Another problem seems to be that whever someone raises any kind of complaint about IC, they instantly get shut down.
No, you are wrong, you are bad etc, this is pvp, nothing wrong here. And let's be honest - this is a bit toxic.
But setting that aside, let me explain something to all the sewer veterans from the perspective of a casual sewer delver.
We don't object to losing tel vars in general - that's fine*. And losing tel vars from the occasional fair fight** - that's ok as well, that's when this risk-reward system does actually work. You do a bit of pve here, maybe a bit of pvp there, it's all good.
What is the problem are the various campers and exploiters. You know the people i mean. The sort of players who never intend to do any pve content themselves at all - no, instead they go straight for the people who have done it and set about ambushing them. You know, basically thugs. And the reality is that the history of the IC dlc is the history of these kind of scumming techniques. My personal hated example is base camping - three to four (usually red for some reason) players just rob players running back to their base to deposit their tel vars. And due to a lack of any kind of matchmaking in IC, these are often very good pvp players, far too good for regular players to repell, even if they had the same group numbers.
Just today i saw a group of three grand overlords camping the coventant base(top pvp rank, in case you didn't know). Now come on, even if you like IC you've got to admit that some of this just isn't fair, three grand overlords?! How is anyone supposed to deal with that?
*mostly fine, some attacks are still laughably op when in conjunction with the tel var system - i.e. clearly nobody was thinking how they would affect a currency-steal variable when they were designed
**we've all seen how unfair they can get and remember there's no matchmaking in IC
Nerftheforums wrote: »Just get good and walk away with the other guy's tel vars. That's what many of us did, and nothing is as nice as the tears of people like you who want to go into a pvp zone and grind mobs like a braindead squid :')
Another problem seems to be that whever someone raises any kind of complaint about IC, they instantly get shut down.
No, you are wrong, you are bad etc, this is pvp, nothing wrong here. And let's be honest - this is a bit toxic.
But setting that aside, let me explain something to all the sewer veterans from the perspective of a casual sewer delver.
We don't object to losing tel vars in general - that's fine*. And losing tel vars from the occasional fair fight** - that's ok as well, that's when this risk-reward system does actually work. You do a bit of pve here, maybe a bit of pvp there, it's all good.
What is the problem are the various campers and exploiters. You know the people i mean. The sort of players who never intend to do any pve content themselves at all - no, instead they go straight for the people who have done it and set about ambushing them. You know, basically thugs. And the reality is that the history of the IC dlc is the history of these kind of scumming techniques. My personal hated example is base camping - three to four (usually red for some reason) players just rob players running back to their base to deposit their tel vars. And due to a lack of any kind of matchmaking in IC, these are often very good pvp players, far too good for regular players to repell, even if they had the same group numbers.
Just today i saw a group of three grand overlords camping the coventant base(top pvp rank, in case you didn't know). Now come on, even if you like IC you've got to admit that some of this just isn't fair, three grand overlords?! How is anyone supposed to deal with that?
*mostly fine, some attacks are still laughably op when in conjunction with the tel var system - i.e. clearly nobody was thinking how they would affect a currency-steal variable when they were designed
**we've all seen how unfair they can get and remember there's no matchmaking in IC
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
Another problem seems to be that whever someone raises any kind of complaint about IC, they instantly get shut down.
No, you are wrong, you are bad etc, this is pvp, nothing wrong here. And let's be honest - this is a bit toxic.
But setting that aside, let me explain something to all the sewer veterans from the perspective of a casual sewer delver.
We don't object to losing tel vars in general - that's fine*. And losing tel vars from the occasional fair fight** - that's ok as well, that's when this risk-reward system does actually work. You do a bit of pve here, maybe a bit of pvp there, it's all good.
What is the problem are the various campers and exploiters. You know the people i mean. The sort of players who never intend to do any pve content themselves at all - no, instead they go straight for the people who have done it and set about ambushing them. You know, basically thugs. And the reality is that the history of the IC dlc is the history of these kind of scumming techniques. My personal hated example is base camping - three to four (usually red for some reason) players just rob players running back to their base to deposit their tel vars. And due to a lack of any kind of matchmaking in IC, these are often very good pvp players, far too good for regular players to repell, even if they had the same group numbers.
