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Telvar Stones Losses Need Adjusted

ElfFromSpace
ElfFromSpace
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I know that the developers watched the accumulation rate of stones on the PTS and found it to be reasonable. What I am sure was not accounted for were that most players who go to PTS are well above average skill. These players are able to accumulate them faster than an average player. Also they are able to stay alive longer in PVP. The PTS would have had fewer players so fewer mobs to run in to.

I played tonight with a group of 8-20 and played for over 3 hours and came out of it with less than 50 Telvar Stones. I'm sure it will get better with experience, but it was bad enough that it will make a lot of people on the fence about IC just walk away.

The real problem is the 80% loss to PVPers. You have hugely and horrendously stacked the odds in favor of those PVP veterans who know how to make super tanky builds, are good at escaping from combat without dying when things turn bad. But this is only a small percentage of your player base. By making 80% of the stones go to the victors on each kill you're basically turning the average players into farm source to give more Telvar stones to that small minority who have the skills and experience to make it through an average gaming session in hot PVP without dying. You've made it so that the new content and new materials are only found through PVP which upsets many PVEers but you're going to upset those PVE players even more as they get increasingly frustrated about the inability to accumulate rewards.

Adding to the problem is the lag.... Many players were repeatedly caught in crazy lag spikes and often got ganked while helpless. So my group were pretty much forced to forget about multipliers and deposit our stones as often as humanly possible. Even if our group took out an enemy group, some of us still died, and the tanky members of the enemies ran away at the end with all of the stones.

I propose a sliding scale.... the fewer stones you have the lower percentage is lost. IE under 1000 stones you only lose 20%, 1000-3000 you lose 50% and over 3000 when you get the best multiplier you lose the 80%. That would mean that you'd still have increased risk for the increased reward, but the players who struggle to scrape up a few hundred wouldn't be constantly knocked down to double and single digits. It would also make the PVP more fun. Our group got very restless by the discipline needed to minimize the risks. We could have collected a LOT more stones if we'd simply moved faster, taken a few more risks, but the risks weren't worth it because the losses were too high. I WANT to go to a PVP area to get in combat, but if I did so I not only usually lost all my stones, but often caused the others in my group to lose theirs. People will work just as hard to avoid losing 50% of their stones after they get their first multiplier. The enemy players will still seek that kill just as much, but it would greatly reduce the potential frustration and to level the playing field.
Former GM Elder Scrolls Exchange
  • Xjcon
    Xjcon
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    Farmed in the sewers for a hour or so and I have to say it was ok. I managed to build up to 3x multiplier with almost 2k tv stones in my inventory and about 3k already in my stash. I did this ALL solo with a pve build. It is possible to kill stuff and build up TV stones and I have to be honest after I got over 1k it was kind of a rush wondering if I was going to get killed, managed to dodge a group that was roaming and move off to safety before I logged off.

    Briza Do'urdenx V16 Dunmer DK
    Jcon V16 Orc DK
    Vierna Do'urdenx V16 Bosmer NB
    Jarlaxle Baenrex V16 Dunmer NB
  • whiteshadow711jppreub18_ESO
    whiteshadow711jppreub18_ESO
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    I propose a sliding scale.... the fewer stones you have the lower percentage is lost. IE under 1000 stones you only lose 20%, 1000-3000 you lose 50% and over 3000 when you get the best multiplier you lose the 80%. That would mean that you'd still have increased risk for the increased reward, but the players who struggle to scrape up a few hundred wouldn't be constantly knocked down to double and single digits. It would also make the PVP more fun. Our group got very restless by the discipline needed to minimize the risks. We could have collected a LOT more stones if we'd simply moved faster, taken a few more risks, but the risks weren't worth it because the losses were too high. I WANT to go to a PVP area to get in combat, but if I did so I not only usually lost all my stones, but often caused the others in my group to lose theirs. People will work just as hard to avoid losing 50% of their stones after they get their first multiplier. The enemy players will still seek that kill just as much, but it would greatly reduce the potential frustration and to level the playing field.

