byrom101b16_ESO wrote: »I think it would also be great that if you engage someone who is fighting a PvE mob then you only ever get the basic 20% loot from them - encouraging you to attack them after they are out of combat for greater challenge and reward.
byrom101b16_ESO wrote: »I think it would also be great that if you engage someone who is fighting a PvE mob then you only ever get the basic 20% loot from them - encouraging you to attack them after they are out of combat for greater challenge and reward.
This one doesn't make sense. The mobs are placed so densely, players will usually be fighting them when you encounter them, and one shouldn't get penalized for attacking the enemy when coming around that corner.
Besides that, how should it work anyway?
Attacked players could simply attack NPCs or players try to escape when they see an enemy approaching but not attacking, forcing the potential attacker to kill the engaged players and not get as much out of it as he could.
What kind of a "carebear" thread is that? Imperial City is a PvP-Patch and made for PvP-Players. If you cant handle the ruleset simply shhhhh away. The carebear full pve dlc is next on the list.
Imperial city is rough and its made to walk the streets in fear all time because of losing the stones you have worked hard for. Its not a hippie commune where you share your love and peace hugs all day long!
thanks bethesda for that cruel pvp system. please dont listen to the guys in here and leave tel var stone drops like it is.
byrom101b16_ESO wrote: »byrom101b16_ESO wrote: »I think it would also be great that if you engage someone who is fighting a PvE mob then you only ever get the basic 20% loot from them - encouraging you to attack them after they are out of combat for greater challenge and reward.
This one doesn't make sense. The mobs are placed so densely, players will usually be fighting them when you encounter them, and one shouldn't get penalized for attacking the enemy when coming around that corner.
Besides that, how should it work anyway?
Attacked players could simply attack NPCs or players try to escape when they see an enemy approaching but not attacking, forcing the potential attacker to kill the engaged players and not get as much out of it as he could.
Unless in a blob, people won't want to vastly increase their chances of losing 30% of their stones by aggroing a mob when combating a player. (20% loss to the player, 10% loss to the mob).
Also, if the decision on % looting level is made at the moment combat is initiated, aggroing mobs afterward they are attacked by a player to 'limit the damage' wouldn't help anyone, it would just make losses worse.
byrom101b16_ESO wrote: »byrom101b16_ESO wrote: »I think it would also be great that if you engage someone who is fighting a PvE mob then you only ever get the basic 20% loot from them - encouraging you to attack them after they are out of combat for greater challenge and reward.
This one doesn't make sense. The mobs are placed so densely, players will usually be fighting them when you encounter them, and one shouldn't get penalized for attacking the enemy when coming around that corner.
Besides that, how should it work anyway?
Attacked players could simply attack NPCs or players try to escape when they see an enemy approaching but not attacking, forcing the potential attacker to kill the engaged players and not get as much out of it as he could.
Unless in a blob, people won't want to vastly increase their chances of losing 30% of their stones by aggroing a mob when combating a player. (20% loss to the player, 10% loss to the mob).
Also, if the decision on % looting level is made at the moment combat is initiated, aggroing mobs afterward they are attacked by a player to 'limit the damage' wouldn't help anyone, it would just make losses worse.
You do know how the current looting systems works anyway, don't you?
Depending on the damage dealt or rather "contribution to kill", stones are split between players, groups and mobs, with the killed player keeping 90% of what goes to the mobs.
byrom101b16_ESO wrote: »What kind of a "carebear" thread is that? Imperial City is a PvP-Patch and made for PvP-Players. If you cant handle the ruleset simply shhhhh away. The carebear full pve dlc is next on the list.
Imperial city is rough and its made to walk the streets in fear all time because of losing the stones you have worked hard for. Its not a hippie commune where you share your love and peace hugs all day long!
thanks bethesda for that cruel pvp system. please dont listen to the guys in here and leave tel var stone drops like it is.
I can handle it fine, I like both PvP and PvE and engage in both successfully and regularly. The difference between me and you is that I want everyone to enjoy IC - not just PvP-fanatics who think demeaning other valid MMO playstyles with labels like 'carebear' is fine.
And on your other point, you are just plain wrong. It's a PvP AND PvE expansion.
