Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Remove/ change Tel Var Stones loss ?

Ilithyania
Ilithyania
✭✭✭✭✭
Hate losing my stones >:)
Edited by Ilithyania on September 4, 2017 8:08AM
PC

Remove/ change Tel Var Stones loss ? 165 votes

Remove
18%
Aimorastarlizard70ub17_ESOIts_AlexisWingTommy83RomoNemeliomThrymbauldesotoonmeekeyceeO_LYKOSAenvarSnowZeniaLadyNalcaryaMattT1988GrumpyDucklingFischblutThe_ProtagonistBythotrepesTheAngelofDeath99 30 votes
Keep as it is
56%
IcyDeadPeopleGilvothSythen88411AcrolasArobainOsteosmoutonSvenjaTryxusIruil_ESOYakidafiDatoliteanitajoneb17_ESOedopeyKetarmishPudintechnohicwhiteshadow711jppreub18_ESOsdtlcAzraelKrieg 94 votes
Change the amount lost
24%
AlienSlofNebthet78sparafucilsarwb17_ESOArtheironMrDenimChickenWabujcacereswchaserstorm16909Tan9oSucckaOeildefeu91Blackbird_VLord_EomerLuigi_VampaTai-ChiBeardimusMetafaeBlackleopardexWrecking_Blow_Spamwolfie1.0.Qbiken 41 votes
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Do not die and you will not lose any. It certainly should not be removed. Might as well just give it to us if the risk is taken away.
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Change the amount lost
    I would like to see ZOS revert to how it used to be:
    10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".
  • Marabornwingrion
    Marabornwingrion
    ✭✭✭✭✭
    ✭✭✭✭
    Change the amount lost
    If you die to a player you should lose 100% of your stones.
  • Runschei
    Runschei
    ✭✭✭✭✭
    Keep as it is
    This is the design for Imperial City and its Sewers. I don't see the point in having a second Cyrodiil in Cyrodiil. IC is unique because of the risk that follows.
  • Emma_Overload
    Emma_Overload
    ✭✭✭✭✭
    ✭✭✭✭✭
    Keep as it is
    Qbiken wrote: »
    I would like to see ZOS revert to how it used to be:
    10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".

    It was never like that. It was 90% to enemy players and 10% to mobs at IC launch, then it was later changed to 50/50.
    #CAREBEARMASTERRACE
  • Metafae
    Metafae
    ✭✭✭✭✭
    Change the amount lost
    I think I hybrid of how it used to be with how it is now.

    Specifically:

    50% when death to mob
    80% when death to player

    BUT

    Increase telvar drop amounts across the board.
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Change the amount lost
    Qbiken wrote: »
    I would like to see ZOS revert to how it used to be:
    10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".

    It was never like that. It was 90% to enemy players and 10% to mobs at IC launch, then it was later changed to 50/50.

    Thx, remember it wrong then :P
  • Epona222
    Epona222
    ✭✭✭✭✭
    ✭✭✭✭
    It's already been changed, used to be that when killed by another player you would lose something like 90% - we have it easy now, stop fussing about it.

    Go in with 0 Tel Var, come out with 500, that is a net gain, regardless of whether you gained 20500 amd lost 20000 in there.

    Just learn to not count chickens before they are hatched (or in this case, not to count Tel Var until they are in the bank). It's part of the excitement of IC imo.
    Edited by Epona222 on September 4, 2017 9:53AM
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • Slick_007
    Slick_007
    ✭✭✭✭✭
    Qbiken wrote: »
    I would like to see ZOS revert to how it used to be:
    10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".

    It was never like that. It was 90% to enemy players and 10% to mobs at IC launch, then it was later changed to 50/50.

    http://tamrieljournal.com/eso-tel-var-stones-explained/

    suggests you are wrong since they mention you lost all if you died to a player. or they got it wrong.
  • Morgul667
    Morgul667
    ✭✭✭✭✭
    ✭✭✭✭✭
    Keep as it is
    Love it the way it is
  • Judas Helviaryn
    Judas Helviaryn
    ✭✭✭✭✭
    ✭✭✭
    You should lose every single stone you have to both NPCs and Players, with the caveat that NPCs who kill players hold onto their stones until they're killed, despawn, or the server restarts.

    Don't risk what you can't afford to lose.
  • paulsimonps
    paulsimonps
    ✭✭✭✭✭
    ✭✭✭
    Keep as it is
    Qbiken wrote: »
    I would like to see ZOS revert to how it used to be:
    10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".

    It was a horrible "feature" and glad they got ride of it.
  • Katahdin
    Katahdin
    ✭✭✭✭✭
    ✭✭✭✭✭
    Keep as it is
    Used to be 10% to a NPC and 80% lost to a player, it was not 100% that I recall unless it was very early on and they changed it very early on.

