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Tel Var Stones are ridiculous

Kuningatar
Kuningatar
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Hear this one out.

Tel Var stones are an incredibly annoying and arbitrary currency to have to earn, not necessarily because this one am against working to earn the currency, but because of how they work.

You go into Imperial City, you grind for a few hours, and inevitably within that first hour or maybe less you run into 15 players from the opposing faction who all proceed to dogpile you, beat you down without a shred of hope of resistance, and steal the majority of your Tel Var stones, inducing incredible frustration and a desire just to close the dang game.

WHY? Who thought this was a good idea? Lets essentially create what amounts to a PvE currency that you get primarily through PvE fights against monsters, make it slow to gain, and then make it so that when you inevitably get curb stomped by a team of people, that you lose most of the work you just spent so much time to achieve. And again, WHY? When this one fights in Cyrodil, she does not lose Alliance Points when she inevitably gets her tail blown off and this one is fine with getting zerged there because there is not a ridiculous risk of gain versus loss, but in Imperial City with Tel Var stones it is absolutely absurd.

This ones suggestion would be to make Tel Var stones work like Alliance Points do. Make it so that if you do inevitably get zerged, you do not lose any of yours, but the opposing faction gets some for killing you just awarded the same way that Alliance Points are. Why does this one have to lose the hard work she spent so much time to gain for nothing? Just because some jerks wanted to attack her? This one minds her own business in Imperial City and fights the monsters!

@ZOS_GinaBruno @ZOS_JessicaFolsom
Joskus menee perkeleen huonosti, mutta minä en anna periksi!
  • Number_51
    Number_51
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    Sure, that'll work. ;) Two opposing players would never get together to take turns killing each other and exponentially increasing their amount of Tel Var.

    Was curious so I mathed it out. Starting with 100 Tel Var each, two players would end up with 332525.67301 Tel Var after 20 rounds of killing each other at a 50% increase each kill (with no loss on the other end).
    Edited by Number_51 on March 13, 2019 4:04PM
  • Fluke.Slywalker
    Fluke.Slywalker
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    Sidenote: You can easily farm large amounts of Tel Var by sticking to the rooms close to your sewer HQ, farm chests and mobs and the 2 closest bosses - just gotta watch for the big guys - but you can easily leg it back to your HQ if you aggro them as you're close.

    But yeah farming up top is a nightmare, good fun though :)
  • drkfrontiers
    drkfrontiers
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    Sometimes one stumbles upon a thread by someone with command of the verse. I was in stitches. Thank you so much!
    Edited by drkfrontiers on March 13, 2019 4:01PM
    "One must still have chaos in oneself to be able to give birth to a dancing star."
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  • Kuningatar
    Kuningatar
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    Number_51 wrote: »
    Sure, that'll work. ;) Two opposing players would never get together to take turns killing each other and exponentially increasing their amount of Tel Var.

    So? Opposing players get together and take turns killing each other to sell Tel Var stones already. People are going to exploit anything if they can figure out a way to do it. Unfortunately that is an inevitability of MMOs.
    Joskus menee perkeleen huonosti, mutta minä en anna periksi!
  • Ahzek
    Ahzek
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    Kuningatar wrote: »
    Just because some jerks wanted to attack her? This one minds her own business in Imperial City and fights the monsters!

    IC is a PvP zone.
    Jo'Khaljor
  • Kuningatar
    Kuningatar
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    Ahzek wrote: »
    Kuningatar wrote: »
    Just because some jerks wanted to attack her? This one minds her own business in Imperial City and fights the monsters!

    IC is a PvP zone.

    Woosh.
    Joskus menee perkeleen huonosti, mutta minä en anna periksi!
  • Silver_Strider
    Silver_Strider
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    It's the foundation in which IC was built. Its a high risk environment that some people enjoy and other don't; you clearly fall into the latter category. I, however, just accept when I die in IC and go on my merry way, farming more Tel Var but being more cautious now that I'm aware of others in the area.

    Besides, it's always hysterical when you find the group again, fighting a boss and picking them off 1 at a time after the boss gets a big hit in for you and you just earn back 4x the Tel Var you lost.
    Argonian forever
  • Number_51
    Number_51
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    Kuningatar wrote: »
    Number_51 wrote: »
    Sure, that'll work. ;) Two opposing players would never get together to take turns killing each other and exponentially increasing their amount of Tel Var.