Try reading the patch notes...
byrom101b16_ESO wrote: »What kind of a "carebear" thread is that? Imperial City is a PvP-Patch and made for PvP-Players. If you cant handle the ruleset simply shhhhh away. The carebear full pve dlc is next on the list.
Imperial city is rough and its made to walk the streets in fear all time because of losing the stones you have worked hard for. Its not a hippie commune where you share your love and peace hugs all day long!
thanks bethesda for that cruel pvp system. please dont listen to the guys in here and leave tel var stone drops like it is.
I can handle it fine, I like both PvP and PvE and engage in both successfully and regularly. The difference between me and you is that I want everyone to enjoy IC - not just PvP-fanatics who think demeaning other valid MMO playstyles with labels like 'carebear' is fine.
And on your other point, you are just plain wrong. It's a PvP AND PvE expansion.
Try reading the patch notes...
This patch is exactly what pvp players want. Im not a good one either but i do WANT the thrill of getting ganked all the time while carrying around a huge bunch of stones. There are allready a good way to get back to the safezone and store the stones. Why you beg for something that will simply ruin the whole thrill, fear, and cruel -character of that patch. I dont get the point.
byrom101b16_ESO wrote: »What kind of a "carebear" thread is that? Imperial City is a PvP-Patch and made for PvP-Players. If you cant handle the ruleset simply shhhhh away. The carebear full pve dlc is next on the list.
Imperial city is rough and its made to walk the streets in fear all time because of losing the stones you have worked hard for. Its not a hippie commune where you share your love and peace hugs all day long!
thanks bethesda for that cruel pvp system. please dont listen to the guys in here and leave tel var stone drops like it is.
I can handle it fine, I like both PvP and PvE and engage in both successfully and regularly. The difference between me and you is that I want everyone to enjoy IC - not just PvP-fanatics who think demeaning other valid MMO playstyles with labels like 'carebear' is fine.
And on your other point, you are just plain wrong. It's a PvP AND PvE expansion.
Try reading the patch notes...
Hey man great idea! This way people will risk bringing more tel var stones with them. And this is what we need. People need to carry more tel var stones with them!
byrom101b16_ESO wrote: »What kind of a "carebear" thread is that? Imperial City is a PvP-Patch and made for PvP-Players. If you cant handle the ruleset simply shhhhh away. The carebear full pve dlc is next on the list.
Imperial city is rough and its made to walk the streets in fear all time because of losing the stones you have worked hard for. Its not a hippie commune where you share your love and peace hugs all day long!
thanks bethesda for that cruel pvp system. please dont listen to the guys in here and leave tel var stone drops like it is.
I can handle it fine, I like both PvP and PvE and engage in both successfully and regularly. The difference between me and you is that I want everyone to enjoy IC - not just PvP-fanatics who think demeaning other valid MMO playstyles with labels like 'carebear' is fine.
And on your other point, you are just plain wrong. It's a PvP AND PvE expansion.
Try reading the patch notes...
Wow yeah cool lets just turn the whole patch into another full open world grind, where you can make agreements with other players when to farm stones. Lets just also implement /hug and /kiss commands to share your love with the other faction while inside the sewers .....
byrom101b16_ESO wrote: »byrom101b16_ESO wrote: »What kind of a "carebear" thread is that? Imperial City is a PvP-Patch and made for PvP-Players. If you cant handle the ruleset simply shhhhh away. The carebear full pve dlc is next on the list.
Imperial city is rough and its made to walk the streets in fear all time because of losing the stones you have worked hard for. Its not a hippie commune where you share your love and peace hugs all day long!
thanks bethesda for that cruel pvp system. please dont listen to the guys in here and leave tel var stone drops like it is.
I can handle it fine, I like both PvP and PvE and engage in both successfully and regularly. The difference between me and you is that I want everyone to enjoy IC - not just PvP-fanatics who think demeaning other valid MMO playstyles with labels like 'carebear' is fine.
And on your other point, you are just plain wrong. It's a PvP AND PvE expansion.
Try reading the patch notes...
Wow yeah cool lets just turn the whole patch into another full open world grind, where you can make agreements with other players when to farm stones. Lets just also implement /hug and /kiss commands to share your love with the other faction while inside the sewers .....
