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Dedicated Tel Var Stone System Feedback Thread

  • Tavore1138
    Tavore1138
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    P.S. Please don't think I don't like the PvP offered in this game so far, I do. It has been epic up until now (lag and bugs not withstanding).

    And I have no issue with ganking in the context of PvP either - as far as I am concerned taking out someone on seige or travelling to attack on of my alliance keeps is totally part of the play... Cyrodiil is war and you do what you can for your alliance.

    IC is encouraging fragmentation of play, selfish play where allowing supposed allies to die is actually potentially beneficial & supporting a play style that is the gaming equivalent of rewarding people who mug workers going home on a friday with their weekly pay check.

    Perhaps the devs need to look at getting work on an MMO based around Grand Theft Auto where this type of play might be more welcome :)
  • nikolaj.lemcheb16_ESO
    nikolaj.lemcheb16_ESO
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    P.S. Please don't think I don't like the PvP offered in this game so far, I do. It has been epic up until now (lag and bugs not withstanding).

    And I have no issue with ganking in the context of PvP either - as far as I am concerned taking out someone on seige or travelling to attack on of my alliance keeps is totally part of the play... Cyrodiil is war and you do what you can for your alliance.

    IC is encouraging fragmentation of play, selfish play where allowing supposed allies to die is actually potentially beneficial & supporting a play style that is the gaming equivalent of rewarding people who mug workers going home on a friday with their weekly pay check.

    Perhaps the devs need to look at getting work on an MMO based around Grand Theft Auto where this type of play might be more welcome :)

    Yep, the loot system will poison the pvp community, drive off honorable pvp players and leave a cesspool that will ensure that the game will have no long term pvp future.
  • leeux
    leeux
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    This is MY opinion after the first two days of trying (and also watching streamers on twitch) and observing player behavior in the city.

    W.r.t. the PvP inside the Imperial City proper:

    1. It has no point.
    2. It rewards coward play-styles.
    3. It's a constant and endless killing spree.

    Now, here goes my justification/reasoning for the above... and these are general tendencies I observe, mainly extrapolating from what I saw/experienced myself.

    For 1. yeah, there's telvar stones, etc... but, the truth is that at some point you will be dying... you're always dying at some point. So you're always loosing the stones and have to start again from the scratch.

    This is specially true if you want to play as a group, and try to defend/help other members of your alliance. You will be always surrounded and targeted at some point by a bigger force, and have no chance to escape/survive.
    Probably extremely organized groups will have a better chance here... but, even if you're in a group of 12 people and in TS, there's always the chance that any of those 12 will be killed and his/her stones stolen.

    Then comes 2. as my point above indicates, in order to prevent deaths....best play-style is to hide and remain in hiding... always. If you see a big OpForce group coming, move away and get into one of the safe zones and observe them from safety, until they leave/move away.
    Also, if you're on your own or in a small group, and see a member of your own alliance fighting outnumbered vs enemy players, and you have TV stones on yourself at that moment... chances are that you won't help him/her even if you could have turned the battle around, since once you leave the safety of your hiding, any other enemy around may target and kill you... thus, it's the end of cooperative game-play (unless, you don't care about your stones.)

    Lastly comes 3. You're in a group of X number of people... and while roaming around you get into a fight with another group of about your same numbers... so, let's say fight goes well and you kill 2 or 3 of them... so? They come back again in like 5 secs.
    Even if you're very good at PvP (as in organized and in TS), at some point the fight will attract other enemies/allies, and at some point if you're unlucky you'll get targeted and surrounded... etc.

    Of course... there are still some unknowns... like, if in the end the access to the IC is restricted somehow depending on the state of the Alliance War, point 3 may be moot... depending on how they handle re-spawning under those conditions.

    My suggestions to counters of some of these points?

    For 1. make sure that you always gain/keep some of the TV stones; as in, some of them should remain even after death. No matter how... it could be that you change the 100% looting... or that you have a threshold under which no more TV stones are lost.

    For 2. Make sure that NPCs target ANY player that damages them, or joins the fight to attack enemy players. And give NPCs long detection ranges, like guards/NPCs in normal Cyrodiil that don't reset to easily.

    For 3. Some kind of cool-down for death have to be in place... or maybe, spawn randomly in a totally different area than you died. Dying has to have some "friction" to it, or else encounters are endless.