    I actually like that Idea...
    Signed, Kotaro Atani.PS5 NA
    VR16/ CP 160 Khajiit Nightblade of the Aldmeri Dominion, Guildmaster and Assassin of the Queen's Hand guild on NA PC. PvP Officer in the WOLF guild on NA PS5, and of course Master Thief. Currently 3409 CP out of 3600 CP on NA PS5. Currently 810 CP on NA PC (used for PTS testing purposes only). On PS5 I am also a Master Crafter, all traits done and learned, Jewelry crafting done. all Motifs learned on PS5 except for maybe two-three Motifs. All Companions are Max level as are their Skills.Warrior, Lover, Thief.... Nightblade. Aldmeri Dominion For Life! For the Queen!! Go Dominion or go home ! "I have no hatred for the races of Man, but they are young. Like all children, they are driven by emotion. They lack the wisdom that comes with age. I would sooner place an Altmer infant on the Ruby Throne than surrender Tamriel to their capricious whims. The Altmer, the Bosmer and the Khajiit share the common traits of intelligence, patience and reason. We do not seek riches or plunder. Domination is not our goal, nor is the acclamation of power for its own sake. Today we make our stand. Today we take back the Ruby Throne, which is ours by ancient right and the blessings of the Divines. Stand with us." ―Your Queen Commands, Ayrenn Arana Aldmeri.(All 18 characters are AD only! This one is a AD Loyalist)Member of ESO Since January 29, 2014, started early Access 3/30/14 on PC, currently subbed on NA PS5 and on NA PC. Note- I only use PC for PTS testing purposes, the PS5 is my dedicated Game Platform.Note- for those that don't know how to say Kotaro Atani it's "Ko tar row Ah ta ni" (Ko with a Oh sound, tar which sounds like the sticky black tar stuff, row like rowing a boat, Ah with a AHHHH sound, Ta with a Tahhh sound, Neeee which sounds like knee)"The blowing sands of time wipe clean the footprints of the past...""Moonsugar may be the key to paradise, but it is through a false door...""A perfect society is always elsewhere..."- Unknown book of Khajiiti proverbs.
  • olemanwinter
    olemanwinter
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    I played tonight with a group of 8-20 and played for over 3 hours and came out of it with less than 50 Telvar Stones.

    That's absurd! Leave your group....go kill 1 single group of mobs and you'd have more than that. I mean, that's so pathetically low....and with 20 people no less, you can't possibly blame that level of production on the system or other players.

    Seriously, Why are you grouping with 8-20 people if your goal is to get stones? That's the entire problem with your results.

    I also played about 3 hours with 1 other person and got 2000 stones. Then played another 2 hours with 2 other players and got 1500 more.

    This is a 100% L2P issue, but I'll be happy to actually help you L2P. Here goes:

    In the imperial city where most stones come from other players, and it's more intense PvP, I bank every time I get 200 stones. I carry virtually none.

    In the imperial sewers I always start by carrying 100 stones for the modifier and return to bank when I get several hundred more, never exceeding 1000.

    However, if you want to make some quick stones, start with 1000 and just make very tight rounds next to your base killing mobs. You can make 1000 stones an hour without much effort at all, SOLO.

    The real problem is the 80% loss to PVPers.

    Nonsense. If I can gain thousands of stones solo and with 1 or 2 players, while having to content with the same players and elements, then you should certainly be able to survive with 8-20. lol

    The problem is you're taking Zerg-bad tactics that have carried you through existing PvP and applying them to an entirely different PvP experience.

    In traditional PvP you and your 20 friends who frankly aren't very good, ball up, run over 4 enemies, feel good about yourself, and repeat until you finally come across 20 enemies...then you wipe....look at the AP you gained and feel pleased.

    But in Imperial City, your group of 20 friends gets to divide very few stones from rolling over those 4 enemies, getting very few per person...and then when your zerg eventually wipes....you give it all back....end up with 50 stones and start QQing on the forums.