You need to step back and think about what I have stated before you post.
ALL TV Stones that can be PK looted come from PvE mobs originally, so the grind is there ANYWAY.
The current setup encourages WORSE stone farming...
And once again, what's with the 'hug and kiss' BS - try arguing the point why don't you?
ZOS_RichLambert wrote: »I love crawling around in the sewers, especially way deep down on the 3rd level. That rush you get when you see another player down there and have to decide to fight or flee. So awesome!
(No we don't have plans to make the sewers PVE only)
byrom101b16_ESO wrote: »byrom101b16_ESO wrote: »What kind of a "carebear" thread is that? Imperial City is a PvP-Patch and made for PvP-Players. If you cant handle the ruleset simply shhhhh away. The carebear full pve dlc is next on the list.
Imperial city is rough and its made to walk the streets in fear all time because of losing the stones you have worked hard for. Its not a hippie commune where you share your love and peace hugs all day long!
thanks bethesda for that cruel pvp system. please dont listen to the guys in here and leave tel var stone drops like it is.
I can handle it fine, I like both PvP and PvE and engage in both successfully and regularly. The difference between me and you is that I want everyone to enjoy IC - not just PvP-fanatics who think demeaning other valid MMO playstyles with labels like 'carebear' is fine.
And on your other point, you are just plain wrong. It's a PvP AND PvE expansion.
Try reading the patch notes...
Wow yeah cool lets just turn the whole patch into another full open world grind, where you can make agreements with other players when to farm stones. Lets just also implement /hug and /kiss commands to share your love with the other faction while inside the sewers .....
You need to step back and think about what I have stated before you post.
ALL TV Stones that can be PK looted come from PvE mobs originally, so the grind is there ANYWAY.
The current setup encourages WORSE stone farming...
And once again, what's with the 'hug and kiss' BS - try arguing the point why don't you?
Theres no space for argumentation clearly. You just want to get your pve head through the patchwall of bethesda. Your arguments are ***. The Devs allready stated that this system will be fearsome and adrenalin pushing. This is one of the few things that really works right now. There are Bugs and Exploits all over the place but the whole tel var stone system is enjoyable and EXACTLY what the devs have told us.
And if you would care about the "reading of things" you would allready know that such a huge change wont get into the game. Toning the system down in a way you want it to be will ruin the whole thrill in the game.ZOS_RichLambert wrote: »I love crawling around in the sewers, especially way deep down on the 3rd level. That rush you get when you see another player down there and have to decide to fight or flee. So awesome!
(No we don't have plans to make the sewers PVE only)
SuraklinPrime wrote: »Gotta say I like this idea, anything that makes the risk go both ways will make this a better system.
byrom101b16_ESO wrote: »SuraklinPrime wrote: »Gotta say I like this idea, anything that makes the risk go both ways will make this a better system.
Indeed, but as you can see from Fearce, not all PvP'ers like the idea of not having all the risk/reward cake to themselves.
To be honest, I would feel bad for a new player who wasn't as good as me at PvP losing everything they just grinded for from one kill, especially if I got a few lucky crits, or they were being hopelessly ganked by a mob. I would equally be pissed to lag or die on a loading screen and have someone take everything of mine without being able to do anything about it.
The 100% loot system is going to upset many players and it's inevitable that some of them will leave the game, which is clearly a bad thing, how the hell can anyone say otherwise??? Zenimax are NEVER going to fix lag to the extent necessary to make the PvP system fair and entirely rewarding based on skill and effort.
The difference here is I don't want to exploit the weaknesses of the game and servers for my own profit - I'd rather FIGHT players for it.
byrom101b16_ESO wrote: »I will start off by crediting Kas for this - I am just taking the idea, refining it and giving it it's own thread, as it richly deserves.
There are already TV stone drop multipliers for increasing risk/reward balance for PvE kills.
The same should apply to PvP kills in IC with some allowance for the negative impact of a 100% loot system.
Basic looting would be 20% of your opponents stones.
After that - you get an extra 20% added on for each multiplier you have based on carried stones.
