Maintenance for the week of May 4:
• PC/Mac: No maintenance – May 4

Should telvar loss to players be modified?

coop500
coop500
✭✭✭✭✭
✭✭✭✭✭
At the moment you lose half your currently carried telvar stones if a player kills you, do you personally want this to be adjusted? Note that this isn't counting the NPC caused deaths, I'm just talking about player caused deaths.
Hoping for more playable races.

I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)

Should telvar loss to players be modified? 317 votes

Yes, make it only 25%
17%
k9mouseArrodisiaScardyFoxSPE825falcasternub18_ESOKhrogoElsonsobellatrixedCallumStreegammtaniacGoratesqueSunRaiderKatahdinmeekeyceeFilteredRiddlePink_ViolinzDorianDragonRazeLadyLethallaLord_Eomer 55 votes
Yes, put it back to the original 80%
6%
xenowarrior92eb17_ESOAnrosebottleofsyrupLatiosghwaiteCaineCarverCeeJonesyleepalmer95BeardimusParaNostramSilver_StriderNussi28susmitdsBNOCKonstant_Tel_NecrisGiuEliN0Daedric_NB_187JXNwarriorKittyHazWaresNeloth290 21 votes
Yes, remove the loss entirely
27%
moonsugar66josh.lackey_ESOvailjohn_ESODarcyMardinSaucy_JackGythralmattaeus01b16_ESOMunavarstojekarcub18_ESOAshtariskimaerilGTech_1AhPook_Is_HereNetViperXTommy83BergisMacBrideDanteYodaHvzedaEnemy-of-ColdharbourJakhajay 86 votes
Yes, make it a 100% loss
8%
kendellking_chaosb14_ESOEdziuMinalanEirellachaserstorm16909Rex-UmbraWollustJudas HelviarynWreckfulAbandonSaKGEEbardx86GrigorijMalahevichJolipinatorfirerapturePemPemMarabornwingrionSolidusPrimegetemshaunasupaskrubCaiWenji 28 votes
Yes make it... (insert your idea via comments)
5%
SolarikenDrakoleonAnethumredspecter23xxthir13enxxesotoonApheriusvamp_emilyafonikRoyajiDrakkdjinnArkrayMondininotyuuJamelielweedgeniusTaloros 17 votes
No it's fine the way it is
34%
jediodyn_ESOGilvothAcrolasCresotis67SigtricWuffyCeruleiSkayaqthomas1970b16_ESOstatic_rechargeAurielleDatolitekickback120ub17_ESOSheezabeastSeriThestephenmcraeub17_ESOkojoutechnohicUPrimeErilAq 110 votes
  • Didgerion
    Didgerion
    ✭✭✭✭✭
    A total redesign of the area is required.

    The thievery element needs to be removed from the game as it is too toxic.
  • Haashhtaag
    Haashhtaag
    ✭✭✭✭✭
    Yes, put it back to the original 80%
    Leave as is or revert to original. It’s a pvp zone and removing the loss of telvar would essentially turn it into just another playground for pve kids as if there isn’t enough of those already.
  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, make it only 25%
    Didgerion wrote: »
    A total redesign of the area is required.

    The thievery element needs to be removed from the game as it is too toxic.

    I agree that the thievery is toxic, I mostly voted for 25% as I feel SOME risk is okay, but 50% feels way too steep for how many toxic players/situations/builds there are in the game.
    But I would be perfectly happy if the loss to other players entirely was removed.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Mayrael
    Mayrael
    ✭✭✭✭✭
    ✭✭✭✭✭
    No it's fine the way it is
    Votes of PvE players shouldn't count as they don't play there anyway. Remove Tel Vars loss from PvP death and you can basically turn IC into PvE zone as there will be literally no reason for PvPers to run around there.
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
  • rumple9
    rumple9
    ✭✭✭✭✭
    Yes, remove the loss entirely
    Only NBs voting for 80%
  • Hovind_Theory
    Hovind_Theory
    Soul Shriven
    The amount lost should be proportional to how much you carry. So say 100 2x multiplier you would lose 25%. If you have 4x you should lose 50%
  • weedgenius
    weedgenius
    ✭✭✭✭✭
    Yes make it... (insert your idea via comments)
    The loss is its own thing, sure, but people seem to forget that it is directly tied to the carry bonus. So, the more stones you carry the better your multiplier is, but the bigger risk you take it you're killed. That's kinda the whole point of this "currency" and a key dynamic to the PvP aspect of this zone. I highly doubt this is something they would do away with now.