    STEPS TO ACQUIRING STONES:

    1) Run in small groups or solo

    2) Understand the modifiers and embrace the "risk vs reward" to know how much to carry and when.

    3) Kill mobs

    4) AVOID large enemy groups.

    5) Bank stones

    6) Stop QQing.


    EDIT: If you are DC alliance, hit me up in game and I'll run with you for 1 hour and blow your mind as far as Tel Var stone production. I don't say this mean at all, but it's so absurdly easy to amass thousands of stones that this can be nothing other than a L2P issue.
    Edited by olemanwinter on September 1, 2015 10:15AM
  • leepalmer95
    leepalmer95
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    I played tonight with a group of 8-20 and played for over 3 hours and came out of it with less than 50 Telvar Stones.

    That's absurd! Leave your group....go kill 1 single group of mobs and you'd have more than that. I mean, that's so pathetically low....and with 20 people no less, you can't possibly blame that level of production on the system or other players.

    Seriously, Why are you grouping with 8-20 people if your goal is to get stones? That's the entire problem with your results.

    I also played about 3 hours with 1 other person and got 2000 stones. Then played another 2 hours with 2 other players and got 1500 more.

    This is a 100% L2P issue, but I'll be happy to actually help you L2P. Here goes:

    In the imperial city where most stones come from other players, and it's more intense PvP, I bank every time I get 200 stones. I carry virtually none.

    In the imperial sewers I always start by carrying 100 stones for the modifier and return to bank when I get several hundred more, never exceeding 1000.

    However, if you want to make some quick stones, start with 1000 and just make very tight rounds next to your base killing mobs. You can make 1000 stones an hour without much effort at all, SOLO.

    The real problem is the 80% loss to PVPers.

    Nonsense. If I can gain thousands of stones solo and with 1 or 2 players, while having to content with the same players and elements, then you should certainly be able to survive with 8-20. lol

    The problem is you're taking Zerg-bad tactics that have carried you through existing PvP and applying them to an entirely different PvP experience.

    In traditional PvP you and your 20 friends who frankly aren't very good, ball up, run over 4 enemies, feel good about yourself, and repeat until you finally come across 20 enemies...then you wipe....look at the AP you gained and feel pleased.

    But in Imperial City, your group of 20 friends gets to divide very few stones from rolling over those 4 enemies, getting very few per person...and then when your zerg eventually wipes....you give it all back....end up with 50 stones and start QQing on the forums.

    STEPS TO ACQUIRING STONES:

    1) Run in small groups or solo

    2) Understand the modifiers and embrace the "risk vs reward" to know how much to carry and when.

    3) Kill mobs

    4) AVOID large enemy groups.

    5) Bank stones

    6) Stop QQing.


    EDIT: If you are DC alliance, hit me up in game and I'll run with you for 1 hour and blow your mind as far as Tel Var stone production. I don't say this mean at all, but it's so absurdly easy to amass thousands of stones that this can be nothing other than a L2P issue.

    I've always wondered this i found it far better to pvp in a small group of solo and i gained ap a lot faster then i hardly got ap whenever i joined a zerg. How exactly do you get lots of ap in a zerg?
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • firstdecan
    firstdecan
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    ICe = Imperial City expansion


    Been spending all my ICe, living in a ganker's paradise
    Six districts of this ICe, are cut throat people full of spite
    Been spending all my ICe, living in a ganker's paradise
    The sewers might be nice, but it's just a ganker's paradise

    Tell me why are we, to dumb to see
    The content here, is for no life teams
    Tell me why are we, to dumb to see
    The content here, is for misfit teens
  • EnOeZ
    EnOeZ
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    I kind of like how - for once - it appears to favor top solo PVPers :)
    I do think it's healthy to have different areas for different playstyles (Group and solo PVE, Group and solo PVP, average zerg PVPers and Top solo PVPers, 1vXers etc.). I guess IC is kind of my new playground.