In order to get a high % haul from a single PvP kill on a player loaded with stones, you will thus need to risk your own.
It's fair, and it negates the issue of campers with no TV stones on them hunting big single kill hauls and then running.
Please support this idea - it's the best compromise I can imagine for the suggested IC meta.
byrom101b16_ESO wrote: »I will start off by crediting Kas for this - I am just taking the idea, refining it and giving it it's own thread, as it richly deserves.
There are already TV stone drop multipliers for increasing risk/reward balance for PvE kills.
The same should apply to PvP kills in IC with some allowance for the negative impact of a 100% loot system.
Basic looting would be 20% of your opponents stones.
After that - you get an extra 20% added on for each multiplier you have based on carried stones.
In order to get a high % haul from a single PvP kill on a player loaded with stones, you will thus need to risk your own.
It's fair, and it negates the issue of campers with no TV stones on them hunting big single kill hauls and then running.
Please support this idea - it's the best compromise I can imagine for the suggested IC meta.
byrom101b16_ESO wrote: »With some areas having such high density of mobs, I also worry a great deal about the abusability of skills like destructive Reach on a Fire Staff - any knockback skill can essentially turn a bunch on nearby mobs into your instant allies if your opponents CC immunity doesn't save them.
Being in a good fight and winning, just to be knocked back into 3 mobs which make the contest entirely one-sided is one thing, but to lose all your stones because of it.
Lame... and I'm speaking as one who uses a fire staff and that skill situationally when fighting on keep walls etc.
byrom101b16_ESO wrote: »With some areas having such high density of mobs, I also worry a great deal about the abusability of skills like destructive Reach on a Fire Staff - any knockback skill can essentially turn a bunch on nearby mobs into your instant allies if your opponents CC immunity doesn't save them.
Being in a good fight and winning, just to be knocked back into 3 mobs which make the contest entirely one-sided is one thing, but to lose all your stones because of it.
Lame... and I'm speaking as one who uses a fire staff and that skill situationally when fighting on keep walls etc.
I'd worry more about all kinds of AoE skills that, even if the AoE damage/effect is just a side effect of the skill, will make all the mobs always focus the caster...
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
byrom101b16_ESO wrote: »With some areas having such high density of mobs, I also worry a great deal about the abusability of skills like destructive Reach on a Fire Staff - any knockback skill can essentially turn a bunch on nearby mobs into your instant allies if your opponents CC immunity doesn't save them.
Being in a good fight and winning, just to be knocked back into 3 mobs which make the contest entirely one-sided is one thing, but to lose all your stones because of it.
Lame... and I'm speaking as one who uses a fire staff and that skill situationally when fighting on keep walls etc.
I'd worry more about all kinds of AoE skills that, even if the AoE damage/effect is just a side effect of the skill, will make all the mobs always focus the caster...
jep playing a sorc in IC su..s ballsall the sorc spells contain some kind of ae effect pulling half of IC all the time while combating a player...
byrom101b16_ESO wrote: »byrom101b16_ESO wrote: »With some areas having such high density of mobs, I also worry a great deal about the abusability of skills like destructive Reach on a Fire Staff - any knockback skill can essentially turn a bunch on nearby mobs into your instant allies if your opponents CC immunity doesn't save them.
Being in a good fight and winning, just to be knocked back into 3 mobs which make the contest entirely one-sided is one thing, but to lose all your stones because of it.
Lame... and I'm speaking as one who uses a fire staff and that skill situationally when fighting on keep walls etc.
I'd worry more about all kinds of AoE skills that, even if the AoE damage/effect is just a side effect of the skill, will make all the mobs always focus the caster...
jep playing a sorc in IC su..s ballsall the sorc spells contain some kind of ae effect pulling half of IC all the time while combating a player...
Then report it to Zenimax immediately so the six months they ignore the issue before fixing it starts as soon as possible.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
When you play on the pts a few days like 50 hours like i did you will quickly realise that there is an endless amount of tv stones and people will stop caring about losing them after the first week (which is enough to get the new gear set you want)
People will farm cp like maniacs though in those tunnels, being disturbed by other players is more of a nuisance than losing a few stones
This is what i predict based on my observations ^^
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"