Tel var stones

x_Nathan_F
x_Nathan_F
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Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?
  • starkerealm
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    x_Nathan_F wrote: »
    Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?

    Originally, it was 100%. As in, "the real Dark Souls starts here," kind of system.
  • x_Nathan_F
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    It's even worse when you have multiple adds on you and they gank you its a really unfair system!.
  • Solariken
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    I feel like it should be 100%, but only up to 100% of the stones that the killer is carrying. So for example, if I am carrying 1000 stones and I kill you, I should get all of your stones but only up to 1000.
  • starkerealm
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    x_Nathan_F wrote: »
    It's even worse when you have multiple adds on you and they gank you its a really unfair system!.

    Yeah, that's the point.
  • EsoRecon
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    x_Nathan_F wrote: »
    It's even worse when you have multiple adds on you and they gank you its a really unfair system!.

    You just gotta outplay the gankers. I have no problems with gankers though, hardly ever see any. Probably cause they too scared to even try ;)
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  • Ourorboros
    Ourorboros
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    It makes IC a real challenge. Plus there really isn't much to buy with tel var anyway. I might care more about the 80% number if there were things to get with stones I don't already have. In TG, the style stones for Alliance motifs are currently set at 1000 tel var.
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  • nine9six
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    Solariken wrote: »
    I feel like it should be 100%, but only up to 100% of the stones that the killer is carrying. So for example, if I am carrying 1000 stones and I kill you, I should get all of your stones but only up to 1000.

    I could live with this.

    If a Ganker tried to Gank me, he'd have to wager his TV Stones against mine. If I win the fight I get his TV Stones (up to the # I have on me).

    Right now it's an "I assume no risk, let's see what you have..." system that is completely whack (IMO).
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  • Sausage
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    Because IC is meant to have risk and reward feature in it, but what I dont get is that, why Gankers has nothing to lose, they can just kill, bank, and go kill again.
    Edited by Sausage on February 29, 2016 1:35PM
  • Jaronking
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    x_Nathan_F wrote: »
    Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?
    Hey it could be way worse so stop crying.At least you keep something from dying.
    Edited by Jaronking on March 1, 2016 11:36AM
  • FrozenAnimal
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    80% is fine.
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  • vamp_emily
    vamp_emily
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    Solariken wrote: »
    I feel like it should be 100%, but only up to 100% of the stones that the killer is carrying. So for example, if I am carrying 1000 stones and I kill you, I should get all of your stones but only up to 1000.

    I really like this ideal ^^



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  • NeillMcAttack
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    I just want to say that I enjoy the system the way it is simply because it works. It Incentivizes' group play, communication, awareness and planning. Without any risk all you would have is what occurs in the arena district during prime time, a cluster f**k.
    I also feel the structure would benefit from MORE risk, not less. Hear me out. At the moment the most boring and counter productive thing in the sewers IMO is the cheap and easy suicide option. This effecient means of banking stones means that you never have the option to earn your stones back. If players had to run the stones home to bank them it would give much more excitement, more reason to group up small scale, and a chance to have your stones earned back by cutting them off on their way back to the base.

    Get me unstuck and suicide should not be most effecient way to "earn" stones.
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  • Curtdogg47
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    I like the system! While it is annoying to lose 80% of your stones sometimes, that is what makes the sewers so exciting to play. Greed is always what bites me in the ass. I get to 1000 stones and then think hey its quite I'll go for 1500 then 2000 and then wham I loose it all. If you want stones I feel you got to pick slower times on the servers. Late night or early morning or role with a group. Sometimes the ganker is who gets greedy and you can get your stones back plus a few. If I find myself at times when the ganker's are rolling heavy in my spots I just leave my stones and start trying to hunt them down. I don't kill very many of them I just enjoy them getting 0 stones from me.
  • LadyNalcarya
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    x_Nathan_F wrote: »
    Why do you lose 80%? This is way to much you run around with a group and lose pretty much all of them because of gankers, which means time wasted. This isn't a QQ thread it's just that 80% is to much what about 50%?

    Originally, it was 100%. As in, "the real Dark Souls starts here," kind of system.