    My concerns however :
    • loosing to lag or bug (statistically, it will happen)
    • loosing to imbalanced design (TESO is not exactly very serious on PVP Balance)
    • tagging (dealing damage to someone in PVE/PVP trouble from afar without "deserving" it)
    • suicide tactics (that also exist in Cyrodiil for faster travel purposes - I do not like it)
    • Sorcerers and NBs slotting their escape abilities have so much (too much) of an advantage at that game...
    • Alchemists with invisibility potions too (and the ones that have access to them easily and for cheap)

    However, patch is still downloading since 7AM this morning (5 1/2 hours)...
  • Farorin
    Farorin
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    No.

    Even 80% is low. If it was lower than this there would be no incentive to try and fight other players for TV stones as the reward would not be worth the time or risk of seeking PVP encounters. This is a system designed to encourage PVP encounters.
  • Docmandu
    Docmandu
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    The trick to gaining Tel Var stones is AVOIDING PvP.

    Nice concept for a PvP-oriented patch, isn't it. It also teaches people that were already afraid of PvP to be terrified of PvP now.

  • Psilent
    Psilent
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    The problem is your running with 20 people. Yesterday my guild had about 16 players in IC, so we split the group up into 2 8 player squads. Tel'var stones and exp increased dramatically. Would have been better with less players. Our 8 players squad was able to down a group of 20 AD, got a lot of stones for that. It wasn't until AD got like 40+ players together that we had to merge our group, so we could wipe them.
  • JD2013
    JD2013
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    You could also do dailies and get boxes of stones that can not be looted off you.

    In addition, running a 20 man group will not get you stones. That's not how it works.
    Edited by JD2013 on September 1, 2015 11:57AM
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

    Elder of The Black
    Order of Sithis
    The Runners

    @TamrielTraverse - For Tamriel related Twitter shenanigans!
    https://tamrieltraveller.wordpress.com/

    Crafting bag OP! ZOS nerf pls!
  • Kas
    Kas
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    i logged in before work and have now banked close to 5000 stones after about 2.5h of playing.
    don't zerg and MOST IMPORTANTLY: get the f*** away from enemy spawn positions. you're placing alosing game while haning around there
    @bbu - AD/EU
    Kasiia - Templar (AR46)
    Kasiir Aberion - Sorc (AR38)
    Dr Kastafari - Warden (~AR31)
    + many others
  • Beedles
    Beedles
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    lol this is a gankers dream game now fun to sit back and watch all the QQ
  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
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    It's fun so far. But the AD I've killed so far are kinda bad at farming stones, so I didn't get too many from them :/
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • Avenias
    Avenias
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    Hell no. Watching u guys bleed ur talvar stones give me great satiafaction. I dont want it to change!
  • sparafucilsarwb17_ESO
    sparafucilsarwb17_ESO
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    The tv loss should be at most 10% the way it is now is just absurd. Played it for a bit now and can say that I will not buy the dlc the way it is. I am also cancelling my sub. This is not fun. Was in a group of 10 people now and all of them agreed that this sucks.
  • Kas
    Kas
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    i still think the percent taken from an enemy should depend on the stones one carries. all the trash runnign from spawn to die without break, hoping to eventually get some stones and bank them, is just annoying. hight risk -> high reward. no risk, gtf pve a handful of mobs at least so kills are finally worth something
    @bbu - AD/EU
    Kasiia - Templar (AR46)
    Kasiir Aberion - Sorc (AR38)
    Dr Kastafari - Warden (~AR31)
    + many others
  • ElfFromSpace
    ElfFromSpace
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    I have a few boxes I can open to get a handful of stones, but am only counting the ones I made it back to the bank with them still in hand. For clarification, the group I ran with was NOT farming stones, we were doing the quests which forced us to the surface and forced us to move past many points where gank groups waited. Typically in game play one should be able to farm and quest at the same time, but currently that's not feasible.
    Farorin wrote: »
    ]It's fun so far. But the AD I've killed so far are kinda bad at farming stones, so I didn't get too many from them :/

    Actually that's what I was noticing. It seems like we're getting a wealthy minority. The enemies we killed seldom had more than a few hundred stones either, so it wasn't just one side. The top PVPers are running around with or near groups from their own faction. When combat starts they gank as many enemies as possible and if things turn bad, they use their own side as a distraction to escape. The players who ran away and left their teammates to die just accumulated more and more stones while the rest of the population remained in crushing stone poverty. ;)
    Farorin wrote: »
    No.