    Its fine as it is. You bank some Tel Var, You lose some Tel Var
    Edited by Katahdin on September 4, 2017 9:15PM
    Beta tester November 2013
  • disintegr8
    disintegr8
    ✭✭✭✭✭
    ✭✭
    Keep as it is
    You definitely used to lose more when killed, so it has already been nerfed - leave it like it is.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • chaserstorm16909
    chaserstorm16909
    ✭✭✭✭✭
    Change the amount lost
    Make it 100%.
  • Fischblut
    Fischblut
    ✭✭✭✭✭
    ✭✭
    Remove
    I didn't have that dlc when the loss was 90% to players and I do not regret not having it then :D 50% is still quite bad :/ I would either remove the loss of tel var completely, or make it so you lose only 10% no matter if you died from NPC or player.
  • Tan9oSuccka
    Tan9oSuccka
    ✭✭✭✭✭
    ✭✭✭
    Change the amount lost
    The old system was better.
  • FluffyReachWitch
    FluffyReachWitch
    ✭✭✭✭✭
    Change the amount lost
    I'm in favor of nerfing loss to NPCs back to where it used to be. The grind is tedious and losing half to one slip-up is a pain.
  • MasterSpatula
    MasterSpatula
    ✭✭✭✭✭
    ✭✭✭✭✭
    Keep as it is
    Sure, it's frustrating to lose your stones.

    But losing is supposed to be frustrating.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    Keep as it is
    Losing Tel-var stones is really the only thing in the game that has any consequence at all if you die. I suppose dying in Cyradiil and having to travel a long way to get back to the fight can be considered a consequence but not quite like losing a pocket full of stones is.

    I like the way it is now. On nights when there isn't any group or guild activity happening I like to take 1000 stones and go up into the city then drop back into the sewers as far away from my home gate as I can. Then I try to make it home with all my stones. I try to hide from the banner bosses and from groups of enemy players but I fight everything else including the other bosses in the sewers. It is rare I make it all the way without dying but I usually end up with more than the 1000 stones I started with.

    Wouldn't be as fun if there wasn't the threat of losing stones. Gets really fun when you have more than 10K in your pockets and still have half a circle to get around before your safe.
    and then the parrot said, "must be the water mines green too."
  • paulsimonps
    paulsimonps
    ✭✭✭✭✭
    ✭✭✭
    Keep as it is
    Risk vs Reward. It creates tension and makes things more exciting. The system is fine as is, it was a good chance when they made it like this, you can't cheat your way out of loosing Tel-var stones anymore. Monster or Player, you lose half your stones.
  • generalmyrick
    generalmyrick
    ✭✭✭✭✭
    Keep as it is
    Ilithyania wrote: »
    Hate losing my stones >:)

    the system seems to be designed around the loss...?
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • geonsocal
    geonsocal
    ✭✭✭✭✭
    ✭✭✭✭✭
    Change the amount lost
    Qbiken wrote: »
    I would like to see ZOS revert to how it used to be:
    10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".

    yeah, more and more i wonder why they ever instituted those changes...

    number one thing to change back - let us re-spawn on any platform in IC (keep the flags)...

    and, revert back to the old system of tel var loss...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    Keep as it is
    Risk vs Reward. It creates tension and makes things more exciting. The system is fine as is, it was a good chance when they made it like this, you can't cheat your way out of loosing Tel-var stones anymore. Monster or Player, you lose half your stones.

    I had forgot about players running to be killed my a monster when attacked by a player so they could save some stones.
    and then the parrot said, "must be the water mines green too."
  • Vizier
    Vizier
    ✭✭✭✭✭
    Keep as it is
    As is. The pucker factor in I.C. is what makes the experience fun. Have to LOL @ players losing tons of stones merely because they feel entitled to be safe with 10K plus stones on them for "farming" tel var, or they can't be bothered to return to the bank now and again. Sorry. No sympathy.
  • geonsocal
    geonsocal
    ✭✭✭✭✭
    ✭✭✭✭✭
    Change the amount lost
    you can't cheat your way out of losing Tel-var stones anymore. Monster or Player, you lose half your stones.

    hahahahahaha :p

    I remember sneaking off to the arbortoreum all the time to try to aggro npcs and die as quickly as possible...or, down in those "pits" with the guards and prisoners in the arena district itself...

    trying to stay crouched while getting beat on...i remember for some of my characters in heavy it would seem like it would take forever to die...
    Edited by geonsocal on September 5, 2017 12:06AM
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Blackleopardex
    Blackleopardex
    ✭✭✭✭
    Change the amount lost
    Because I think the player that dies should loose 100% of his/her telvar to the killer(s). This is one of the most fun things about IC. #stopthebabynerfs
    6 NB: Tank, Healer, Mag/Stam PVE&PVP.
    I don't read long signatures: https://www.youtube.com/user/Blackleopardex
  • Teridaxus
    Teridaxus
    ✭✭✭✭✭
    I like the risk/reward idea but zos kinda forget the reward part :/
  • Reverb
    Reverb
    ✭✭✭✭✭
    ✭✭✭✭✭
    Keep as it is
    I don't say this very often, but it's fine the way it is.

    Of course you hate losing your stones, everyone does. And we all like gaining stones from killing others. If you want to die without consequences, the entire rest of the game awaits you. IC is the only zone with a risk/reward factor. Leave it alone.
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • Blackleopardex
    Blackleopardex
    ✭✭✭✭
    Change the amount lost
    Reverb wrote: »
    I don't say this very often, but it's fine the way it is.

    Of course you hate losing your stones, everyone does. And we all like gaining stones from killing others. If you want to die without consequences, the entire rest of the game awaits you. IC is the only zone with a risk/reward factor. Leave it alone.

    Well put
    6 NB: Tank, Healer, Mag/Stam PVE&PVP.
    I don't read long signatures: https://www.youtube.com/user/Blackleopardex
Sign In or Register to comment.