    Again, this is all IMHO... don't take it too seriously :)

    Best regards,
    Leeux.
    Edited by leeux on July 30, 2015 4:19PM
    PC/NA - Proud old member of the Antique Ordinatus Populus

    My chars
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    I only PvP on AD chars

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  • Saddiq
    Saddiq
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    P3ZZL3 wrote: »
    Saddiq wrote: »
    The only thing off the top of my head I can think of is making one of the campaign servers immune to corpse-stealing. That is, one server and one server only should be like all the others except there is no taking enemy player TV stones upon killing them. This minimizes the incentive to cheap shot so that players who want to play 'sportsmanlike' won't be pushed into psychopathic behaviour just to keep up.

    Only problem with that will be that you will have to wait in a queue forever to get into that server because the wast majority of players will select it as their home server and the hardcores will complain there is no one to "play" with. :)

    The actual problem with this, is that everyone will go to this campaign to get their TV Stones. It would leave all other servers empty as you say. Would invalidate the whole concept of TV's and the theft of them.

    The real question that people re posing here is how to remove the "Cheap Shot/Kill" merchants. Whether there is a mechanic that could determine who has inputed on the high percentage of damage, rather than the "final" kill shot.

    Agreed. Since the problem 'we're' trying to solve is that the system currently rewards and encourages cheap shots (and thus spirals the community as a whole down in order to keep up with the Joneses), a mechanic that requires you to contribute to x% (I like 51%) of a player's demise would eliminate the incentive to cheap shot--you'd still let the NPCs get the job started, but now it's strategic and you need genuine skill (or genuine champion points :) ) to earn the stones.

    Then I'd say keep the TV system the way it is--100% of stones lost is scary, but fun. It's just not fun when the person who steals them didn't earn them. I DO like the system, it's not my style, I have zero interest in ganking, but it looks and feels great, scary, new, and fun. It's just that so much is out of our control--lag and being steamrolled by zergs mainly--that the TV system as it stands pushes us towards being a bunch of creeps.

    I guess there's just the detailed question of if a person is constantly healing themselves, how do you determine the x% of damage they did. I'm a Templar and depending on a million factors you might have to kill me 5x to kill me once if I heal myself every time I'm near death. The mechanics question might be tricky to figure out.
    Edited by Saddiq on July 30, 2015 4:36PM
  • SkylarkAU
    SkylarkAU
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    Just change the sewers to safe zones but remove the multiplier effect or reduce the amount of tel var stones that are dropped. This would give a portion of the players the ability to do what they want to do in relative safety but still provide the option for high risk/reward in the main IC zones..

    my 2c.
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  • TheBull
    TheBull
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    P.S. Please don't think I don't like the PvP offered in this game so far, I do. It has been epic up until now (lag and bugs not withstanding).

    And I have no issue with ganking in the context of PvP either - as far as I am concerned taking out someone on seige or travelling to attack on of my alliance keeps is totally part of the play... Cyrodiil is war and you do what you can for your alliance.

    IC is encouraging fragmentation of play, selfish play where allowing supposed allies to die is actually potentially beneficial & supporting a play style that is the gaming equivalent of rewarding people who mug workers going home on a friday with their weekly pay check.

    Perhaps the devs need to look at getting work on an MMO based around Grand Theft Auto where this type of play might be more welcome :)

    Yep, the loot system will poison the pvp community, drive off honorable pvp players and leave a cesspool that will ensure that the game will have no long term pvp future.

    Imho these are to of the most ridiculous statements I've seen posted on these forums. Do you even PvP bro?
  • TheBull
    TheBull
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    SkylarkAU wrote: »
    Just change the sewers to safe zones but remove the multiplier effect or reduce the amount of tel var stones that are dropped. This would give a portion of the players the ability to do what they want to do in relative safety but still provide the option for high risk/reward in the main IC zones..

    my 2c.

    Nah the sewers are a intended two be PvP dungeons and they do a reallt good job at being just that. I will most likely spend a lot of time down there.
    Edited by TheBull on July 30, 2015 5:49PM
  • Tavore1138
    Tavore1138
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    Saddiq wrote: »
    P3ZZL3 wrote: »
    Saddiq wrote: »
    The only thing off the top of my head I can think of is making one of the campaign servers immune to corpse-stealing. That is, one server and one server only should be like all the others except there is no taking enemy player TV stones upon killing them. This minimizes the incentive to cheap shot so that players who want to play 'sportsmanlike' won't be pushed into psychopathic behaviour just to keep up.