    Even 80% is low. If it was lower than this there would be no incentive to try and fight other players for TV stones as the reward would not be worth the time or risk of seeking PVP encounters. This is a system designed to encourage PVP encounters.

    Not even remotely true. You gain AP *and* TV stones by farming players. People will farm players no matter what. Balancing the system will simply make it harder to farm the same less experienced players over and over and over. If you want the big payout you'll have to actually work for it. Hunt down and kill the players who are carrying the larger pots for the multiplier.
    Former GM Elder Scrolls Exchange
  • ElfFromSpace
    ElfFromSpace
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    Kas wrote: »
    i still think the percent taken from an enemy should depend on the stones one carries. all the trash runnign from spawn to die without break, hoping to eventually get some stones and bank them, is just annoying. hight risk -> high reward. no risk, gtf pve a handful of mobs at least so kills are finally worth something

    I think you're saying what I said. I'm sorry but I have no respect for the players who go out of their way to repeat farm the same people. Why reward them for bullying? Make them put in some real effort and actually fight the players who are confident enough to carry the larger pot if they want more than a small reward. Or are you saying that you can only take stones from another player if you have stones? That would cause an even bigger disparity between the players with a lot of stones and those with none.
    Docmandu wrote: »
    The trick to gaining Tel Var stones is AVOIDING PvP.

    Nice concept for a PvP-oriented patch, isn't it. It also teaches people that were already afraid of PvP to be terrified of PvP now.

    But that's the problem. If you change the risk/reward scale you can make encourage players to risk a bit more PVP. If only the elite are initiating PVP and everyone else is hiding from it, that's not a very fun scenario. Let groups of less experienced players TRY it. If they can take out an elite player they'll get a reward worthwhile.

    The change might cause more players to bank their stones more often, but that's why the multipliers are there to temp you to take that risk
    Former GM Elder Scrolls Exchange
  • DisgracefulMind
    DisgracefulMind
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    They do need to adjust the losses. There is no reason why someone should lose all their stones just because a 20+ man zerg is camping their home base and such.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Cinbri
    Cinbri
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    Killed many bosses in sewers with 4 people, got bunch of TV stones, on way back was ganked by 12 ad pve group, ganked at the sewers. Ressed on base with laughable number of stones. Long live to swarmers.
  • Thymos
    Thymos
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    What I am sure was not accounted for were that most players who go to PTS are well above average skill.

    I got to there and stopped reading. That is such a HUGE assumption, and because of it choose not to read the rest. I just don't believe that is true.
    The Older Gamers Recruitment Thread
    Always accepting new members for NA and EU server. PvP PvE RP all welcome. Must be 25+ yo to join.
    http://www.theoldergamers.com/
  • Robbmrp
    Robbmrp
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    Without limits to group size in IC, Tel Var stones will go to the groups with the most players which tend to be the zergs. There are both advantages and disadvantages with these. When you have over 12 players in a group in IC, over half of them get no loot almost all the time. The others get such a short coming of loot that it's really nothing more than PVP fighting. And then it's only interesting if you meet a group of equal size which hasn't occurred yet.

    IMO the best thing they could have done for IC was to setup 8-12man groups that went into "instanced" versions of the city. With this, they could have limited 16-24 players total from each faction for each area of IC. The tunnels are small and with the diminished returns, any more than 12 wouldn't be worth it. This would have given an even ground for all factions. No zergs would have occurred with this. You can't zerg with 12 people that are usually all spread out. Then when you came across another group, it would be an even player battle.

