As an added bit of interest, I would also suggest that, if the dead player manages to get back to their "tombstone" before the killer loots the stones, that they would be able to recover them for themselves.
True, but the killer would know that the kill-ee may come back, and the kill-ee would know that the killer is likely to still be around. The tombstone itself wouldn't be around for very long either - it would have the same despawn timer that an enemy NPC corpse does, since it would be functionally identical to one.monsterblitz wrote: »Of course this would make "tombstone camping" a thing, but I like the conceptAs an added bit of interest, I would also suggest that, if the dead player manages to get back to their "tombstone" before the killer loots the stones, that they would be able to recover them for themselves.
monsterblitz wrote: »As an added bit of interest, I would also suggest that, if the dead player manages to get back to their "tombstone" before the killer loots the stones, that they would be able to recover them for themselves.
Of course this would make "tombstone camping" a thing, but I like the concept
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I was chatting with someone in my guild, and she suggested that it would be good if you had to do some mechanism similar to resurrecting a fallen player in order to claim the TV stones from your kill. This would work nicely with the tombstone concept - the stones stay there until someone takes the time to collect them by holding down a key for long enough, being vulnerable to attack the whole time. It would definitely require testing, but it sounded like an interesting idea to me - adds a level of risk to trying to get those stones off an enemy.
Color me confused. They don't even take up an inventory spot. Why wouldn't someone want them?You'd also have the option to not take them, if you didn't want them.
This would also mean that anywhere near a spawn point (above or below ground) where "perpetual fighting" exists, you would perhaps never be able to gather your loot.This would mean killers would have to expose themselves from their hiding places in order to receive their rewards
rather than just accumulating them from the shadows without much risk.
That sounds like an amazing way to farm. It's like scroll farming in Cyrodiil but with a tombstone full of stones instead. Epic.......fail. :-/I would also suggest that, if the dead player manages to get back to their "tombstone" before the killer loots the stones, that they would be able to recover them for themselves.
SuraklinPrime wrote: »@olemanwinter - Right now the surviving AD player would get all the loot anyway.
@Enodoc Some thoughts to run around your head:
- How do you handle the split? Similar to AP, the stones gotten from player kills are distributed to all players involved in the kill. Does everyone have to loot the "tombstone" or is it enough if one player does it and they get split out according to the normal rules?
- If you make this animated, are the animations going to be interruptible? How can you get out in case you are attacked during the "taking" and need to defend yourself?
- The longer the animation takes, the longer the stones must persist in order to give ample opportunity to get the stones.
- What happens if you manage to defend a tombstone against enemies trying to loot them - will they go back to the initial owner or just disappear? In the second case, all stone cost would need revision since there is a high chance that not enough stones will be in circulation to ever buy anything.
Most of these could be resolved if you make the pickup immediate (press the key and you have them, no animation at all), have one person having to touch the stone only (which is necessary because as a healer in PvP, you seldom have the chance to be near the kill or have the time to run there to loot) and make them go back to initial owner automatically after 2 minutes or some such number.
On the other hand, these proposals would kinda defeat the purpose (e.g. to not being able to loot stones from spawn platforms, as discussed in the other topic, just group with one guy in stealth who will drop down, not engage in combat and loot for the group) for some things.
It may also become a problem in large scale battles, especially in the city districts where it literally takes no time to run back into combat and battles could last for a very long time. If you make the stones persist long enough for that kind of encounter, the ground would constantly be plastered with these.
I am not using a bow, and i get the vast majority of my kills at point-blank range (DW/2H).
I still think that the proposed system would be unfair to ranged combatants. They already are penalised (or are supposed to be penalized) for having long range by doing less damage (allright, allright, but it is supposed to work that way...)
While I don't agree with some of the points you make, I'll rather think more about it than comment now, except for this one.The stones can be looted by anyone. The killer, other allies of the killer, or other allies of the killee. They're free for anyone as long as the gravestone is there.
olemanwinter wrote: »SuraklinPrime wrote: »@olemanwinter - Right now the surviving AD player would get all the loot anyway.
Except you don't HAVE to remain engaged in combat until the "last man standing". With the proposed idea...you would.
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That's the same risk as looting your rewards from mobs. Getting your reward from players shouldn't be any easier than that.I don't like it.
Not only for gankers it would be a problem to get stones from their kills before escaping, but anyone fighting outnumbered.
If you don't have any, enemies can't take them from you. If you don't want what they're selling in the Tel Var Stores, they're useless.olemanwinter wrote: »
That's risk/reward. If you can't be bothered to take the risk to leave the spawn point to get the reward, you don't deserve one.olemanwinter wrote: »
Not sure how that would be farmable, or what anyone would be farming. It's exactly the same as it is now except that the killer has to actively go to recover the stones.olemanwinter wrote: »That sounds like an amazing way to farm. It's like scroll farming in Cyrodiil but with a tombstone full of stones instead. Epic.......fail. :-/I would also suggest that, if the dead player manages to get back to their "tombstone" before the killer loots the stones, that they would be able to recover them for themselves.
That would be unnecessary. Your buddy would revive you and you'd loot your own tombstone to get your stones back.olemanwinter wrote: »Now, maybe I could get on board with this if it went the other way. You hold onto your stones UNTIL YOU RELEASE. That way if you get ganked and your buddy is coming up beside you he can either fight of the ganker or if the ganker runs away he can just revive you. In group combat, if your side is not yet defeated you could get revived and ultimately be victorious and keep your stones.
What's the benefit of protecting a corpse? If there are enough allies of the deceased, the killer won't get away anyway.Don't like it.
This will only lead to bigger groups of people protecting each other's corpses. With this system the zergs will be running IC in no time...