    Only problem with that will be that you will have to wait in a queue forever to get into that server because the wast majority of players will select it as their home server and the hardcores will complain there is no one to "play" with. :)

    The actual problem with this, is that everyone will go to this campaign to get their TV Stones. It would leave all other servers empty as you say. Would invalidate the whole concept of TV's and the theft of them.

    The real question that people re posing here is how to remove the "Cheap Shot/Kill" merchants. Whether there is a mechanic that could determine who has inputed on the high percentage of damage, rather than the "final" kill shot.

    It's just not fun when the person who steals them didn't earn them.

    My concern is that I don't see camping at the edge of gates or safe zones or boss fights and stabbing injured players in the back meets any definition of 'earning' anything. It is murder/robbery without even the mild risk of having to actively loot the corpse.

  • VirtualElizabeth
    VirtualElizabeth
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    P.S. Please don't think I don't like the PvP offered in this game so far, I do. It has been epic up until now (lag and bugs not withstanding).

    And I have no issue with ganking in the context of PvP either - as far as I am concerned taking out someone on seige or travelling to attack on of my alliance keeps is totally part of the play... Cyrodiil is war and you do what you can for your alliance.

    IC is encouraging fragmentation of play, selfish play where allowing supposed allies to die is actually potentially beneficial & supporting a play style that is the gaming equivalent of rewarding people who mug workers going home on a friday with their weekly pay check.

    Perhaps the devs need to look at getting work on an MMO based around Grand Theft Auto where this type of play might be more welcome :)

    This! I am also a regular pvper and absolutely hate the way the Tel Var stone system is setup. Besides this, I love the setup of IC - love the fear factor etc. But why do we have to lose the stones? We don't lose regular AP.

    I can tell you right now I am going to have a hard time convincing my guild mates in my social guild to venture out into IC beyond the dungeons,

    Please ZOS - as a huge advocate of your game and they way PVP is designed, please rethink the loss of Tel Var Stones while engaged in PVP in IC.

    <3

    @ElizabethInTamriel; @ElizabethInESO
    NA/PC
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  • nikolaj.lemcheb16_ESO
    nikolaj.lemcheb16_ESO
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    TheBull wrote: »
    P.S. Please don't think I don't like the PvP offered in this game so far, I do. It has been epic up until now (lag and bugs not withstanding).

    And I have no issue with ganking in the context of PvP either - as far as I am concerned taking out someone on seige or travelling to attack on of my alliance keeps is totally part of the play... Cyrodiil is war and you do what you can for your alliance.

    IC is encouraging fragmentation of play, selfish play where allowing supposed allies to die is actually potentially beneficial & supporting a play style that is the gaming equivalent of rewarding people who mug workers going home on a friday with their weekly pay check.

    Perhaps the devs need to look at getting work on an MMO based around Grand Theft Auto where this type of play might be more welcome :)

    Yep, the loot system will poison the pvp community, drive off honorable pvp players and leave a cesspool that will ensure that the game will have no long term pvp future.

    Imho these are to of the most ridiculous statements I've seen posted on these forums. Do you even PvP bro?

    Yes I play this game for the pvp, and I have played many other pvp games starting with DaoC. I have seen how different mechanics encourage good pvp and how others encourage sociopath behavior that over time cause the pvp community in those games to deteriorate into nothing.

    The TV system is one such deteriorating system, where the second I saw it I knew how it would turn out and the testing I did on the PTS yesterday only confirmed my fears.
  • sparafucilsarwb17_ESO
    sparafucilsarwb17_ESO
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    This tel var looting system needs to be reconsidered. The loss of stones has to be removed. It will destroy the game in the end. It is not fun to be robbed.
  • RadioheadSh0t
    RadioheadSh0t
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    Losing all tel var stones when you die to another player completely disincentivizes solo play. It's only a matter of time before a group of five or more finds you, and then all the work you put in is worthless.