    Granted this would have been really difficult to pull off, but it would have been well worth it IMO.
    NA Server - Kildair
  • ElfFromSpace
    ElfFromSpace
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    EnOeZ wrote: »
    I kind of like how - for once - it appears to favor top solo PVPers :)
    I do think it's healthy to have different areas for different playstyles (Group and solo PVE, Group and solo PVP, average zerg PVPers and Top solo PVPers, 1vXers etc.). I guess IC is kind of my new playground.

    My concerns however :
    • loosing to lag or bug (statistically, it will happen)
    • loosing to imbalanced design (TESO is not exactly very serious on PVP Balance)
    • tagging (dealing damage to someone in PVE/PVP trouble from afar without "deserving" it)
    • suicide tactics (that also exist in Cyrodiil for faster travel purposes - I do not like it)
    • Sorcerers and NBs slotting their escape abilities have so much (too much) of an advantage at that game...
    • Alchemists with invisibility potions too (and the ones that have access to them easily and for cheap)

    However, patch is still downloading since 7AM this morning (5 1/2 hours)...

    Do you think that adjusting the losses would really change the basic play styles that are most effective? Good solo PVPers would still have a serious edge based simply on the nature of IC. However a change is needed to keep things accessible for the other players who just want to go in and have fun.

    This change would likely reduce the already prevalent suicide problem. Currently suiciding is the only feasible way for a player trapped between gankers to get home with any stones. Making the losses closer the the number lost to NPCs and you'll remove the reason to suicide.

    And you are also right that the classes good at fleeing (sorc nightblade) have a serious chickening out advantage. Invisibility potions will become a lot more valuable as players realize how important they are here.
    Former GM Elder Scrolls Exchange
  • Tan9oSuccka
    Tan9oSuccka
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    Beedles wrote: »
    lol this is a gankers dream game now fun to sit back and watch all the QQ

    It's going to further divide the PvP and PVE community even more. PvP is alright, but people cling to unbalanced crutch setups and zerg too much for me to be enjoyable.

    The more I read on this, it's a DLC for gankers and griefing. Suitable for the 360 no scopez MLG kids.




  • ElfFromSpace
    ElfFromSpace
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    Nonsense. If I can gain thousands of stones solo and with 1 or 2 players, while having to content with the same players and elements, then you should certainly be able to survive with 8-20. lol

    The problem is you're taking Zerg-bad tactics that have carried you through existing PvP and applying them to an entirely different PvP experience.

    You're right, that most of the problem was
    1. it was my very first time in IC. So my experience was the same as that of every single player who isn't sure about PVP and decides to try it for the first time. I even said it would get a lot better over time. But first impressions mean a lot since every single player who tries IC will have a first impression and if it's bad enough then many of them won't have a second.

    2. We weren't actually trying to farm stones. We were trying to complete the quests. We weren't actively engaging in PVP where we could avoid it and were moving through all the ganker's favorite spots.... all the spots that players wanting to complete quests have to go through.

    However I have yet to see anyone put up any solid argument why NOT to change the loss rates. Even at 20% (or make it 30 or 40% but definitely less than 50% to start) the top players will still thrive and the rest of us will try our best to get better so we too can thrive. Nobody will want to lose that many stones, but once a player is killed they should at least be able to show something for their effort to motivate them to go out and try again, try harder for more.

    Former GM Elder Scrolls Exchange
  • AlnilamE
    AlnilamE
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    You know it was 100% loss when PTS comes out, right?

    And when you say "players we killed didn't have many stones" their total is divided by the players in your group, and you said you were running with a large group.
    The Moot Councillor
  • cazlonb16_ESO
    cazlonb16_ESO
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    Docmandu wrote: »
    The trick to gaining Tel Var stones is AVOIDING PvP.

    Nice concept for a PvP-oriented patch, isn't it. It also teaches people that were already afraid of PvP to be terrified of PvP now.

    IC is a massive PvE grind masked as PvP content. Those of us with some more experience with MMORPGs have been saying that all along.
  • Joy_Division
    Joy_Division
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    Hi Elf:

    It's unfortunate some poster's response was "git good," which is absolutely in no way helpful to the fundamental problem you described. If there are good players, then by logic, there are going to be players who are not great at PvP. If everyone is good, then they are not, rather merely average. Good players will acquire most of their TV stones by killing inexperienced players. When a good player meets another good player, they are either getting zero stones or 50% of the time losing 80% of their bankroll.