Just today i saw a group of three grand overlords camping the coventant base(top pvp rank, in case you didn't know). Now come on, even if you like IC you've got to admit that some of this just isn't fair, three grand overlords?! How is anyone supposed to deal with that?
*mostly fine, some attacks are still laughably op when in conjunction with the tel var system - i.e. clearly nobody was thinking how they would affect a currency-steal variable when they were designed
**we've all seen how unfair they can get and remember there's no matchmaking in IC
Yeah, I agree with you.
Most of the deaths people complain about in PvP are stupid deaths like when zergs roll them over or some ganker slaughters them while they are in a vulnerable position. There is no "L2P" element in that. It's simply cheese and anyone in their position would have died the same. Not even Jesus could have saved them. So I wish we could all just dispense with this false notion that PvP is somehow so much more "skill-based" than PvE is. Because it's really not.
And that's why people tend to dislike PvP generally. It has nothing to do with a lack of skill on their part or the fact they are "care bears" or "PvErs". It has everything to do with the fact they don't enjoy being slaughtered by zergs with no chance to defend themselves. And frankly, who could blame them. It is incredibly stupid and lame - and sadly that is usually what PvP on this game amounts too. In other words: most of the time PvP is probably the least skilled-based combat system on this game.
So I wish we could all just dispense with this false notion that PvP is somehow so much more "skill-based" than PvE is. Because it's really not.
Yep. As I said above, I'd love to see how these guys handle full or even partial loot PvP MMO's, where your rewards are the items your victim had on them at the time. Imagine being out in some random zone just questing or farming materials, and some random dude comes and attacks you, kills you, and you lose all your items, maybe even the gear you were wearing.
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
I cannot take anyone seriously who talks like a darn cat in a discussion. Good Lord- This one,This one,This one, This one, This One. PSA there is no such thing as a talking cat.
Now I’m ganking every Kitty in IC until event is over.
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.
@Mr_Walker Sorry, I don't know what XNA means
disintegr8 wrote: »OP has pinpointed the whole reason I very rarely go into the Imperial City or the sewers. It's usually full of gankers and kill happy losers who insist on killing anything and anyone they see using the 'it's a PVP zone' as an excuse.
I even made a point of getting the 3 IC crafting sets as soon as I could for my house so I don't have to go there for master writs. As for tel var stones, I've never used any and do not even know what they can buy.
Cundu_Ertur wrote: »Round four, easiest day yet.
Entered the sewers, saw a mob of EP running to the AD base. Died. I had 16TV, lost 8, still had 8. Respawned and ran back out. Saw only a few EP left, they were running away. But they pulled the wandering boss on us somehow. One dead wandering boss, 2 tix, 332 TV and I was done in 10 minutes. 2747 TV to go for my hakeijo. Dunno what I'll do with it once I get it. Maybe I'll keep it, put it in a frame and hang it up on the wall of my Snugpod.
I have several complaints about ESO, but how Tel Var work ain't one.
Cundu_Ertur wrote: »Round four, easiest day yet.
Entered the sewers, saw a mob of EP running to the AD base. Died. I had 16TV, lost 8, still had 8. Respawned and ran back out. Saw only a few EP left, they were running away. But they pulled the wandering boss on us somehow. One dead wandering boss, 2 tix, 332 TV and I was done in 10 minutes. 2747 TV to go for my hakeijo. Dunno what I'll do with it once I get it. Maybe I'll keep it, put it in a frame and hang it up on the wall of my Snugpod.
I have several complaints about ESO, but how Tel Var work ain't one.
How are you not detecting those stealthed TelVar?
@Mazbt The Imperial Retreat stones are faily rare drops in my experience. Buying them is expensive. If you don't have ready APs that you want to dump on them then you'd need to do three battlegrounds (i never checked, I'm guessing on this) beforehand. 20 minutes a piece that;s a full hour spend doing BG to get the recall stone. Now I'm going to guess that the average amount of tel vars that players who get victimised by organised ganking groups is around 5k (minus 1k initial stones)
And if you have to spend an hour doing BGs for every 4k tel vars you earn, then that's just too expensive. And the organised criminal organisations know this, that;s why they keep camping the bases. I would say that the Sigil is only effective for people who consistently have 10k or more tel vars, and that puts it outside the reach of non-hardcore IC players.
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