    What this will end up doing is creating blobs of players in the IC, because there is little risk of losing them in a large group. The IC so far seems to be a great format for solo/small group, but with 100% tel var loss, it completely disincentivizes it.
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  • Personofsecrets
    Personofsecrets
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    Dear @ZOS_JessicaFolsom @ZOS_BrianWheeler ,

    Something struck me while playing yesterday and it made me a little upset. Please read my below outlined points that list the problems which come with being a PVE tank and, as a result, feeling useless in PVP.


    1. How am I supposed to get Tel Var stones from other players when I can't easily switch between PVE and PVP because my role has been severely nerfd due to the stamina regeneration while blocking change?

    I like to tank in PVP. That is, I like taking the same gear that I use in PVE and bring it into PVP. I felt totally gimped due to the stamina regeneration change and my gear felt no longer effective in PVP. For example, I can face off against biting jabs users on live and the fight feels fair, but I have 0 chance of winning against them on the PTS and fighting as a tank no longer feels fair.

    2. How am I supposed to get Tel Var stones from other players when I can't deal the finishing blow to them while I am playing in a group?

    Again, I like to tank and that means while playing with a group that I primarily am interrupting enemies, but not dealing the finishing blows to them. I feel that eruption snares, talon roots, fossilize stuns, and being in the enemies face can help a group a great deal, but I don't see being rewarded for that contribution.

    3. How am I supposed to get Tel Var stones from other players when I am healing?

    Sometimes I feel gimped in PVP because of how, as a PVE tank, I have to choose champion points. Being a PVE tank is basically like playing an infinite game of catchup, champion point wise, with players who are primarily damage dealers. I therefore choose to, sometimes, heal. My strongest PVP leader board push was as a healer. As a healer, I can't kill players or even deal much damage to them, but I also feel that healing can be a huge contribution to a group that deserves a Tel Var reward.


    Overall, if I am going to get Tel Var stones in PVP from other players then following things have to change.

    A. I have to be able to bring my PVE tank setup into PVP. I have to be more effective as a tank in PVP and that means I can't be crushed with the 10,000 pound weight that is the stamina regeneration nerf.

    B. I have to be able to be rewarded Tel Var stones for kills that I assisted on as a tank.

    C. I have to be able to be rewarded Tel Var stones from kills that I assisted on as a healer.


    Please notice some of the things that I have written about that are pertinent to tanking. I have many links to my writing in my signature. I'm passionate about the tank role. It is what I enjoy and, frankly, the best thing that I can do given my poor frame rate on all low settings. I have a lot of fun tanking on live and have remained challenged as I develop theory crafting for trials (my AA post) and, more recently, VDSA (my VDSA post). It is striking to me the number of ways that a tank can be played and I am apprehensive that much of that fun and interesting interaction will be going away due to 2.1 stamina regeneration while blocking nerf.

    Thank you or reading,

    LT
    Edited by Personofsecrets on July 30, 2015 6:46PM
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Merlin13KAGL
    Merlin13KAGL
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    Collected about 1000 or so (some from enemies, some from PvPers) and lost them about as quickly. Spent far more time looking in inventory trying to figure out where they were than I should have.
    • During the initial discussion with the General, reward a single TV stone with a tutorial pop-up explaining what it is, what it's for, and that you can see your total on the currency tab (which no one will be looking for initially)
    • I do feel like there should be some kind of notification when you procure stones, so you can get an idea how many you have and whether you wish to bank them. Checking inventory frequently seems like a good way to get killed, even if it's only for a second. This goes for boss fights as well as PvP encounters.
    • Presently the quantity changes, but you never really get a chance to see where they come from. (I don't know if they're added automatically on boss kills or if you have to loot and they show up there, for instance)
    • Spawn points seem to get camped, either by the enemy or by the spawning Alliance. I can see this becoming an issue both ways, with zero penalty for the spawning Alliance. Multiple/random spots might be a better option. There is no AP/XP to be made for attacking the point, due to the new AP/XP rules. There is no downside to continuous spawning to try to get stones back this way either.
    • Assuming achievements are linked with kills, linked with TV stone acquisition, I only show 3 kills for the duration, though more than three characters were killed.
    • It is unclear whether healers get stone split credit or if damage is required (similar to the way Ult generation from healing works on live).
    • Also, if your death is ultimately the result of primarily PvE damage, does anyone that 'contributed to your demise' still get your stones? I can see this leading to a lot of 'tagging' without actual engagement, if such is the case.
    • If you PvE die with stones in inventory, to you keep those stones until a PvP death, or are they gone just the same?