    Do we want inexperienced, new, PvE, players or folks who have 40+ hours of real time commitments a week playing in the IC? Yes. We don't just want "good" players.

    Here is my experience regarding collecting Tel Var stones. If you are in the Imperial City districts, you are probably going to die a lot so I would not count on that as a very reliable source. Enemies insta-spawn after you kill them and a random NPC nightblade stunning you make it a very unpredictable environment, where even "git good" players die frequently, as much as they might deny it.. One of the "git good" responders recommended banking after getting 200 stones. That is actually good advice. You are either going to need the insta-teleporter that you can buy that costs AP or head down to the sewers only in the district that will bring you down to your alliance's section of the sewer, (for AD I think the temple district but dont quote me). Or, for right now, I think certain "suicide" exploits work but I expect these loopholes to be closed. I was in a group of about 10 and I did get a slow but steady supply of stones. I only lost these when indecision in he group led half the players to drop into enemy sewers while the other half stayed up top and got rolled by an enemy zerg.

    I got most of my TV stones is from the sewers. Your alliance zone, to be specific. I was alone bumped into 2 friendlies and we pretty much rolled everything except the super-boss. I had something like 500 stones and was heading back to base when I ran into a zerg of 8 blues who killed me. So, possible, even solo, but even experienced players who are not NBs/sorcs with mobility will need to learn exploits to die to non players and retain 90% of their stones.

    What worked best for me was to do what the blue zergers did: clear your entire alliance side of the sewers (bosses, enemy players, all will fall.) Doing this netted me 1200 stones and we didn't even reach the enemy zone yet (which was our plan). We got to the center of the sewers (the big round room) and decided to head back because people had to log for dinner.

    During the PTS and from my experience last night, I am pretty sure "zerging" is the safest, albeit not the fastest way to acquire zones. Get your zerg into the enemy alliance sewer area, clear out all the NPCs (which is not a bad stream) and the TV solo / small group farmers who think they are safe or good enough that they don't need the protection of the zerg. They will also be a nice stream. Don't get greedy once you hit 1000 or so, head back, bank, rinse, repeat.

    I do think the fastest and most efficient way is to get in a small group of 3/4 experienced players that is not greedy and is very good at avoiding zergs. They basically can handle any danger except an enemy zerg and they do not have to split their winnings many ways. But, that doesn't exactly help the demographic you are writing on behalf for.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Troneon
    Troneon
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    The zerging in IC makes it silly to even bother playing.....with most players running NB or SORC with crazy speed, burst and survival builds...hit and run away and hide over and over.

    Not worth playing unless you either join all the zerging or run sorc / nb with crazy speed / escape / burst
    Edited by Troneon on September 1, 2015 2:31PM
    PC EU AD
    Master Crafter - Anything you need!!
    High Elf Magicka Templar Healer/DPS/Tank
    Trials / Dungeons / PVP / Everything
  • ElfFromSpace
    ElfFromSpace
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    AlnilamE wrote: »
    You know it was 100% loss when PTS comes out, right?

    And when you say "players we killed didn't have many stones" their total is divided by the players in your group, and you said you were running with a large group.

    If we gained less than 10 stones each then the players we killed could not have had more than 100-200

    I was very surprised when they changed it by only 20%
    Hi Elf:
    Do we want inexperienced, new, PvE, players or folks who have 40+ hours of real time commitments a week playing in the IC? Yes. We don't just want "good" players.

    Yes, as usual you have a few people who post that any discussion on the topic is simply whining. But that's not my purpose. I had fun and I fully knew that I was NOT farming TelVar stones in the most efficient way. I wanted the quests! However the purpose of my post was to suggest that the system is very unbalanced as is, and that it could be balanced much better with proper adjustment.
    Former GM Elder Scrolls Exchange
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