    So? Opposing players get together and take turns killing each other to sell Tel Var stones already. People are going to exploit anything if they can figure out a way to do it. Unfortunately that is an inevitability of MMOs.

    I understand, but there's a lost for one player that equally reflects the gain to the other. I added the math to my original post, but here it is again:
    Starting with 100 Tel Var each, two players would end up with 332525.67301 Tel Var after 20 rounds of killing each other at a 50% increase each kill (with no loss on the other end).

    That means two players, killing each other 20 times each, turned 200 Tel Var in to 665,051 Tel Var.
  • Ectheliontnacil
    Ectheliontnacil
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    Number_51 wrote: »
    Sure, that'll work. ;) Two opposing players would never get together to take turns killing each other and exponentially increasing their amount of Tel Var.

    Was curious so I mathed it out. Starting with 100 Tel Var each, two players would end up with 332525.67301 Tel Var after 20 rounds of killing each other at a 50% increase each kill (with no loss on the other end).

    You can just get a flat amount of tel var per player. Also on a cool down like ap to prevent such exploiting.
  • Number_51
    Number_51
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    Number_51 wrote: »
    Sure, that'll work. ;) Two opposing players would never get together to take turns killing each other and exponentially increasing their amount of Tel Var.

    Was curious so I mathed it out. Starting with 100 Tel Var each, two players would end up with 332525.67301 Tel Var after 20 rounds of killing each other at a 50% increase each kill (with no loss on the other end).

    You can just get a flat amount of tel var per player. Also on a cool down like ap to prevent such exploiting.

    That would work.

    ETA: I still prefer the current system. Adding little risk to your possible reward makes IC feel dangerous, which I really like, even though I'm usually on the losing end of things.
    Edited by Number_51 on March 13, 2019 4:16PM
  • Karmanorway
    Karmanorway
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    Just write down their names and amount they stole. Then u just collect it back when they are farming alone :)

    I did this with a NB that ganked me for 50k and tbagged me during midyear mayhem 2017, now i have collected 68k back, only 7k missing :) (25k+ tbag taxes)
  • Neoauspex
    Neoauspex
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    This is the only feature in the entire game that carries with it any threat whatsoever of a penalty for dying. And it's really specific, you have to be in a specific place and not a nightblade and you still only lose half. If it were up to me, you'd risk losing gold and gear and experience for dying in Imperial City... even the tel var system seems like participation medal style stakes.
  • Kuramas9tails
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    Kuningatar wrote: »
    Number_51 wrote: »
    Sure, that'll work. ;) Two opposing players would never get together to take turns killing each other and exponentially increasing their amount of Tel Var.

    So? Opposing players get together and take turns killing each other to sell Tel Var stones already. People are going to exploit anything if they can figure out a way to do it. Unfortunately that is an inevitability of MMOs.
    People were doing this in Cyrodiil thus is why every time a player dies and/or killed/damaged players/keeps is based on the amount of AP you get from them. It's to keep people from farming one another like that. They also added a cool down on resource flipping so friends can't flip resources for AP.

    So the argument before yours is a little invalid since ZOS has a way to subdue farming AP. I can see them doing the same for TelVar.

    But, that is why when a group takes down a boss, the TelVar you gain is less than when you are solo or with 1-2 other people. Even if you aren't in group with them, if 10 players from the same alliance attacks the boss, the TelVar is split.

    That is why my boyfriend and I go to dead IC campaigns and only two man the bosses. It gives him and I a lot more Telvar and when a group shows up, we go the opposite direction and pull the boss into weird areas where it is not easily found so they can't get it and fly by thinking the boss hasn't spawned yet. He plays a tank and I a cloaky-blade so he actually makes himself a target as I escape. But 90% of the time I am nice to the other alliance players trying to get stones and TBH, we have a mutual standing with some players from other alliances so we kind of work together on a boss without the loss of TelVar gain and also, other players for our alliance will try to attack the other person and we will sit back and watch and wont help attack because we don't want another from our alliance to split the stones with. We have made enemies and we have made friends. It's mostly we just understand the loss of Telvar while farming can be a ____ so I live by the "live and let live"....so you bet your arse I let little CP players and farmers/questers go in Cyrodiil. I get no satisfaction killing these players.
    Edited by Kuramas9tails on March 13, 2019 4:27PM
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    • ArchangelIsraphel
      ArchangelIsraphel
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      I agree with you completely. Farming tel var is a nightmare, especially when you can easily get wiped even if you stick close to the base. There's just...no real reason for the system to be like this. It's annoying and frustrating, and this is coming from someone who learned to enjoy certain aspects of PVP during midyear mayhem. Imperial City would seem fun if not for this one mechanic.