    In dark souls, you just lose 1 humanity and can pick the souls/rest of your humanity. Its less punishing, lol.
    IC system is more like asian games where you can drop everything, including upgrades and gear.
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  • ParaNostram
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    I like the up to how much you're carrying system. It makes sense IMHO.
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  • siddique
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    There was a group of 12-15 blues running around in our part of the sewers, I sneakily took flight on them, killed one for 1k stones, before dying to them and loosing 800. I still made 200. I think its a fun system.
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  • Emma_Overload
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    I just want to say that I enjoy the system the way it is simply because it works. It Incentivizes' group play, communication, awareness and planning. Without any risk all you would have is what occurs in the arena district during prime time, a cluster f**k.
    I also feel the structure would benefit from MORE risk, not less. Hear me out. At the moment the most boring and counter productive thing in the sewers IMO is the cheap and easy suicide option. This effecient means of banking stones means that you never have the option to earn your stones back. If players had to run the stones home to bank them it would give much more excitement, more reason to group up small scale, and a chance to have your stones earned back by cutting them off on their way back to the base.

    Get me unstuck and suicide should not be most effecient way to "earn" stones.

    You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.

    If anything, ZOS needs to makes changes that even the odds for the victims:

    1) Make Sigils available for gold at reasonable price.

    2) Make Sigils work IMMEDIATELY so that you can't be ganked while using them.

    3) Change doors and gates so that they can be used in combat and work immediately.

    4) Provide safe spaces in your own faction's sewer system that give PvP immunity, but only to members of that faction.

    These changes would only be a START to addressing the massive imbalances that favor gankers over grinders! What we really need is a separate IC campaign just for PvE. They can give the MOBS 80% of my stones in order keep the "risk vs. reward" balance.
    #CAREBEARMASTERRACE
  • JD2013
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    TV stones would be a lot more valuable if they actually bought anything of worth, besides the odd rune for enchanting high level gear.
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    Crafting bag OP! ZOS nerf pls!
  • NeillMcAttack
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    I just want to say that I enjoy the system the way it is simply because it works. It Incentivizes' group play, communication, awareness and planning. Without any risk all you would have is what occurs in the arena district during prime time, a cluster f**k.
    I also feel the structure would benefit from MORE risk, not less. Hear me out. At the moment the most boring and counter productive thing in the sewers IMO is the cheap and easy suicide option. This effecient means of banking stones means that you never have the option to earn your stones back. If players had to run the stones home to bank them it would give much more excitement, more reason to group up small scale, and a chance to have your stones earned back by cutting them off on their way back to the base.

    Get me unstuck and suicide should not be most effecient way to "earn" stones.

    You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.

    If anything, ZOS needs to makes changes that even the odds for the victims:

    1) Make Sigils available for gold at reasonable price.

    2) Make Sigils work IMMEDIATELY so that you can't be ganked while using them.

    3) Change doors and gates so that they can be used in combat and work immediately.

    4) Provide safe spaces in your own faction's sewer system that give PvP immunity, but only to members of that faction.

    These changes would only be a START to addressing the massive imbalances that favor gankers over grinders! What we really need is a separate IC campaign just for PvE. They can give the MOBS 80% of my stones in order keep the "risk vs. reward" balance.

    If one could not simply *poof* from the sewers at least you would have a chance at earning your stones back.

    You will have to elaborate on what you refer to as a ganker, because to be ganked you need to be outnumbered as far as I unterstand it.
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  • LadyNalcarya
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    You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.

    This.
    There's 0 risks for gankers, even if they die, they wont even need to pay for repairs.
    If a pve farmer dies, he basically loses the time he spent on farming. Considering that most of IC gankers are cowardly players who will only land killing blow when the mobs did the most of the job, this is just stupid.
    I dont consider IC to be fully-fledged pvp zone, its just weird hybrid that promotes griefing.
    Edited by LadyNalcarya on February 29, 2016 7:09PM
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  • Mashille
    Mashille
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    f45.gif

    ^ Me taking all your stones ^
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  • NeillMcAttack
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    You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.

    This.
    There's 0 risks for gankers, even if they die, they wont even need to pay for repairs.
    If a pve farmer dies, he basically loses the time he spent on farming. Considering that most of IC gankers are cowardly players who will only land killing blow when the mobs did the most of the job, this is just stupid.
    I dont consider IC to be fully-fledged pvp zone, its just weird hybrid that promotes griefing.

    If you are being killed by one guy lurking in stealth waiting for an opportunity to kill you, why are you not grouped with players you can communicate with? Did you have a healer near by? IC promotes group play, it even rewards small group play with greater stone multiplayer relative to time it takes to farm.

    What is it about the zone that makes you think it's an efficient place to farm solo??
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  • Jaronking
    Jaronking
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    I just want to say that I enjoy the system the way it is simply because it works. It Incentivizes' group play, communication, awareness and planning. Without any risk all you would have is what occurs in the arena district during prime time, a cluster f**k.
    I also feel the structure would benefit from MORE risk, not less. Hear me out. At the moment the most boring and counter productive thing in the sewers IMO is the cheap and easy suicide option. This effecient means of banking stones means that you never have the option to earn your stones back. If players had to run the stones home to bank them it would give much more excitement, more reason to group up small scale, and a chance to have your stones earned back by cutting them off on their way back to the base.

