ElfFromSpace wrote: »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.
ElfFromSpace wrote: »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.
ElfFromSpace wrote: »The real problem is the 80% loss to PVPers.
olemanwinter wrote: »ElfFromSpace wrote: »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.ElfFromSpace wrote: »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.
]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
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.
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
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.
ElfFromSpace wrote: »What I am sure was not accounted for were that most players who go to PTS are well above average skill.
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)...
lol this is a gankers dream game now fun to sit back and watch all the QQ
olemanwinter wrote: »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.
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.
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.
Joy_Division wrote: »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.