      I like the idea of obtaining a flat amount of tel var per player with a cool down like AP so it cant be exploited. It would make for a much better system all around, and death wouldn't matter as much.

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    • SirMewser
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      Idk, kill a district boss in a home flagged district gives you 7k solo.
      Playing duo on two bosses is only like 10 minutes of my time to get 10k tel var.
      I usually farm for 50k a day, takes an hour.
      I guess it does take a long time to farm but it's not that bad for me personally.

      I usually ignore other players and they ignore me, sometimes this doesn't happen so I pickup their lowborn 100 tel var, so I guess they are the desperate and want to kill a player like me without the effort of killing adds/bosses (because they can't).
    • notyuu
      notyuu
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      Better idea: Make it so that the amount of telvar you lose is absed entirely upon how much telvar the attacker is carrying, on a 1:1 ratio

      i.e.
      you have 5K telvar, attacker has 15K, attacker wins, they get 1.5K [50% of yours]
      You have 10K telvar, attacker has 1K telvar, attacker wins, they get 1K [as they had less than 50% of yours]

      well that and make the rewards worth a damn.
    • Raammzzaa
      Raammzzaa
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      There's just...no real reason for the system to be like this.

      The reason is that it is really fun. IC and the sewers are one of the few places that you can go in the game and feel a sense of danger just being there. Personally, that feeling of danger is what keeps me coming back.

    • Dagoth_Rac
      Dagoth_Rac
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      Tel Var gain from killing other players should scale based on Tel Var multiplier. Have a 1x Tel Var multiplier? You get 10% of other players' Tel Var from a kill. Have a 2x Tel Var multipler? You get 20% of other players' Tel Var from a kill. Have a 3x Tel Var multipler? You get 30% of other players' Tel Var from a kill. Have a 4x Tel Var multipler? You get 50% of other players' Tel Var from a kill.

      If you want a big reward of Tel Var, you have to risk your own Tel Var.
    • Raammzzaa
      Raammzzaa
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      I wish we could go back to the 100% Tel Var loss on death that we had back when IC hit PTS, or at least the 80% that we had for a stretch. The current 50% just seems so... small and insignificant....ah the good old days. 🤣

      Hopefully population will be up once the change to the IC instance is implemented and increasing Tel Var loss will only make more sense.
    • Jeremy
      Jeremy
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      Kuningatar wrote: »
      Hear this one out.

      Tel Var stones are an incredibly annoying and arbitrary currency to have to earn, not necessarily because this one am against working to earn the currency, but because of how they work.

      You go into Imperial City, you grind for a few hours, and inevitably within that first hour or maybe less you run into 15 players from the opposing faction who all proceed to dogpile you, beat you down without a shred of hope of resistance, and steal the majority of your Tel Var stones, inducing incredible frustration and a desire just to close the dang game.

      WHY? Who thought this was a good idea? Lets essentially create what amounts to a PvE currency that you get primarily through PvE fights against monsters, make it slow to gain, and then make it so that when you inevitably get curb stomped by a team of people, that you lose most of the work you just spent so much time to achieve. And again, WHY? When this one fights in Cyrodil, she does not lose Alliance Points when she inevitably gets her tail blown off and this one is fine with getting zerged there because there is not a ridiculous risk of gain versus loss, but in Imperial City with Tel Var stones it is absolutely absurd.

      This ones suggestion would be to make Tel Var stones work like Alliance Points do. Make it so that if you do inevitably get zerged, you do not lose any of yours, but the opposing faction gets some for killing you just awarded the same way that Alliance Points are. Why does this one have to lose the hard work she spent so much time to gain for nothing? Just because some jerks wanted to attack her? This one minds her own business in Imperial City and fights the monsters!

      @ZOS_GinaBruno @ZOS_JessicaFolsom

      One of many reasons I avoid the Imperial City like the plague. As I've said in the past - that entire zone is basically designed to troll you while fulfilling the sadistic desires of players who enjoy causing frustration to others. Just avoid it and spare yourself. Because all you're accomplishing by going into that hell hole (especially if you are alone) is entertaining some ___ ____ at your own expense. And I don't know about you - but I have better things to do with my time than that.
      Edited by Jeremy on March 13, 2019 5:16PM
    • Vietfox
      Vietfox
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      Run a nightblade if you plan on going to IC solo.
    • vamp_emily
      vamp_emily
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      Best Tel Var stone farming is in Kyne. You can be there for hours and not see someone.