    Get me unstuck and suicide should not be most effecient way to "earn" stones.

    You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.

    If anything, ZOS needs to makes changes that even the odds for the victims:

    1) Make Sigils available for gold at reasonable price.

    2) Make Sigils work IMMEDIATELY so that you can't be ganked while using them.

    3) Change doors and gates so that they can be used in combat and work immediately.

    4) Provide safe spaces in your own faction's sewer system that give PvP immunity, but only to members of that faction.

    These changes would only be a START to addressing the massive imbalances that favor gankers over grinders! What we really need is a separate IC campaign just for PvE. They can give the MOBS 80% of my stones in order keep the "risk vs. reward" balance.

    How is losing 80% of your stones to mobs any different from losing them to s player?Their no risk in facing a Mob their risk in facing a Player.Also you have to remember even Gankers can get gank. I have to ask why is dying to a player so frightening but dying to a NPC is fine.Is it a a problem admitting someone better then you.
  • Emma_Overload
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    JD2013 wrote: »
    TV stones would be a lot more valuable if they actually bought anything of worth, besides the odd rune for enchanting high level gear.

    5000 TV buys you 100 Rubedo which can be sold quickly for 18K gold.
    #CAREBEARMASTERRACE
  • Emma_Overload
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    I just want to say that I enjoy the system the way it is simply because it works. It Incentivizes' group play, communication, awareness and planning. Without any risk all you would have is what occurs in the arena district during prime time, a cluster f**k.
    I also feel the structure would benefit from MORE risk, not less. Hear me out. At the moment the most boring and counter productive thing in the sewers IMO is the cheap and easy suicide option. This effecient means of banking stones means that you never have the option to earn your stones back. If players had to run the stones home to bank them it would give much more excitement, more reason to group up small scale, and a chance to have your stones earned back by cutting them off on their way back to the base.

    Get me unstuck and suicide should not be most effecient way to "earn" stones.

    You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.

    If anything, ZOS needs to makes changes that even the odds for the victims:

    1) Make Sigils available for gold at reasonable price.

    2) Make Sigils work IMMEDIATELY so that you can't be ganked while using them.

    3) Change doors and gates so that they can be used in combat and work immediately.

    4) Provide safe spaces in your own faction's sewer system that give PvP immunity, but only to members of that faction.

    These changes would only be a START to addressing the massive imbalances that favor gankers over grinders! What we really need is a separate IC campaign just for PvE. They can give the MOBS 80% of my stones in order keep the "risk vs. reward" balance.

    If one could not simply *poof* from the sewers at least you would have a chance at earning your stones back.

    You will have to elaborate on what you refer to as a ganker, because to be ganked you need to be outnumbered as far as I unterstand it.

    When I say "poof", I'm referring to the fact that most of these guys are Nightblades who use Cloak to move through the sewers undetected.

    Basically, I define a ganker as anybody who goes into another faction's section of the sewer and kills players for their stones. They typically run in groups of 2 to 4, but there are plenty of them who run solo, too. If they are stam builds, they use a lot of gap closers and Wrecking Blows or Surprise attacks. If they are magicka builds, the dangerous ones tend to rely on Detonation and Bats.

    If you drop a lot of stones (1000+), they never seem to stick around to see if you come back for revenge. Instead, you see them again 10 or 15 minutes later when you've built up another stash of stones :(

    Edited by Emma_Overload on February 29, 2016 8:40PM
    #CAREBEARMASTERRACE
  • Borgenaattori
    I like this telvar system. It is good sport to protect your telvars from thieves.
  • LadyNalcarya
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    You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.

    This.
    There's 0 risks for gankers, even if they die, they wont even need to pay for repairs.
    If a pve farmer dies, he basically loses the time he spent on farming. Considering that most of IC gankers are cowardly players who will only land killing blow when the mobs did the most of the job, this is just stupid.
    I dont consider IC to be fully-fledged pvp zone, its just weird hybrid that promotes griefing.

    If you are being killed by one guy lurking in stealth waiting for an opportunity to kill you, why are you not grouped with players you can communicate with? Did you have a healer near by? IC promotes group play, it even rewards small group play with greater stone multiplayer relative to time it takes to farm.

    What is it about the zone that makes you think it's an efficient place to farm solo??

