Silver_Strider wrote: »The same could be said of ganking. "Omg Ganker took my Tel Var" is no more valid an argument than "OMG Imperial Physique". They're 2 extremes that directly fight against each other in IC but considering that gankers are also subject to losing the Tel Var they stole should they die under the current system vs OP's suggestion not really affecting IP users much, it feels like the current system is more fair than the suggested one since you can't balance the system with IP in its current state under that system since it just encourages zerging with IP with no counter balance associated; if I had to choose between Gankers or a Zerg of IP wears, I'll take gankers everyday.
Sure, as soon as you allow me to kill every second person I meet in a PvE zone!
cpuScientist wrote: »I dislike the idea but I want to know that first before I argue with it.
Good conversation starter. "I won't like whatever you'll say, but please talk to me anyhow!"
Emma_Overload wrote: »I don't think ZOS will go for this. It was like pulling teeth to get them to adjust the payout to 50/50.
Telvar going to be harder to farm than ever and you want to hand out passes to pvers? Sorry, everyone can get it.
@ Emma_Overload
That may be. But why would that be relevant? Is it required to only post suggestions that are likely to be implemented? Does make the idea bad? Is it impossible to review a decision made years ago, under different cirumstances?
With all due respect, but that point is not a good one. A suggestion for change necessarily includes... change, i. e. means questioning a decision made before.
Nice signature btw. Emphazises the objectiveness of your perspective.
@ kyle.wilson
How would that change the market? The total number of Tel Var stones or items bought by Tel Var stones on the market would stay the same.
Emma_Overload wrote: »I don't think your idea is bad at all... No need to get huffy about it 🙄.
Personally, I would benefit greatly from your scheme. However, I've learned not to get my hopes up when it comes to proposals that require the devs to re-code mechanics on old content. If you want to improve the Imperial City, your best bet is to ask the devs to do something easy like adding more stuff to the Tel Var store.
Hi!
With the Elsweyr Patch, Imperial City will become its own campaign:Imperial City is now its own Campaign. The doors in Cyrodiil have been shut down; to get into Imperial City, you simply use the Campaign selection menu. You’ll end up in the Sewers just as if you had entered from Cyrodiil.
This is likely to increase the population in Imperial City for two reasons:
- Instead of four or more instances, there will be only two.
- Currenty, travelling to the Imperial City is quite a hassle (apply for Cyrodil, then teleport to the nearest keep, then run/ride to the sewer entrance, i. e. three loading screens).
A lot of players will want to access the Imperial City for the PvE/quest content, which is quite enjoyable btw. Others will go there to fight each other or prey on PvE players. This will, as we all now, lead to grief and complaints.
So, I have a suggestion to solve this and want to put this up for discussion:
Limit the Tel Var gain from killing other player characters to the amount you currently carry.
Why? This will introduce a fairer risk/reward ratio. Currently, you can enter the Imperial City with 0 Tel Var stones and just prey on others. This carries no risk to loose anything, but all the potential to get a huge payout from others.
The influx of players is, in my opinion, a good opportunity to introduce this change, and will at least limit the potential for conflict without removing the PvP aspect. Want to prey on others? Then show the courage to risk some of your own Tel Var riches.
What do you think?
Narthalion wrote: »Silver_Strider wrote: »The same could be said of ganking. "Omg Ganker took my Tel Var" is no more valid an argument than "OMG Imperial Physique". They're 2 extremes that directly fight against each other in IC but considering that gankers are also subject to losing the Tel Var they stole should they die under the current system vs OP's suggestion not really affecting IP users much, it feels like the current system is more fair than the suggested one since you can't balance the system with IP in its current state under that system since it just encourages zerging with IP with no counter balance associated; if I had to choose between Gankers or a Zerg of IP wears, I'll take gankers everyday.
So here's why I keep pushing to evaluate OP's idea without getting stuck on Imperial Physique:
(5 items) While you are in Imperial City, you tap into the power of the Tel Var Stones you are carrying, increasing your Health, Magicka, and Stamina by 1032. While you have a 4x Tel Var Stone multiplier this effect is increased by 600%, but when killed by another player you will lose 50% of your Tel Var regardless of how much the killing player was carrying."