      If you want a friend, get a dog.
      AW Rank: Grand Warlord 1 ( level 49)

    • AlnilamE
      AlnilamE
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      Not losing Tel Var would make the currency pointless and they might as well just do away with it.

      Just respawn at base, deposit what you have left (minus whatever multiplier you plan on running) and go back to what you were doing.

      As a friend says, don't get too attached to your Tel Var. They are only really yours once they are in the bank.
      The Moot Councillor
    • Akgurd
      Akgurd
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      Thank the Lord not losing any of your equipment, belongings except tel var, level, character progression, or ultimately your character itself.

      Death penalty in ESO is super petite.
      Aknight
    • Undefwun
      Undefwun
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      Deleted....

      People are so attached to their pixels and those pixels' little pixel possessions...
      Edited by Undefwun on March 13, 2019 5:46PM
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    • NyassaV
      NyassaV
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      The real issue is that you can get a lot from risking nothing. And I'm not talking about gankers.

      You could be carrying 100k TV and your opponent could be carrying like 67 (that he got from killing like 5 trashmobs on the way over) and yet they can take %50 of what you have rather than maybe 10%

      It should be more like this:
      If you have the same X multiplier 40% of what is carried
      If you have a 4x and they have a 3x or bellow they get 25% of what you carry (since 3x can be achieved by carrying 1k stones which is nothing.)


      IDK just something like this
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    • Rikumaru
      Rikumaru
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      It's one of the two PvP zones in this game. It's supposed to be a PvP centric zone with PvE as a sidedish. ZOS already nerfed TV loss via player death from 80% to 50% and now people want it removed completely? The entire point of it is high risk, high reward. Imo if you die to a player you should lose 80% of your TV again.
      Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
    • jediodyn_ESO
      jediodyn_ESO
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      Tel Var loss on death is a great thing. Risk v reward = excitement.

      Problem is what other posters have stated here that you should only be able to steal tel var equal to ... a reasonable % of what you are also risking. Not fair to go look for farmers with 1000's of TV right after you bank all of yours. This is the same thing as "naked gankers" in other full loot pvp mmo's. Not fun, and toxic for the game.
    • Undefwun
      Undefwun
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      Jeremy wrote: »
      One of many reasons I avoid the Imperial City like the plague. As I've said in the past - that entire zone is basically designed to troll you while fulfilling the sadistic desires of players who enjoy causing frustration to others. Just avoid it and spare yourself. Because all you're accomplishing by going into that hell hole (especially if you are alone) is entertaining some ___ ____ at your own expense. And I don't know about you - but I have better things to do with my time than that.

      Good stay out, buy your Hakejio from ppl willing to go down there.

      Why does every zone have to for everybody?

      You paid for the game. That entitles you to play the game. Now the game has set the rules for different areas.

      You don't like the rule set for an area, don't go there. Simple. You need something from there deal with the rules.
      Any of the stuff available from there can be obtained via other players afaik.

      If ppl wanna fight each other there, just let em... you and your pixels can be safe in pve zones...
      Edited by Undefwun on March 13, 2019 5:53PM
      Drank Sinatra Sr - PvP Magblade - DC
      Juggathot - PvP Mag Sorc - DC
      Jedi Mind Crits - PvP A-Hole Bowblade - DC
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      The Bone Sumpremacy - baby Stamcro - DC
      Wârden Freeman - PvP Stamden - DC (on hold)
      Lauryn Heal - PvE Magplar DPS - DC

      Lil Orc Chop - PvP Stam Sorc - EP
      Hamuel L Jackson - PvE DPS & PvP Stam DK - EP
      Chandler Bling - PvP Magden - EP

      Mahalia Lightborn - exiled crafting toon - cos you know, she's AD
    • SoLooney
      SoLooney
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      I got my powerful assault sword shield lightning staff and gold jewelry. I do not care about tel var anymore

      I think the loss should def be reworked though. The more you risk, the more tel var you earn from killing someone. All I see are naked gankers who risk little to nothing and kill someone with tons of it, running away like a bandit. I understand the frustration completely

      My advice, play a nightblade cause using cloak is so good. And buy the imperial retreats, it's worth spending 10k ap on to make a quick escape
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