    Could you please stop making assumptions about me?
    I dont have any personal interest in IC as I have 7 vr16 chars already (8th is a crafter), and full vr16 sets of gear as well as decent amount of gold. Also I have no interest in pvping here, since ganking pvers =/= pvp, its just griefing. But not having personal interest doesnt mean that I cant point out design flaws.
    IC (like some other places in Cyro) is a very good place for leveling (even solo), and the best place for farming materials (just compare easily obtainable tel vars with scarce vr15-16 nodes in Wrothgar). Unfortunately, its the worst designed area of the game, because it encourages griefing and toxic behavior. Why? Its simple, really. Risk vs reward systems only work if they, well, both risky and rewarding for all who participate. In case of IC, gankers do not risk anything, why should they get high rewards? Imo game shoudnt encourage this kind of thing. IC "pvp" mostly has nothing to do with pvp, there's no objectives, no arenas, no nothing, just robbing pvers.
    Pve zone with a bit of pvp wouldnt be a bad idea imo if it woudnt include looting other players. In Cyrodiil, for example, pve player can be killed, but they wont lose anything valuable. In IC, developers basically offered pvers the role of cannon fodder.
    Imo, IC has 2 main issues:
    1) It lacks actual pvp activities, even though it should be a perfect place for "capture a flag" missions or pvp arena.
    2) It promotes griefing.
    Edited by LadyNalcarya on February 29, 2016 8:53PM
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

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  • Emma_Overload
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    Jaronking wrote: »
    I just want to say that I enjoy the system the way it is simply because it works. It Incentivizes' group play, communication, awareness and planning. Without any risk all you would have is what occurs in the arena district during prime time, a cluster f**k.
    I also feel the structure would benefit from MORE risk, not less. Hear me out. At the moment the most boring and counter productive thing in the sewers IMO is the cheap and easy suicide option. This effecient means of banking stones means that you never have the option to earn your stones back. If players had to run the stones home to bank them it would give much more excitement, more reason to group up small scale, and a chance to have your stones earned back by cutting them off on their way back to the base.

    Get me unstuck and suicide should not be most effecient way to "earn" stones.

    You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.

    If anything, ZOS needs to makes changes that even the odds for the victims:

    1) Make Sigils available for gold at reasonable price.

    2) Make Sigils work IMMEDIATELY so that you can't be ganked while using them.

    3) Change doors and gates so that they can be used in combat and work immediately.

    4) Provide safe spaces in your own faction's sewer system that give PvP immunity, but only to members of that faction.

    These changes would only be a START to addressing the massive imbalances that favor gankers over grinders! What we really need is a separate IC campaign just for PvE. They can give the MOBS 80% of my stones in order keep the "risk vs. reward" balance.

    How is losing 80% of your stones to mobs any different from losing them to s player?Their no risk in facing a Mob their risk in facing a Player.Also you have to remember even Gankers can get gank. I have to ask why is dying to a player so frightening but dying to a NPC is fine.Is it a a problem admitting someone better then you.

    PvE grinders are built to fight PvE mobs, so it's a much more balanced fight. Losing stones to a mob would be annoying, but it wouldn't be nearly as humiliating as knowing that there's a human being out there that is actually PROFITING from your misery... and enjoying it!

    Personally, I don't think ganking Tel Var stones should even be possible, but since that's not likely to change, the least ZOS can do is give grinders a chance to escape.
    #CAREBEARMASTERRACE
  • NeillMcAttack
    NeillMcAttack
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    You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.

    This.
    There's 0 risks for gankers, even if they die, they wont even need to pay for repairs.
    If a pve farmer dies, he basically loses the time he spent on farming. Considering that most of IC gankers are cowardly players who will only land killing blow when the mobs did the most of the job, this is just stupid.
    I dont consider IC to be fully-fledged pvp zone, its just weird hybrid that promotes griefing.

    If you are being killed by one guy lurking in stealth waiting for an opportunity to kill you, why are you not grouped with players you can communicate with? Did you have a healer near by? IC promotes group play, it even rewards small group play with greater stone multiplayer relative to time it takes to farm.

    What is it about the zone that makes you think it's an efficient place to farm solo??