There, fixed.
Can we please consider OP's idea now, instead of digressing into whether or not IP is overpowered or would be more overpowered?
A set can be changed. The real question is whether or not you agree with OP's goal: that players should be forced to carry stones to win stones from other players. Should they be required to take that risk, or no?
Clearly some people feel like it's just not needed, like @Qbiken and that's fine. I've got no counterargument to "I just don't think the game needs that." Cool, opinion respected.
The reason I keep jumping back into this thread though is that I feel OP's idea is not getting a fair hearing. Half the replies appear to be coming from people who seem not to have understood the idea at all. Like...Sure, as soon as you allow me to kill every second person I meet in a PvE zone!
Seriously WTH are you even talking about.
I think some of you guys are so used to PvP posts being about nothing more than whining because they died, that you're just assuming that's what this is without really reading it or trying to understand it.
Silver_Strider wrote: »Ok, now how would you adjust it for being killed by a mob? If a Mob takes 50% indiscriminately vs a PvPer that actually has to risk their telvar for their kills, that's a f'd up system since its essentially an inverse of the old 80/20 rule but in the mobs favor vs the PvPer. It lopsides the system in which is might actually be better to be killed by a PvPer than a mob, removing almost all the risk involved with the current system.
The idea is still pretty half baked considering its only targetting the PvP side and not the PvE side and considering IC is the only PvP related DLC ESO has ever gotten, I'm against anything that hinders the PvP aspect in favor of the PvE side.
Narthalion wrote: »Silver_Strider wrote: »Ok, now how would you adjust it for being killed by a mob? If a Mob takes 50% indiscriminately vs a PvPer that actually has to risk their telvar for their kills, that's a f'd up system since its essentially an inverse of the old 80/20 rule but in the mobs favor vs the PvPer. It lopsides the system in which is might actually be better to be killed by a PvPer than a mob, removing almost all the risk involved with the current system.
The idea is still pretty half baked considering its only targetting the PvP side and not the PvE side and considering IC is the only PvP related DLC ESO has ever gotten, I'm against anything that hinders the PvP aspect in favor of the PvE side.
Well for one, it's most certainly not intended to favor PvE. OP's idea is very focused on PvP interactions because that's what the OP pretty clearly is interested in. It's not about making it easier to keep your stones. The point is to make aggressors risk stones as well.
And the only way it hinders PvP is if PKs really would decide not to bring stones, or not go to IC at all because they aren't willing to risk stones. See my last post for what I think about that. Short version: maybe PKs really do need that much incentive to pick a fight, and would be driven away by what is otherwise a fair fight.
You do raise a solid point about PvE death vs PvP death, and that it might actually be cheaper to get ganked than die to a mob. I only cared about the PvP fight and hadn't thought about that, but you're right -- that would be backwards. IC doesn't need farmers running around looking for a "blood port", that's an undesirable outcome.
The most obvious answer is to lift the 50% cap for PvP deaths only. However, even removing the cap completely could still lead to cases where a really loaded farmer will lose less to a player than a mob. So...better, but maybe not really solved.
So...either OP's idea just needs to accept that as a consequence (which is maybe rare enough to not horrible? the difference in stones would have to be rather extreme), or the idea needs to be reworked. Maybe, "You must be carrying X tel var stones to receive the full 50% when you kill another player" where X equals a reasonable but not completely insignificant number. Maybe 10k? That accomplishes the OP's goal (PKs must wager some stones if they want to gain any from the kill) but doesn't require them to load up more than most farmers probably have just on the off chance that they'll miss out on what would have been a jackpot kill.
Silver_Strider wrote: »Still, seems like a lot of work just for attempting to limit ganking in IC and even then, it won't stop it really so I don't see the point.
redspecter23 wrote: »I've been saying something similar for a while. You want the reward? You have to risk a little bit. Gankers running around with zero telvar just looking to score big bother me, not because they are gankers, but because they aren't bringing anything to the fight for the opponents to win if they fail. They give up nothing and have everything to gain.