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
Ectheliontnacil 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.
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
Dagoth_Rac wrote: »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.
Make it 1x 20%, 2x 40%, 3x 60%, 4x 80%, then we're talking.
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.
Spot on.Kuningatar wrote: »Only a few responses have actually been constructive in any way.
Either way the rudeness and hostility has chased this one off. Good job. She will no longer be viewing or responding to the thread due to the lack of civility and common respect or even basic decency in interaction.
This was one of the most civil threads on a contentious topic on this forum. You violated forum rules in your OP, yet still received genuine replies politely explaining your misunderstanding of IC.
If you're looking for common respect or basic decency in interaction, please refrain from insulting other players (who play by the rules of the zone, btw) the next time you start a thread.
Moonsorrow wrote: »As an addition to my previous message.. i wish there was more pvp zones where one could fight with other alliance players.
Maybe something like 1 weekend every month there could be "invasions" or whatnot ZOS wanted to call them, where some pve zone would be a warzone with open world pvp. Like rotate different zone each month. Would add excitement to questing, guild members could ask help if enemies would be occupying key cities or quest hubs and so on.
One can dream haha.
1 weekend each month type of thing, i think pve players could accept that. Maybe in return at those weekends IC and/or Cyrodiil could be "pve" flagged (no hostile actions between players working other than requested & accepted duels) so true pvers could then go there do all achievements, quests, master angler fishing without getting murdered. So everyone would be happyhappy i`d think.
Dagoth_Rac wrote: »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.
Make it 1x 20%, 2x 40%, 3x 60%, 4x 80%, then we're talking.
That works on the paper in 1v1 scenario but is getting kinda wierd when multiple enemies with different multipliers kill 1 player. Lets say 1 person with 100k tel vars was killed by 4 players and each had different multiplier for tel vars gained from player. What would happen then ?
Moonsorrow wrote: »As an addition to my previous message.. i wish there was more pvp zones where one could fight with other alliance players.
Maybe something like 1 weekend every month there could be "invasions" or whatnot ZOS wanted to call them, where some pve zone would be a warzone with open world pvp. Like rotate different zone each month. Would add excitement to questing, guild members could ask help if enemies would be occupying key cities or quest hubs and so on.
One can dream haha.
1 weekend each month type of thing, i think pve players could accept that. Maybe in return at those weekends IC and/or Cyrodiil could be "pve" flagged (no hostile actions between players working other than requested & accepted duels) so true pvers could then go there do all achievements, quests, master angler fishing without getting murdered. So everyone would be happyhappy i`d think.
Reistr_the_Unbroken wrote: »I just want to know what the Daedra do with half my Tel Var-
Why does a Daedra even need Tel Var???
I think you forget that a lot of people can't solo the bosses. A majority of the players are casual players and we get a lot of new players every week. There's a handful of us experienced players who can solo the bosses, yes, but I acknowledge this and try to understand from all perspectives. Not to mention when you mix PVP and PVE, players will be confused on gear and stats in those cases. Should they wear PVE gear best suited for the bosses or PVP just in case a player shows up? These are easy things players like you and I know but for casual and newer players, this is still a lot to understand. Not to mention learning mechanics of bosses, locations of adds, PLUS PVP, IC is quite an intimidating area but Tel Var brings players in.System is fine, deal with it. It's not the end of the world to lose a bit of tel-var. Solo one boss with all districts belonging to your district gives almost 15k telvar and takes about 5 min to kill. Please tell ne again hiw hard it is to farm tel var.....
MaleAmazon wrote: »Tel Var farming made easy:
1. Have high CP character in good gear.
2. Have escape pots or cloak (though not really necessary TBH).
3. Only play IC at low pop when your alliance owns the districts. Having characters in different alliances is of course useful for this.
4.If there is conflict going on or gankers around, don´t farm tel var unless you are good enough to get away with it. Just switch to an alt and farm in Alik´r desert or something. Fighting gankers is pointless, unless you do it for pure enjoyment. Also, I seriously doubt gankers make as much income as a good farmer under the right conditions. A farmer gets more than just tel var.
5. Don´t just go for bosses. The mobs give good XP, Fighters Guild XP, keys and loot for decon / selling etc.
6. Speedrun around the map, always have 1000+ tel var for the 3x bonus. Bank at regular intervals around, I dunno, 7k plus or whatever you´re comfortable with. But always have 1000+ remaining.
7. Enjoy what might be the most profitable PvE farming in the game.
MaleAmazon wrote: »Tel Var farming made easy:
1. Have high CP character in good gear.
2. Have escape pots or cloak (though not really necessary TBH).
3. Only play IC at low pop when your alliance owns the districts. Having characters in different alliances is of course useful for this.
4.If there is conflict going on or gankers around, don´t farm tel var unless you are good enough to get away with it. Just switch to an alt and farm in Alik´r desert or something. Fighting gankers is pointless, unless you do it for pure enjoyment. Also, I seriously doubt gankers make as much income as a good farmer under the right conditions. A farmer gets more than just tel var.
5. Don´t just go for bosses. The mobs give good XP, Fighters Guild XP, keys and loot for decon / selling etc.
6. Speedrun around the map, always have 1000+ tel var for the 3x bonus. Bank at regular intervals around, I dunno, 7k plus or whatever you´re comfortable with. But always have 1000+ remaining.
7. Enjoy what might be the most profitable PvE farming in the game.
MaleAmazon wrote: »Tel Var farming made easy:
1. Have high CP character in good gear.
2. Have escape pots or cloak (though not really necessary TBH).
3. Only play IC at low pop when your alliance owns the districts. Having characters in different alliances is of course useful for this.
4.If there is conflict going on or gankers around, don´t farm tel var unless you are good enough to get away with it. Just switch to an alt and farm in Alik´r desert or something. Fighting gankers is pointless, unless you do it for pure enjoyment. Also, I seriously doubt gankers make as much income as a good farmer under the right conditions. A farmer gets more than just tel var.
5. Don´t just go for bosses. The mobs give good XP, Fighters Guild XP, keys and loot for decon / selling etc.
6. Speedrun around the map, always have 1000+ tel var for the 3x bonus. Bank at regular intervals around, I dunno, 7k plus or whatever you´re comfortable with. But always have 1000+ remaining.
7. Enjoy what might be the most profitable PvE farming in the game.
Kuningatar 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.
Reistr_the_Unbroken wrote: »I just want to know what the Daedra do with half my Tel Var-
Why does a Daedra even need Tel Var???