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Idea to Improve Risk Vs Reward System of Imperial City.

  • AFrostWolf
    AFrostWolf
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    Yes, Sounds Good
    No one reads the 3rd page!
  • CaptainObvious
    CaptainObvious
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    Most don't read the 2nd page either. It is a good thing that there is only one forum area now.

    Keep up hope. The dev team seems to enjoy rehashing completed systems that function instead of focusing on things that don't. I suspect that 2 months from now there will either A, be an announcement that IC is lag free and call that one of the million reasons to play, or B there will be a revamp to tie a pork chop around IC's neck and revamp the reward system to attempt to lure PvE players back in as PvE players were unknowingly designed in as the lifeblood to IC.
    Due to a typo in the system, the area was accosted by the Daedric Prince Moar Lag Brawls.
  • AshTal
    AshTal
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    Yes, Sounds Good
    I like the theory but the fact is this will take a lot more than this to save IC. Right now the city is dead, no one does the quests and its 95% PvEers in the sewers getting stones and looping the same areas, and 5% of gankers trying to kill the guys getting stones.

    Make IC a VET 16 zone like Orscinium for PvEers get more people in, make the main quest PvE - tone down the quest to make it soloable and the majority of mobs and leave the world bosses the same for groups.

    Improve Cyrodil for PvPers fight over towns and other areas and explain the core PvP.
  • AFrostWolf
    AFrostWolf
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    Yes, Sounds Good
    AshTal wrote: »
    I like the theory but the fact is this will take a lot more than this to save IC. Right now the city is dead, no one does the quests and its 95% PvEers in the sewers getting stones and looping the same areas, and 5% of gankers trying to kill the guys getting stones.

    Make IC a VET 16 zone like Orscinium for PvEers get more people in, make the main quest PvE - tone down the quest to make it soloable and the majority of mobs and leave the world bosses the same for groups.

    Improve Cyrodil for PvPers fight over towns and other areas and explain the core PvP.

    Oh I know. It's going to take a lot to save IC. This is just one of the many QoL changes that is sorely needed to stop risk less annoying greifers.

  • josh5813
    josh5813
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    Yes, Sounds Good
    They should have just added a Non-PvP choice. Make it where you get better rewards and what not in PvP maps but if you just want to enjoy the new content have a PvE only maps.
  • SahrotRein
    SahrotRein
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    I might be too brain damage now, but I was trying really hard to understand all the Player A, Player B, Player A... I really tried but I couldn't get any further, it always mixed up and I had to start over. I am on my way now. :neutral:
    Today we make our stand. Today we take back the Ruby Throne, which is ours by ancient right and the blessings of the Divines.

    - A Dominion of peace. The fair and just rule of Tamriel
  • MikeB
    MikeB
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    A player or group of players should have to do 80% damage to an opposing faction player to get 80% of their stones and have a minimum of 300 stones on their person to earn said stones.
  • Smitch_59
    Smitch_59
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    IDK/IDC
    Don't have IC, so don't care...
    By Azura, by Azura, by Azura!
  • AFrostWolf
    AFrostWolf
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    Yes, Sounds Good
    After spending another 2 months inside IC, I feel this thread needs to be bumped and discussed again.

    @ZOS_GinaBruno @ZOS_BrianWheeler

  • Digerati
    Digerati
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    Yes, Sounds Good
    How about a fractional reserve system so that when you kill someone they can drop up to 120% of your stones, or 80% of theirs (whichever is lower)?
  • Prabooo
    Prabooo
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    No, Sounds Bad
    AFrostWolf wrote: »
    Well not many gankers stick around to give you a chance to get your stuff back. Especially after they get a nice haul while risking nothing in the process.

    What do you mean by "risking nothing in the process". Gid gud son.
  • ostrapz
    ostrapz
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    Numbers are ok but i personally think ganking is a part of ic. If i am ganking i will almost surely be attacking a group of 3 or more. I shouldnt have to bring 500 stones to have the chance for anything. This system actually makes the risk greater for gankers because if they get 1 kill they are now in bad spot. A variation to your plan i think is an incremental increase in percentage based on your own.Stone count. So if i bring 100 i get maybe 25% of someones stones ,200 stones brings me 35%. My numbers arent thought out here , but this way as a ganker u bring some stones each time and still get a good chance for reward yourself
    Xbox 1 NA
    Stamblade: Grand overlord
    Stamsorc: Major
    Magplar: Centurion
    551k vma
  • AFrostWolf
    AFrostWolf
    ✭✭✭✭
    Yes, Sounds Good
    Digerati wrote: »
    How about a fractional reserve system so that when you kill someone they can drop up to 120% of your stones, or 80% of theirs (whichever is lower)?

    Works for me. As long as it brings some fairness to the system.
  • AFrostWolf
    AFrostWolf
    ✭✭✭✭
    Yes, Sounds Good
    Prabooo wrote: »
    AFrostWolf wrote: »
    Well not many gankers stick around to give you a chance to get your stuff back. Especially after they get a nice haul while risking nothing in the process.

    What do you mean by "risking nothing in the process". Gid gud son.