@Enodoc Some thoughts to run around your head:
- How do you handle the split? Similar to AP, the stones gotten from player kills are distributed to all players involved in the kill. Does everyone have to loot the "tombstone" or is it enough if one player does it and they get split out according to the normal rules?
- If you make this animated, are the animations going to be interruptible? How can you get out in case you are attacked during the "taking" and need to defend yourself?
- The longer the animation takes, the longer the stones must persist in order to give ample opportunity to get the stones.
- What happens if you manage to defend a tombstone against enemies trying to loot them - will they go back to the initial owner or just disappear? In the second case, all stone cost would need revision since there is a high chance that not enough stones will be in circulation to ever buy anything.
I am not using a bow, and i get the vast majority of my kills at point-blank range (DW/2H).
I still think that the proposed system would be unfair to ranged combatants. They already are penalised (or are supposed to be penalized) for having long range by doing less damage (allright, allright, but it is supposed to work that way...)
I think it's making them take a risk. Properly prepared, a bow user can take out a target without the opportunity for response. If they also don't have to take risk to get the stones (they magically appear as they do now), then the risk involved for the bow user is minimized. That's what I don't think is fair. Even as a bow user.
Just wanted to add that I agree with these. The point of this proposal is to increase the risk for those people hiding at the edges, who are currently getting high rewards for low risk.SuraklinPrime wrote: »Why should you be able to lurk around the edges of a fight, snipe someone at low health and then leg it with all their stones without taking the risk of having to come get the loot yourself.
Either people wanting looting are noble warriors seeking the rush of risk or reward or they are not... and if not the justification for even having the loot system starts to look a little shaky.
I agree with this. The current 10% "mob tax" seems to be removing the essence of the danger of getting back to base with your haul of stones. The "mob tax" needs to be higher so people are discouraged from using it as a quick escape. Perhaps lower difficulty mobs should give more stones to balance it, but I think the amount that is lost to a mob should be much closer to the amount lost to a player. For example - 50% loss in a PvE death, 75% loss in a PvP death.I'm all for Risk vs Reward games. I have to say I was surprised(and happy) that ESO was getting some type of risk added to its PvP content. It's a great idea, but the the risk is very one sided. I would say the problem is less about auto looting and more about the lack of risk for the ganker.
Example:
Player A farms up 200 stones in ~15 mins.
Player B kills Player A and immediately gets the stones
Player B lets the nearby mobs kill him within a few secs
Player B loses 10% of stones.
Player B safely banks 180 stones with 0 chance of Player A being able to get his/her stones back.
I'm more of Player B, admittedly. Why should I risk my haul when I can just pay my "ganking tax" and be on my way? Mobs should take a higher percentage when killing a player. I'm a hardcore PvPer, so i wouldn't mind if they took 100%, but I know that I'm probably in the minority for that. Regardless though, it needs to be raised.
I agree with this. The current 10% "mob tax" seems to be removing the essence of the danger of getting back to base with your haul of stones. The "mob tax" needs to be higher so people are discouraged from using it as a quick escape. Perhaps lower difficulty mobs should give more stones to balance it, but I think the amount that is lost to a mob should be much closer to the amount lost to a player. For example - 50% loss in a PvE death, 75% loss in a PvP death.I'm all for Risk vs Reward games. I have to say I was surprised(and happy) that ESO was getting some type of risk added to its PvP content. It's a great idea, but the the risk is very one sided. I would say the problem is less about auto looting and more about the lack of risk for the ganker.
Example:
Player A farms up 200 stones in ~15 mins.
Player B kills Player A and immediately gets the stones
Player B lets the nearby mobs kill him within a few secs
Player B loses 10% of stones.
Player B safely banks 180 stones with 0 chance of Player A being able to get his/her stones back.
I'm more of Player B, admittedly. Why should I risk my haul when I can just pay my "ganking tax" and be on my way? Mobs should take a higher percentage when killing a player. I'm a hardcore PvPer, so i wouldn't mind if they took 100%, but I know that I'm probably in the minority for that. Regardless though, it needs to be raised.
I find the objections to this idea interesting, because almost without exception they are objecting to making the looting of TV stones much more like looting bodies on a battlefield in real life.
If you kill someone at range it's harder to loot their body? Yup. Just like in real life battles throughout history.
If you kill someone in an area where there's constant/nearly constant fighting it's harder to loot the body? Yup. Just like in real life battles throughout history.
If your side of the battle kills more people than the enemy side does, but they had more to start with and end up with some surviving to hold the battlefield they get to loot the dead and you don't? Yup. Just like in real life battles throughout history.
From what I have seen so far, the number of stones in the system is quite high, so I don't think an extra sink is much of a problem. But I agree with the principle of what you said, which is why I also think that the amount lost in a PvE death should be closer to the amount lost in a PvP death. Ideally, they would be the same (at, say, 50-67% for either).@Enodoc
Thanks for the replies. One direct remark: As you yourself said, a PvE death costs you 10% and takes you back to store your stones. A PvP death costs you all. Thus, making the tombstones disappear and remove all stones will have a ten times stronger influence on stone economy.
Disappearing is a bad idea.
Maybe so, but that's still the same risk as looting a mob corpse in the middle of 4 enemy players, which was what I was getting at.
I have to disagree with you there.
Trying to loot a dead corpse in the middle of 4 enemy players is nowhere near the same risk as trying to loot a dead corpse in the middle of 4 mobs.
Maybe so, but that's still the same risk as looting a mob corpse in the middle of 4 enemy players, which was what I was getting at.
I have to disagree with you there.
Trying to loot a dead corpse in the middle of 4 enemy players is nowhere near the same risk as trying to loot a dead corpse in the middle of 4 mobs.