    Could you please stop making assumptions about me?
    I dont have any personal interest in IC as I have 7 vr16 chars already (8th is a crafter), and full vr16 sets of gear as well as decent amount of gold. Also I have no interest in pvping here, since ganking pvers =/= pvp, its just griefing. But not having personal interest doesnt mean that I cant point out design flaws.
    IC (like some other places in Cyro) is a very good place for leveling (even solo), and the best place for farming materials (just compare easily obtainable tel vars with scarce vr15-16 nodes in Wrothgar). Unfortunately, its the worst designed area of the game, because it encourages griefing and toxic behavior. Why? Its simple, really. Risk vs reward systems only work if they, well, both risky and rewarding for all who participate. In case of IC, gankers do not risk anything, why should they get high rewards? Imo game shoudnt encourage this kind of thing. IC "pvp" mostly has nothing to do with pvp, there's no objectives, no arenas, no nothing, just robbing pvers.
    Pve zone with a bit of pvp wouldnt be a bad idea imo if it woudnt include looting other players. In Cyrodiil, for example, pve player can be killed, but they wont lose anything valuable. In IC, developers basically offered pvers the role of cannon fodder.
    Imo, IC has 2 main issues:
    1) It lacks actual pvp activities, even though it should be a perfect place for "capture a flag" missions or pvp arena.
    2) It promotes griefing.

    What is griefing? Losing at a video game causes grief..... I don't understand. I find it exciting having a lot of stones on me, my Mage light stays up, my senses are heightened, I'm staying close to my team, we are communicating, it's fun. When we acquire a lot of stones sometimes we will choose to run them back to base, why, because it's fun and exciting. And the multiplier is your friend. Do I lose a lot of stones sometimes? Sure, Do I feel grief when It happens. Hardly.
    PC EU - NoCP PvP, is real PvP
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    @ McAttack in game
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  • NeillMcAttack
    NeillMcAttack
    ✭✭✭✭✭
    I just want to say that I enjoy the system the way it is simply because it works. It Incentivizes' group play, communication, awareness and planning. Without any risk all you would have is what occurs in the arena district during prime time, a cluster f**k.
    I also feel the structure would benefit from MORE risk, not less. Hear me out. At the moment the most boring and counter productive thing in the sewers IMO is the cheap and easy suicide option. This effecient means of banking stones means that you never have the option to earn your stones back. If players had to run the stones home to bank them it would give much more excitement, more reason to group up small scale, and a chance to have your stones earned back by cutting them off on their way back to the base.

    Get me unstuck and suicide should not be most effecient way to "earn" stones.

    You talk about risk, but for who? Almost none of the gankers I actually manage to kill are carrying any stones. Where is the risk for THEM? They just show up and steal from grinders and then *poof* into thin air.

    If anything, ZOS needs to makes changes that even the odds for the victims:

    1) Make Sigils available for gold at reasonable price.

    2) Make Sigils work IMMEDIATELY so that you can't be ganked while using them.

    3) Change doors and gates so that they can be used in combat and work immediately.

    4) Provide safe spaces in your own faction's sewer system that give PvP immunity, but only to members of that faction.

    These changes would only be a START to addressing the massive imbalances that favor gankers over grinders! What we really need is a separate IC campaign just for PvE. They can give the MOBS 80% of my stones in order keep the "risk vs. reward" balance.

    If one could not simply *poof* from the sewers at least you would have a chance at earning your stones back.

    You will have to elaborate on what you refer to as a ganker, because to be ganked you need to be outnumbered as far as I unterstand it.

    When I say "poof", I'm referring to the fact that most of these guys are Nightblades who use Cloak to move through the sewers undetected.

    Basically, I define a ganker as anybody who goes into another faction's section of the sewer and kills players for their stones. They typically run in groups of 2 to 4, but there are plenty of them who run solo, too. If they are stam builds, they use a lot of gap closers and Wrecking Blows or Surprise attacks. If they are magicka builds, the dangerous ones tend to rely on Detonation and Bats.

    If you drop a lot of stones (1000+), they never seem to stick around to see if you come back for revenge. Instead, you see them again 10 or 15 minutes later when you've built up another stash of stones :(

    It sounds like you are getting outplayed tbh. Do you play in a group yourself? A well organised group doesn't fear 2-4 nightblades. I'm honestly not trying to sound cocky or condescending, I just really enjoy the gameplay involved in the sewers. And I feel like you and many others would enjoy it a lot more too if you played in an organized group.

    P.S I always have my radiant magelight up, I can't count how many times nightblades have tried to run past me and been killed by my group.
    PC EU - NoCP PvP, is real PvP
    Tiidehunter Nord StamDK EP PvP Main
    Legion Commander Tresdin Stamplar DC PvE Main
    Sephirith Altmer MagPlar EP Gondar the Bounty Hunter Khajiit StamBlade DC
    The Dirge Redguard StamNecro EP Disruptor Stormcrafter Nord StamSorc AD
    Lone Druid Bosmer Stam Warden EP Necro-Phos Argonian MagBlade AD
    @ McAttack in game
    Played since beta, and then on console at release, until the game became unplayable on console.
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