A few ideas:
1. Adjust Tel-Var loss/gain mechanics - When you kill a player, you can earn up to 50% of what your opponent has, but no more than 100% of what you have.
So, if you have 10 Tel Var and the opponent has 1000 Tel-Var, you can only earn 10, and they only lose 10.
If you have 1000 Tel-Var and the opponent has 1000 Tel-Var, you earn 500, and they lose 500.
If you have 1000 Tel-Var and the opponent has 10 Tel-Var, you earn 5, and they lose 5.
In other words, if you want to reap significant Tel-Var loads from other players, you have to be prepared to lose significant loads.
(Very similar ideas have been floating around for a while now. I agree with them, and above is how I'd implement it.)
2. Add more that can be purchased from Tel-Var vendors IE. make the farming and collection of Tel-Var more appealing so more people are drawn to the IC. A few ideas of stuff to sell:
- Jewelry platings
- Spell Power/Weapon Power potions
- Coffers with random crafting motifs
VaranisArano wrote: »You may not want the risk inherent to farming a PVP zone for Tel Var removed, but you do want the risk of losing Tel Var to a PVP or PVE encounter removed. I'd say that's removing all of the risk that makes Tel Var unique, making it no different than the AP or Key Fragments that are also gained despite the overarching risk of PVP.
spartaxoxo wrote: »spartaxoxo wrote: »If there is nothing unique about Telvar (chance of losing it) then really there is no need for it to exist. We would have a PvE currency and a PvP currency. What else would we need?
IC being the only way to reliably get it is also a unique attribute. And the purpose it serves is to get people to join IC. Since the point of the change is to get people to come into IC, deleting it serves the literal opposite purpose.
It isn't unique if it becomes just like the other currencies..
It wouldn't be like those other currencies at all. PvP is inherently risky, which automatically makes it different to coins. The biggest generator of coins can even have the "work" part of it automated with the person only needing to move around to the various quest objectives on their own without breaking the rules (crafting writs). There is no risk to generating coins.
It would work similar to AP. But unlike AP, it would be limited to IC. Which makes it unique in and of itself.The point is to make PvP in Imperial City vibrant and fun again. The potential loss/gain of Telvar is a part of that.
The loss of Tel-Var is explicitly what makes it unfun to the vast majority of people who do BGs and Cyro but not IC. They have stated this over and over and over.
The people that would go to Imperial City if the change were made are PvE types for the most part. You want to take away part of the reason PvP'rs go to a PvP zone to placate PvE.
spartaxoxo wrote: »
The problem with the Tel-Var design, and why this design is incredibly flawed, is that it disincentives risky battles and finishing pvp fights. This is why even people who still do IC just port out to Cyro to stash and then port back into IC. It pushes people to run in comfy zergs or gank, and not much in between. Casual pvp is discouraged entirely.
spartaxoxo wrote: »spartaxoxo wrote: »If there is nothing unique about Telvar (chance of losing it) then really there is no need for it to exist. We would have a PvE currency and a PvP currency. What else would we need?
IC being the only way to reliably get it is also a unique attribute. And the purpose it serves is to get people to join IC. Since the point of the change is to get people to come into IC, deleting it serves the literal opposite purpose.
It isn't unique if it becomes just like the other currencies..
It wouldn't be like those other currencies at all. PvP is inherently risky, which automatically makes it different to coins. The biggest generator of coins can even have the "work" part of it automated with the person only needing to move around to the various quest objectives on their own without breaking the rules (crafting writs). There is no risk to generating coins.
It would work similar to AP. But unlike AP, it would be limited to IC. Which makes it unique in and of itself.The point is to make PvP in Imperial City vibrant and fun again. The potential loss/gain of Telvar is a part of that.
The loss of Tel-Var is explicitly what makes it unfun to the vast majority of people who do BGs and Cyro but not IC. They have stated this over and over and over.
Yet Imperial City was most popular when the loss was 80%.
And it would work exactly like gold not AP.
Yet Imperial City was most popular when the loss was 80%.
Yet Imperial City was most popular when the loss was 80%.
No, it was most popular when it was *newest*. The fact of the loss being 80% was one of the things that made it stop being popular. The reduction in the loss, to 50%, slowed the attrition rate, but not much. 50% is still too much to lose, especially to lose to a player who is literally risking none of THEIR OWN tel var in return.
If a ganker is carrying 0, then their gain should be 0. Put your own at risk, or don't gain anything when you win.
Yet Imperial City was most popular when the loss was 80%.
No, it was most popular when it was *newest*. The fact of the loss being 80% was one of the things that made it stop being popular. The reduction in the loss, to 50%, slowed the attrition rate, but not much. 50% is still too much to lose, especially to lose to a player who is literally risking none of THEIR OWN tel var in return.
If a ganker is carrying 0, then their gain should be 0. Put your own at risk, or don't gain anything when you win.
spartaxoxo wrote: »VaranisArano wrote: »You may not want the risk inherent to farming a PVP zone for Tel Var removed, but you do want the risk of losing Tel Var to a PVP or PVE encounter removed. I'd say that's removing all of the risk that makes Tel Var unique, making it no different than the AP or Key Fragments that are also gained despite the overarching risk of PVP.
Yeah this is about the sum of it. Where I disagree is that it would be then no different to AP or Key Fragments. Key Fragments aren't a currency and take up inventory space. And AP is obtainable in all pvp enabled zones.