    There could be some kind of rework that feels less punishing to the player, though, I agree. If they want you to still face a risk when carrying TV, there could be some kind of general "lose 25% of TV upon death" but what if that TV does not go to the player who killed you? Just disappears into the ether. And instead of getting someone's TV when you off them, killing an enemy player can award, say, a standard 100 TV times whatever your multiplier is. That way you are still incentivized to carry bigger numbers but you don't have to watch someone scamper away with half your stones after they gank you.
    Edited by weedgenius on September 13, 2018 5:04PM
    PS4 NA
    Better Homes & Gardens
  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, make it only 25%
    Mayrael wrote: »
    Votes of PvE players shouldn't count as they don't play there anyway. Remove Tel Vars loss from PvP death and you can basically turn IC into PvE zone as there will be literally no reason for PvPers to run around there.

    They could do like AP and give a % of telvar to the ganker (because let's be honest that's what usually happens) but the PVEer doesn't lose their telvar either
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Hateanthem
    Hateanthem
    ✭✭✭✭
    No it's fine the way it is
    Nope. It's a PvP area with incentives for PvP'ers to PvE, not the other way around.
  • Emmagoldman
    Emmagoldman
    ✭✭✭✭✭
    No it's fine the way it is
    It's funny because besides this event, ic/sewers are generally empty. If you are afraid of the pvp element, just wait until the event is over
  • Apache_Kid
    Apache_Kid
    ✭✭✭✭✭
    ✭✭✭✭
    No it's fine the way it is
    There needs to be one pvp area where dying actually means something. The current system is fine. As someone said above if you're afraid of losing your stones just wait and it'll be mostly empty again soon.

  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, make it only 25%
    Hateanthem wrote: »
    Nope. It's a PvP area with incentives for PvP'ers to PvE, not the other way around.

    Yeah but that's not how it works, what the reality is the PVPers use it as a PVEer's hunting grounds.
    Regardless of what it was intended as, that's not what people are using it for.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Mintaka5
    Mintaka5
    ✭✭✭✭✭
    Yes, remove the loss entirely
    Hate this so much, I've lost so much Telvar I don't even bother anymore to farm it, because there's really no substantial items that it can acquire.
  • Ilithyania
    Ilithyania
    ✭✭✭✭✭
    Yes, remove the loss entirely
    at least try it out maybe :)
    PC
  • Haashhtaag
    Haashhtaag
    ✭✭✭✭✭
    Yes, put it back to the original 80%
    Mintaka5 wrote: »
    Hate this so much, I've lost so much Telvar I don't even bother anymore to farm it, because there's really no substantial items that it can acquire.

    Hakeijos and alchemy satchels are amazing
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
    ✭✭✭✭✭
    ✭✭✭✭✭
    If it were up to me, I would probably leave it at 50% for a player death, 25% for a boss/pve death, with a cap of somewhere between 5k-10k stones that you can lose at one time. The cap would not apply if wearing Imperial physique.