    Instead of trolling, how about you learn to read. It's explained clearly in the example and bolded text.
  • AFrostWolf
    AFrostWolf
    ✭✭✭✭
    Yes, Sounds Good
    ostrapz wrote: »
    Numbers are ok but i personally think ganking is a part of ic. If i am ganking i will almost surely be attacking a group of 3 or more. I shouldnt have to bring 500 stones to have the chance for anything. This system actually makes the risk greater for gankers because if they get 1 kill they are now in bad spot. A variation to your plan i think is an incremental increase in percentage based on your own.Stone count. So if i bring 100 i get maybe 25% of someones stones ,200 stones brings me 35%. My numbers arent thought out here , but this way as a ganker u bring some stones each time and still get a good chance for reward yourself

    You personally might attack a group of 3 but not everyone does. Now let's say you do attack a group of 3 RIGHT NOW. You don't require any stones to attack them, so even if you die they get nothing but a bit of AP that has diminishing returns. You're free to respawn without any penalty whatsoever, run up your ladder and run back to them to try again. Even easier if it's above ground. You have everything to gain by killing them, and even if you don't kill them all. You brought nothing of value to the fight. Now, numbers aside I agree with your thoughts. If you're gains were restricted in percents to the number of stones carried, then maybe it would make it so gankers have to bring something to earn something and therefore it's better off.
    Edited by AFrostWolf on December 23, 2015 9:39PM
  • Solariken
    Solariken
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    Yes, Sounds Good
    I love the idea! But... even if they made this change it's probably too late.

    I still spend a lot of time down there on my templar to farm, but I get a sense that all the nightblades ganking me aren't doing it for the stones. They're doing it because they are immature a$$hats unwilling to fight like man. But... even if they did fight me like a man, I would still be dead in 3 Surprise Attacks because that damage is out of control. :P
    Edited by Solariken on December 23, 2015 9:39PM
  • AFrostWolf
    AFrostWolf
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    Yes, Sounds Good
    Solariken wrote: »
    I love the idea! But... even if they made this change it's probably too late.

    I still spend a lot of time down there on my templar to farm, but I get a sense that all the nightblades ganking me aren't doing it for the stones. They're doing it because they are immature a$$hats unwilling to fight like man. But... even if they did fight me like a man, I would still be dead in 3 Surprise Attacks because that damage is out of control. :P

    I've spoken to a few gankers, and yes they like to do it to grief. However, They currently get rewarded for it, and that is what needs to change. If i got ganked by someone who wasn't in it for the stones and I didn't lose all my hard work then I wouldn't even be mad. But to have someone troll you over and over again because they have no risk and easy travel system is annoying.
  • josh.lackey_ESO
    josh.lackey_ESO
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    Yes, Sounds Good
    This is actually the best solution to the IC ganking problem that I've seen. You shouldn't be able to steal more player stones than you are carrying. How brilliant.
  • Crimsonwolf666
    Crimsonwolf666
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    Yes, Sounds Good
    Love this idea, a greaterror system idea than the one currently used.
  • Crimsonwolf666
    Crimsonwolf666
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    Yes, Sounds Good
    *greater. Lol stupid auto correct
  • Lirkin
    Lirkin
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    Yes, Sounds Good
    I don't do PVP but I think that sound fair. If you don't risk stones why should you get them. I would prefer that they didn't have the stones at all.
  • leandro.800ub17_ESO
    leandro.800ub17_ESO
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    Right now even if you would get free stones just by going to IC it would stil be empty because there is nothing you realy need there. Not for pve or pvp with the exeption of Repora and ofc Hakeijo
    Now with the only thing you need being Repora the price has gone down so mutch that its better to grind gold and buy of market.

    I would do some small changes untill conquer / capture districs comes out (long term change)
    But also these im afraid are not enough for now.

    -X Mutiplier. I mean no one risks more than 1000 stones so make 100 X2 then 500 X3 then 1000 X4 then 3000 X5
    -Make Hakeijo also drop out of disctic bosses and lower bosses in sewers
    -Make pvp sets / siege and other pvp stuff also available in tv stones
    -Boost AP gains in IC
  • SanTii.92
    SanTii.92
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    No, Sounds Bad
    You fail to adress that the reward of having 1k stones is the 3xmultiplier. And also that you can't go back at will to deposit them, so you are forced to carry them.
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
  • Acrolas
    Acrolas
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    The thing I do love about IC is that you'll have a solo dummy trying to gank people, which puts a bounty on his head in zone chat. You're going to dump your stones in the bank and go after that guy.

    Which to me indicates the true reward of IC - learning teamwork and strategy. That's something an Enforcer system won't put on the table, but the fact that the stone turnover is so high really does make it a bounty facsimile. You collect the bounty, and in turn you become the one with the bounty on your head.

    I think a lot of people knock the system because they take every loss personally. But with literally infinite earning potential, the trophies and stones come with time. Spend a few levels in there, learn how to function in a group dynamic. I think that alone made IC a worthwhile purchase for me. The only thing I feel I'm 'losing' are daily riding lessons.
    signing off
  • AFrostWolf
    AFrostWolf
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    Yes, Sounds Good
    sAnn92 wrote: »
    You fail to adress that the reward of having 1k stones is the 3xmultiplier. And also that you can't go back at will to deposit them, so you are forced to carry them.