    Didn't get to check much more beyond that due to unrecoverable crash(es).
    Edited by Merlin13KAGL on July 30, 2015 6:00PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • TheBull
    TheBull
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    TheBull wrote: »
    P.S. Please don't think I don't like the PvP offered in this game so far, I do. It has been epic up until now (lag and bugs not withstanding).

    And I have no issue with ganking in the context of PvP either - as far as I am concerned taking out someone on seige or travelling to attack on of my alliance keeps is totally part of the play... Cyrodiil is war and you do what you can for your alliance.

    IC is encouraging fragmentation of play, selfish play where allowing supposed allies to die is actually potentially beneficial & supporting a play style that is the gaming equivalent of rewarding people who mug workers going home on a friday with their weekly pay check.

    Perhaps the devs need to look at getting work on an MMO based around Grand Theft Auto where this type of play might be more welcome :)

    Yep, the loot system will poison the pvp community, drive off honorable pvp players and leave a cesspool that will ensure that the game will have no long term pvp future.

    Imho these are to of the most ridiculous statements I've seen posted on these forums. Do you even PvP bro?

    Yes I play this game for the pvp, and I have played many other pvp games starting with DaoC. I have seen how different mechanics encourage good pvp and how others encourage sociopath behavior that over time cause the pvp community in those games to deteriorate into nothing.

    The TV system is one such deteriorating system, where the second I saw it I knew how it would turn out and the testing I did on the PTS yesterday only confirmed my fears.
    Are you seriously implying that you watched others watch allies die with the hopes of being able to kill their attackers and loot the stones their allies lost?

    Furthermore are you implying that what you claimed to see or take part in would be the downfall of ESO pvp due sociopathic behavior?

    If you are, I do not believe you and do not agree with you.
    Edited by TheBull on July 30, 2015 6:00PM
  • TheBull
    TheBull
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    Losing all tel var stones when you die to another player completely disincentivizes solo play. It's only a matter of time before a group of five or more finds you, and then all the work you put in is worthless.

    What this will end up doing is creating blobs of players in the IC, because there is little risk of losing them in a large group. The IC so far seems to be a great format for solo/small group, but with 100% tel var loss, it completely disincentivizes it.
    I believe this encourages solo/duo/trio play in order to maximize stones gained. I watched EP zerg around spawns for hours in one section of the IC last night. I most likely made more TV stones off a couple solo sewer kills than they made all night.
  • DDuke
    DDuke
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    This tel var looting system needs to be reconsidered. The loss of stones has to be removed. It will destroy the game in the end. It is not fun to be robbed.

    It is fun being "robbed", and it is fun "robbing" others.

    It might not be fun to you or any of the other QQers, but there is a big portion of player base who loves this system.

    You have the choice of not participating, no one is taking the regular Cyrodiil PvP (which I personally don't enjoy much) or the twenty 100% PvE zones away from you.


    Options.
    Edited by DDuke on July 30, 2015 6:06PM
  • cjthibs
    cjthibs
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    You want to stop spawn camping, cut off the enemy faction's access to IC.

    (Yes, I know this is going to happen on PTS for now, but any alliance will have that opportunity once this goes to live.)

    Also, if you know some area is camped, don't continually rush in alone, wait for a group.

    I played for several hours last night and was only ganked once. If you don't go in with a grinding attitude and put your blinders on you'll be fine.
  • nikolaj.lemcheb16_ESO
    nikolaj.lemcheb16_ESO
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    DDuke wrote: »
    You have the choice of not participating, no one is taking the regular Cyrodiil PvP (which I personally don't enjoy much) or the twenty 100% PvE zones away from you.

    If only that were true, but it isn't since you can't get the new stuff outside in Cyrodiil.
    Edited by nikolaj.lemcheb16_ESO on July 30, 2015 6:16PM
  • Rinmaethodain
    Rinmaethodain
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    DDuke wrote: »
    This tel var looting system needs to be reconsidered. The loss of stones has to be removed. It will destroy the game in the end. It is not fun to be robbed.

    It is fun being "robbed", and it is fun "robbing" others.

    It might not be fun to you or any of the other QQers, but there is a big portion of player base who loves this system.