    I think it would also be interesting if somehow you would lose less stones if a group member resurrects you, as opposed to needing to release. Lets say you and and your group battle another group. If they wipe you, you should lose more stones than if you die, but your team reses you and you ultimately prevail. I suppose it is already that way to some degree, as you would get stones from the kills, but I think there would be a cool incentive to try and get res's off as opposed to just releasing and running back.
    Edited by Oreyn_Bearclaw on September 13, 2018 5:19PM
  • Apache_Kid
    Apache_Kid
    ✭✭✭✭✭
    ✭✭✭✭
    No it's fine the way it is
    coop500 wrote: »
    Hateanthem wrote: »
    Nope. It's a PvP area with incentives for PvP'ers to PvE, not the other way around.

    Yeah but that's not how it works, what the reality is the PVPers use it as a PVEer's hunting grounds.
    Regardless of what it was intended as, that's not what people are using it for.

    I mean, people use it to gain tel var. Im pretty sure that was the intended use of the zone. Gaining tel var involves killing other players.
  • Reistr_the_Unbroken
    Reistr_the_Unbroken
    ✭✭✭✭✭
    Yes, remove the loss entirely
    Get rid of the loss entirely
  • Emmagoldman
    Emmagoldman
    ✭✭✭✭✭
    No it's fine the way it is
    coop500 wrote: »
    Hateanthem wrote: »
    Nope. It's a PvP area with incentives for PvP'ers to PvE, not the other way around.

    Yeah but that's not how it works, what the reality is the PVPers use it as a PVEer's hunting grounds.
    Regardless of what it was intended as, that's not what people are using it for.

    Maybe during this event. Generally, 98% of the year it is dead or a group farming. Every so often two farming groups fight, but that's really it. You can EASILY get a group together and farm bosses. I think people are getting worked up because they are stepping into a pvp zone and getting ganked or smacked around, then calling for changes because they want the bonus from the event. While any changes made should be based on when there is not an event and based on people who generally do enjoy it and not off of when someone steps into a zone for a two week event then back into pve.

    That's just as ridiculous as me stepping into vma during the event, and calling for changes when it is not content I generally care for. Why should they cater content for people who don't enjoy a certain game play? It's not starbucks. There are players that like pvp with high costs, and this zone fits that demographic.
  • nryerson1025
    nryerson1025
    ✭✭✭✭
    I just think there shouldn't be a 50% penalty if you DC during while, say, soloing a district boss, or if you have to use /stuck. I understand this can be abused but its just not fair. Something should prevent this.
  • Runs
    Runs
    ✭✭✭✭✭
    ✭✭✭
    How much you lose should be dynamic based on how much the person/people killing you are holding.


    You shouldn't lose any when someone who has none of their own to lose attacks you.

    NPCs are fine at 50%
    Runs| Orc NightbladeChim-el Adabal| Dunmer TemplarM'air the Honest| Khajiit Templar
    Oddity| Altmer SorcerorDrizlo| Orc DragonKnightLady Ra Gada| Redguard Sorceror
    Taste-of-Hist-Sap| Argonian NightbladeWar'den Peace| Khajiit WardenLittle Warden Annie Altmer Warden
    Ports with Blood| Breton TemplarDirty-Old-Man| Dunmer DragonKnightEyes-of-the-Sun| Argonian DragonKnight
    Bleak Mystique| Nord WardenPolychronopolous| Imperial SorcerorBullcrit| Khajiit Nightblade
    PC NA CP 1250+ and still a noob
    At Writs End - A place to complete master writs
  • Mintaka5
    Mintaka5
    ✭✭✭✭✭
    Yes, remove the loss entirely
    Haashhtaag wrote: »
    Hakeijos and alchemy satchels are amazing

    Pffff. I'd rather farm gold overland (of which I'd never lose), and buy from traders. Work smarter, not harder :D

  • Facefister
    Facefister
    ✭✭✭✭✭
    ✭✭
    Haashhtaag wrote: »
    Leave as is or revert to original. It’s a pvp zone and removing the loss of telvar would essentially turn it into just another playground for pve kids as if there isn’t enough of those already.