    The reward for the PvE'er is a 3x multipler. The reward for the PvP'er is unaffected since they aren't doing PvE.
    The Risk for the PvE'er is also the number of stones, Where is the risk for the PvP'er?

    Don't have to mention it because it's implied. I don't have to risk stones, but I do to get rewarded. Where as a PvP'er doesn't have to risk stones, but still has a chance to get them from PvP.
  • AFrostWolf
    AFrostWolf
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    Yes, Sounds Good
    Acrolas wrote: »
    The thing I do love about IC is that you'll have a solo dummy trying to gank people, which puts a bounty on his head in zone chat. You're going to dump your stones in the bank and go after that guy.

    Which to me indicates the true reward of IC - learning teamwork and strategy. That's something an Enforcer system won't put on the table, but the fact that the stone turnover is so high really does make it a bounty facsimile. You collect the bounty, and in turn you become the one with the bounty on your head.

    I think a lot of people knock the system because they take every loss personally. But with literally infinite earning potential, the trophies and stones come with time. Spend a few levels in there, learn how to function in a group dynamic. I think that alone made IC a worthwhile purchase for me. The only thing I feel I'm 'losing' are daily riding lessons.

    That's all fine, but If it's a decent solo ganker who has nothing on him to risk. It doesn't matter how many times you kill them. They have a ladder system and instant no risk respawn that they can just keep coming back over and over again till they get you.
  • GreySix
    GreySix
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    Yes, Sounds Good
    I like the idea, but it probably is too little too late.
    I hate the IC ganking, this is sociopath gameplay by design.
    As soon as we can collect V15+ mats in Orisinium, I will never visit the IC again.

    Soon as I saw the concept of IC, then saw the early reports, this was my reaction.


    \\\Edited to remove potentially offensive image\\\
    Edited by GreySix on December 28, 2015 10:00PM
    Crotchety Old Man Guild

    "Hey you, get off my lawn!"
  • DaveMoeDee
    DaveMoeDee
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    AFrostWolf wrote: »
    Acrolas wrote: »
    The thing I do love about IC is that you'll have a solo dummy trying to gank people, which puts a bounty on his head in zone chat. You're going to dump your stones in the bank and go after that guy.

    Which to me indicates the true reward of IC - learning teamwork and strategy. That's something an Enforcer system won't put on the table, but the fact that the stone turnover is so high really does make it a bounty facsimile. You collect the bounty, and in turn you become the one with the bounty on your head.

    I think a lot of people knock the system because they take every loss personally. But with literally infinite earning potential, the trophies and stones come with time. Spend a few levels in there, learn how to function in a group dynamic. I think that alone made IC a worthwhile purchase for me. The only thing I feel I'm 'losing' are daily riding lessons.

    That's all fine, but If it's a decent solo ganker who has nothing on him to risk. It doesn't matter how many times you kill them. They have a ladder system and instant no risk respawn that they can just keep coming back over and over again till they get you.

    Once they kill you, they have something to risk because they have your stones.
  • che.bonsai
    che.bonsai
    Soul Shriven
    Yes, Sounds Good
    That sounds good, but we must remember that gankers don't care about only stones, but do it for fun.
    The only way to limit PVP (that ridiculous for IC location as it designed as mass PVP-fight-your-way-to-PVE zone) is "flagging" system like at Lineage/WoW etc.
    What stops me from MMO part of IC - gankers. But it rather fun when I'm at zerg party myself and SteamRoll all other players :)
    Martina Grammaton Dragon Knight VR15 - tank. (Aldmeri Dominion)
  • AFrostWolf
    AFrostWolf
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    Yes, Sounds Good
    DaveMoeDee wrote: »
    AFrostWolf wrote: »
    Acrolas wrote: »
    The thing I do love about IC is that you'll have a solo dummy trying to gank people, which puts a bounty on his head in zone chat. You're going to dump your stones in the bank and go after that guy.

    Which to me indicates the true reward of IC - learning teamwork and strategy. That's something an Enforcer system won't put on the table, but the fact that the stone turnover is so high really does make it a bounty facsimile. You collect the bounty, and in turn you become the one with the bounty on your head.

    I think a lot of people knock the system because they take every loss personally. But with literally infinite earning potential, the trophies and stones come with time. Spend a few levels in there, learn how to function in a group dynamic. I think that alone made IC a worthwhile purchase for me. The only thing I feel I'm 'losing' are daily riding lessons.

    That's all fine, but If it's a decent solo ganker who has nothing on him to risk. It doesn't matter how many times you kill them. They have a ladder system and instant no risk respawn that they can just keep coming back over and over again till they get you.

    Once they kill you, they have something to risk because they have your stones.

    And what if they attempt to kill me but I/My group kills them? They had nothing to begin with. 0 risk. They should have to risk in order to be able to get anything from me.
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