    You have the choice of not participating, no one is taking the regular Cyrodiil PvP (which I personally don't enjoy much) or the twenty 100% PvE zones away from you.


    Options.

    "It is fun being "robbed", and it is fun "robbing" others." ROFL
  • Merlin13KAGL
    Merlin13KAGL
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    How about you incur a greater percentage gain/loss the further you wander from your Alliance's 'home base?'

    Stay close to home, less chance of loss, but also slower gain.

    Wander into the depths, get the best rewards (NPC-wise) but take greater chance of losing everything?

    This would help eliminate the spawn camping as there would effectively be no reward for either side in the near vicinity and would allow you to fall back towards safety to possibly keep some of what you've earned.

    How about an exemption cooldown? Hold onto a certain amount for so many minutes and they become secure? As it stands, I suspect people will be running back and forth to the bank as much or more than they will be fighting the mobs they are intended to slay.
    Edited by Merlin13KAGL on July 30, 2015 6:23PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • DDuke
    DDuke
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    DDuke wrote: »
    You have the choice of not participating, no one is taking the regular Cyrodiil PvP (which I personally don't enjoy much) or the twenty 100% PvE zones away from you.

    If only that were true, but it isn't since you can't get the new stuff outside in Cyrodiil.

    You can farm old group dungeons for materials, or the new ones for the best sets (much better than ones bought with TV stones, which are PvP focused anyhow).

    Not to mention everything purchased with TV stones is BoE anyhow.

    What was the problem, again?
    Edited by DDuke on July 30, 2015 6:25PM
  • Rinmaethodain
    Rinmaethodain
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    DDuke wrote: »
    DDuke wrote: »
    You have the choice of not participating, no one is taking the regular Cyrodiil PvP (which I personally don't enjoy much) or the twenty 100% PvE zones away from you.

    If only that were true, but it isn't since you can't get the new stuff outside in Cyrodiil.

    You can farm old group dungeons for materials, or the new ones for the best sets (much better than ones bought with TV stones, which are PvP focused anyhow).

    What was the problem, again?

    You forgot to mention that little detail that in old dungeons only bosses and minibosses have CHANCE to drop VR15/VR16 gear for decon (despite the fact that if dungeon is scaled to VR14 then EVERY single mob in dungeon will drop VR14 gear). So per whole dungeon a person have CHANCE to obtain a piece of gear only about 6 times. Then when deconstructing all those items a person have CHANCE to obtain ONE piece of crafting material (where test show that you can barely get one piece after deconstructing 10+ items). Oh and after that a person has to get 15 more materials for VR15 gear or 150 more for VR16 gear. Yes, i said from 110 to 150 for single piece of cloth belt.

    Edited by Rinmaethodain on July 30, 2015 6:26PM
  • Ysne58
    Ysne58
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    The ganking at the entry point into the IC proper from the sewer is a gank spot. Losing all the stones is not fun. I would prefer no stone loss, but might consider playing on live if is were only 10%. This is every bit as bad as I was expecting it to be.
  • Rinmaethodain
    Rinmaethodain
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    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    You have the choice of not participating, no one is taking the regular Cyrodiil PvP (which I personally don't enjoy much) or the twenty 100% PvE zones away from you.

    If only that were true, but it isn't since you can't get the new stuff outside in Cyrodiil.

    You can farm old group dungeons for materials, or the new ones for the best sets (much better than ones bought with TV stones, which are PvP focused anyhow).

    What was the problem, again?

    You forgot to mention that little detail that in old dungeons only bosses and minibosses have CHANCE to drop VR15/VR16 gear for decon (despite the fact that if dungeon is scaled to VR14 then EVERY single mob in dungeon will drop VR14 gear). So per whole dungeon a person have CHANCE to obtain a piece of gear only about 6 times. Then when deconstructing all those items a person have CHANCE to obtain ONE piece of crafting material (where test show that you can barely get one piece after deconstructing 10+ items). Oh and after that a person has to get 15 more materials for VR15 gear or 150 more for VR16 gear.

    So you need to run a dungeon more than once to get your Best in Slot crafted gear?
    What a shame you cant just hit maximum level and instantly be done with the game, huh?

    Tell me, have you ever played a MMO?


    Please stop with the QQ already.
    You single-handedly contribute to atleast 50% of whining on these forums.

