50% of their stones on death. The trade-off would come in the way that they would then only be allowed to loot up to 50% of stones from other players, and their mob drop rate would also be cut in half. So basically, they'd collect stones more slowly, but would have more security over them.
This system also caters to crafters or content tourists: they can just plop their bar to 0 and comfortably make their way over to a crafting station or to a district without having to worry about playing the meta right that moment.
With this system, players can choose their own risk-reward and it would ensure that it would be constantly balanced out for *every* player, giving us an overall better experience, and giving ZOS a more accessible DLC package (and more thus more sales).
I don't feel comfortable with the suggestions of just dropping the loot rate to 50% because it just feels like you're paying for a trip to the bank at that point, and it unbalances the risk-reward. This system, however, keeps it in check while simultaneously making the game more accessible to a wider range of players. Furthermore, this system fits well with the goals of the current system (to make a high-risk, adrenaline-pumping PVP experience) and still favours the more intense PVP'ers who would put their slider to 100 since they would get that nervous feeling while respawning when they go to check their TV stone amount to see if they have any dignity left to bank, not knowing if the got killed by someone who looted 20% of their stones or all of them, but giving them a chance to not have lost all of them.
bchulettub17_ESO wrote: »...
My thoughts: I can lose 100% of my stones in lag-free PvP and not be upset. I can lose 1% of my stones because of laggy PvP and be incredibly upset. If you guys can fix the lag and promote smaller groups, this will be gold. If it goes live and is destroyed by lag, no one will want to enter IC, and the few people that do go and farm gear will make millions. I don't even want to think about pledges in IC if it will be this laggy.
Very cool idea ZOS, just please...please implement it correctly.
PS: Holy vigor spam, batman!
I am disappointed that so many players decided that 'testing' means camping the doors as people come in and nothing else
Icy_Nelyan wrote: »
_ The only thing I found pretty strange is that sometime I have not received tel var stones after a fight (not against other players but against npcs), I am a magicka dps DK with destruction staff, I did damage like everyone in the group against every npcs we encountered but sometime I was not rewarded with tel var stones after an npc was killed, probably there is a minimum damage you have to do to take the reward and for this I receive tel var stones, if this is the case well if someone is in a group of 10 or more people fighting against the same npcs there will be always someone without a good a reward for his/her efforts in that fight and I think this is not very good.
Pirhana7_ESO 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.
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!
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.
madhatternb16_ESO wrote: »Could the percentage TV stone loss not also be dynamic like the split?
For instance:
You get killed by one player, you lose 100% of your stones.
You get killed by 2 people, you lose 90% of your stones.
You get killed by 3 people, you lose 80% of your stones. (or whatever other percentage diminishing return you feel appropriate, 20% per player?)
Etc. Down to maybe a minimum of 10 or 20% loss.
Massively promote small group play, and far less frustrating when you get rolled over by a blob.
MaximusDargus wrote: »There should be at least a system that will know if your death was 100% cause of PVP or you were killed off in 99% by PVE mob and PVPer just poked you into death.
In that case PVPer shouldnt get any stones because practically he didnt do anything to kill someone. He was just waiting like vulture.
How about this for the system, I may have heard something like it somewhere. Add a meter like the one for rezing people. You start looting, exposed, and if you fill the meter you get 100% of that player's stones. Cut out early, you only get partial amount.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.
driosketch wrote: »How about this for the system, I may have heard something like it somewhere. Add a meter like the one for rezing people. You start looting, exposed, and if you fill the meter you get 100% of that player's stones. Cut out early, you only get partial amount.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.
If your group is bigger than 6 members gain 75% damage reduction.