SuraklinPrime 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
nikolaj.lemcheb16_ESO 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.
nikolaj.lemcheb16_ESO wrote: »SuraklinPrime 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.
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.
nikolaj.lemcheb16_ESO 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.
SuraklinPrime 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
nikolaj.lemcheb16_ESO wrote: »SuraklinPrime 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?
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?nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »SuraklinPrime 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.
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.RadioheadSh0t 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.
sparafucilsarwb17_ESO 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.
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.
sparafucilsarwb17_ESO 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.
nikolaj.lemcheb16_ESO wrote: »
nikolaj.lemcheb16_ESO wrote: »
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?
MaximusDargus wrote: »nikolaj.lemcheb16_ESO wrote: »
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.
sparafucilsarwb17_ESO 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.
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.RadioheadSh0t 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.
SuraklinPrime wrote: »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.
nikolaj.lemcheb16_ESO wrote: »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.