    That is exaggeration, even now (with a fair and logical system that every monster have chance to drop scaled gear) you cant get full gear (by obtaining all materials to craft it) from single dungeon run.

    Also "You single-handedly contribute to atleast 50% of whining on these forums." thank you for giving me so much credit. But i need to disappoint you, im not the only person who sees flaws and bad design of features that ZOS is trying to force on us. Other people sharing my opinions and agreeing with me just proves it.
  • phaseadept
    phaseadept
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    If the PC players are complaining, and it goes live in this state the console community is going to rage. Most console players are built for this exact type of griefing. They already do it in delves in PvP + groups of PC transfers that farm choke points throughout Cyrodiil.

    Now that behavior is going to be rewarded?

    This will destroy the game experience.

    I promise you, console players will only spawn camp, door camp, and snipe people who are fighting bosses.
  • sparafucilsarwb17_ESO
    sparafucilsarwb17_ESO
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    DDuke wrote: »
    This tel var looting system needs to be reconsidered. The loss of stones has to be removed. It will destroy the game in the end. It is not fun to be robbed.

    It is fun being "robbed", and it is fun "robbing" others.

    It might not be fun to you or any of the other QQers, but there is a big portion of player base who loves this system.

    You have the choice of not participating, no one is taking the regular Cyrodiil PvP (which I personally don't enjoy much) or the twenty 100% PvE zones away from you.


    Options.

    It is? Really? ROFLOL. I think most of the player base does not want this at all.

  • WRX
    WRX
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    Personally I love the tel var stone system and that I am actually able to loot from other people.

    The two biggest issues I see are that there are way to many PvE mobs and class mobility.

    I would love to see a 25-33% decrease in PvE mobs, especially for the templars and DK's that have no real escape. So far my only IC experience is with my sorc, but I know others were struggling.

    And building upon the mobility idea, templar's and DK's really have no viable form of escape from players and mobs others than speed/invis potions. This will become a huge issue since mobs seriously chase you around the entire area. It got to the point where I'd just aggro the strongest mobs and have them follow me into other groups.
    Decibel GM

    GLUB GLUB
  • RadioheadSh0t
    RadioheadSh0t
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    TheBull wrote: »
    Losing all tel var stones when you die to another player completely disincentivizes solo play. It's only a matter of time before a group of five or more finds you, and then all the work you put in is worthless.

    What this will end up doing is creating blobs of players in the IC, because there is little risk of losing them in a large group. The IC so far seems to be a great format for solo/small group, but with 100% tel var loss, it completely disincentivizes it.
    I believe this encourages solo/duo/trio play in order to maximize stones gained. I watched EP zerg around spawns for hours in one section of the IC last night. I most likely made more TV stones off a couple solo sewer kills than they made all night.

    I think you very clearly missed my point. KDR is much higher in a group than solo, those players who did that probably died very little, and held onto their stones much better. I myself made about 750 on one solo sewer kill as well, but that's not the point. The rest of the time, I could get a good run going, then engage with a player, and his four buddies show up from around the corner or in stealth and kill me. Do you see the disparaty between those two? I could do really well solo, kill a lot of people, get a lot of stones, and then all of that work is rendered null and void by simply encountering one group of players.


    For that reason and others, there's very little reason to play anything other than Magicka NB when IC launches, and all other players will be in groups. A sorc can escape, but they'll aggro all the NPCs, a NB can cloak and run through a mob of NPCs without aggroing them. T
    Aldonius Direnni - Vet Altmer Sorc (AD)
    Tyrus Telvanni - Vet Dunmer DK (AD)
    Al Donius Bundy - Vet Imperial NB (AD)
    Aldonius Brutus - Vet Orc DK (DC)
  • BalticBlues
    BalticBlues
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    I did a boss fight & then one shot me as I was on low health having just won the fight, I didn't have many stones but I lost them all of course.
    This system will poison the pvp community and split people. Pvp where you can loot others always change behavior into something really nasty and evil, attracting a kind of player that honestly this game has not catered to until now. [...] Again we see ZoS not understanding the social dynamics of their player base and this dlc will end up costing them a lot of their current income from the game.

    THIS. GAMEPLAY DESIGN BY MOLAG BAL.
    Gameplay rewarding malevolent players finally can transform Nirn into Coldharbour...
    Edited by BalticBlues on July 30, 2015 7:44PM
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