    Imperial City and Sewers are dead. The occasional ganking of an unsuspecting "pve kid" is all you get there.
  • nryerson1025
    nryerson1025
    ✭✭✭✭
    Players shouldn'tjust complain if they don't come prepared. If you want to avoid being outnumbered, which I face 99% of the time I'm in IC, quickslot an invis pot and use your other potions cautiously. It's hardly ever an issue.
  • Haashhtaag
    Haashhtaag
    ✭✭✭✭✭
    Yes, put it back to the original 80%
    Mintaka5 wrote: »
    Haashhtaag wrote: »
    Hakeijos and alchemy satchels are amazing

    Pffff. I'd rather farm gold overland (of which I'd never lose), and buy from traders. Work smarter, not harder :D
    Hakeijos sell generally for 9-10k gold and sell fast. The alchemy satchels allow you to make high end pots that sell for 30-40k a stack and sell fast.
  • Haashhtaag
    Haashhtaag
    ✭✭✭✭✭
    Yes, put it back to the original 80%
    Facefister wrote: »
    Haashhtaag wrote: »
    Leave as is or revert to original. It’s a pvp zone and removing the loss of telvar would essentially turn it into just another playground for pve kids as if there isn’t enough of those already.

    Imperial City and Sewers are dead. The occasional ganking of an unsuspecting "pve kid" is all you get there.

    I don’t even gank, I play magden. Unless you got a magden gank build lmk
  • Taloros
    Taloros
    ✭✭✭✭
    Yes make it... (insert your idea via comments)
    The idea behind Telvar Stone loss is a good one: Make loosing/dieing cost something. But the execution is lacking.

    As the system doesn't punish players with no Telvar stone on them, there's no risk for gankers, but high risk to the farmers.

    Other ideas:
    - Limit the Telvar Stones a player can loose to the number of Telvar stones the attacker carries, maybe even with a factor, e. g. you can only loose 10% of the Telvar stones the other guy/gal is currently carrying. That would keep the current system alive, but balance out the risks.
    - Remove the respawn and teleport points to the city. All players respawn at their base. The new punishment for dieing then is the long run back to quest zone, and the attacker is rewarded by having the zone for him-/herself.
    - Make players loose Tevlar stones if they die, but don't reward any to the ganker. That leaves some risk in, but doesn't encourage ganking anymore - except for alliance points and farm ground access.

    The quests, design and atmosphere of Imperial City are really great. Most intense quest zone so far. The PvP component probably plays some part in this, but the aforementioned changes would keep the suspense high without inciting griefing.
  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, make it only 25%
    Not sure why all the PVPers are advocating to keep a dead place dead... Like, surely activity is what PVPers want right?
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Hateanthem
    Hateanthem
    ✭✭✭✭
    No it's fine the way it is
    coop500 wrote: »
    Not sure why all the PVPers are advocating to keep a dead place dead... Like, surely activity is what PVPers want right?

    PvP'ers already have activity. You can almost always find a fight somewhere. And if cryodiil is dead then there are bg's.

    Sure more people in the sewers would be dandy, but not if means there are is no point in killing anyone.

    Tel Var stones are meant to be lost if you die. It's not an area meant for PvE players to farm with impunity.

  • Jhalin
    Jhalin
    ✭✭✭✭✭
    ✭✭✭✭
    Yes, make it only 25%
    Loss is good because otherwise why would anyone bother with PvP. It’s a PvP zone first and a farm fest second.

    That being said, it is very difficult to sway primary PvEers into a PvP zone with that severe of a penalty. Losing half will have most people banking the rest and leaving immediately because that’s a pretty big sting to go from 10k to 5k, or even 4K to 2k. A glass half empty is less inclined to be seen as “half full” when you just got your ass handed to you and half your tel var taken.

    At 25%, there’s still incentive for ganking, but those just starting won’t be hit in the face with that penalty near as badly. At 25% loss much easier to say “ok, I still have most of what I farmed, I’ll bank it then go back and try again.”
Sign In or Register to comment.