Tel-Var however is only available reliably in IC. This is not a trivial unique element or unimportant. Because this gives people an incentive to pvp specifically in IC rather than Cyro or BGs.
Currently right now I have seen two big paint points discussed again and again and again from the "I do bgs and cyro but not IC" crowd, and that is "too many loading screens" and "don't like losing Tel-Var."
The problem with the Tel-Var design, and why this design is incredibly flawed, is that it disincentives risky battles and finishing pvp fights. This is why even people who still do IC just port out to Cyro to stash and then port back into IC. It pushes people to run in comfy zergs or gank, and not much in between. Casual pvp is discouraged entirely.
If you engage in these kinds of fights, you lose out on most of the reason you were in the zone in the first place. If you take a fight you don't win in any other pvp zone, you don't lose anything. Thus it is not worth it to go in alone or smaller scale or with a toon that is merely used casually in pvp without being particularly strong. People who aren't looking for loot but mostly looking for fights also don't bother because the low population as a result of this means they are better off doing BG if they want something smaller scale, despite IC in theory offering them better rewards.
spartaxoxo wrote: »
OnThaLoose wrote: »Let me preface by saying I'm not PVPer.
But the problem as I see it is the way its designed: Tough NPC bosses are designed to be killed by PVE players with PVE kitted gear, which in turn makes them weak in pvp fights.
The problem is in almost all cases the pvp player will defeat the pve player in a 1on1 fight, so 90% of pve players dont even go for fear of wasted time there.
I dont know of a definite solution but I personally think the TV drop rates from NPCs should be increased but TV losses from player kills should be dropped to 25% OR capped at 10k a kill, which encourages more PvE players to come to IC, in turn providing more "game" for pvp'ers to hunt, so it brings pvpers in as well. Even with a drop to 25%, if the pvpers get more kills they still make a lot of TV.
But what do I know?
Yet Imperial City was most popular when the loss was 80%.
No, it was most popular when it was *newest*. The fact of the loss being 80% was one of the things that made it stop being popular. The reduction in the loss, to 50%, slowed the attrition rate, but not much. 50% is still too much to lose, especially to lose to a player who is literally risking none of THEIR OWN tel var in return.
If a ganker is carrying 0, then their gain should be 0. Put your own at risk, or don't gain anything when you win.
spartaxoxo wrote: »
spartaxoxo wrote: »VaranisArano wrote: »You may not want the risk inherent to farming a PVP zone for Tel Var removed, but you do want the risk of losing Tel Var to a PVP or PVE encounter removed. I'd say that's removing all of the risk that makes Tel Var unique, making it no different than the AP or Key Fragments that are also gained despite the overarching risk of PVP.
Yeah this is about the sum of it. Where I disagree is that it would be then no different to AP or Key Fragments. Key Fragments aren't a currency and take up inventory space. And AP is obtainable in all pvp enabled zones.
Tel-Var however is only available reliably in IC. This is not a trivial unique element or unimportant. Because this gives people an incentive to pvp specifically in IC rather than Cyro or BGs.
And if you remove Tel Var loss, then it will be the same as key fragments, whether they occupy inventory or not.
OK, but where does anyone engage in "risky battles" in PvP? If you remove the Tel Var loss, then you remove the risk, so whatever battle you have, it's not going to be "risky" because nobody is losing anything.
lyeah because we have been discussing Cyrodiil and PvE.
MCBIZZLE300 wrote: »So many fond memories of mine have been during an imperial city event that come once a year when its populated. I really think that Imperial city is wasted content outside of the annual double telvar event and its a waste. My idea is to make the Imperial city a separate campaign with monthly rewards like cyrodiil including transmute crystals, a bonus amount of telvar and imperial city gear sets each month. I think there needs to be more of a reason to enter the imperial city, seeing as there are problems with performance in cyrodiil with no answer in sight. I like possibly many others have been staying away from eso pvp as of late due to performance and I really think a revamped imperial city would be welcomed with open arms by most of us. Please let me know if any of you agree/ thoughts. I love this games combat and miss it greatly.
I've suggested giving it its own monthly campaign too. It would help.
.
spartaxoxo wrote: »Might as well remove Tel Var then.
It's the way AP works and Cyrodiil has a healthier pop. You can prevent someone from earning AP but not take the AP they already managed to get. The same being true of Tel-Var would lead it to being more casual friendly drawing in a larger crowd. I do think it would require making some of the Tel-Var items more expensive though.
Like the number one sticking point that so many of those casual pvp players cite about why they don't do IC but will do Cyro or BGs sometimes is the Tel-Var issue. I don't think it's worth killing the entire zone's population so much of the year just to have this mechanic. It has taken away from pvp more than it has given.
People need to have incentive to go in there and then they will get dragged into fights.
New Districts that are ultra pvp heavy will bring in some of the players that are more dedicated to PVP but hate all the loading screens.
And a bit easier time getting stuff done there will bring in casuals.
Probably won't ever get as big as Cyro but at least it would be better than the largely dead zones you have whenever there is no event.
spartaxoxo wrote: »Might as well remove Tel Var then.
It's the way AP works and Cyrodiil has a healthier pop. You can prevent someone from earning AP but not take the AP they already managed to get. The same being true of Tel-Var would lead it to being more casual friendly drawing in a larger crowd. I do think it would require making some of the Tel-Var items more expensive though.
Like the number one sticking point that so many of those casual pvp players cite about why they don't do IC but will do Cyro or BGs sometimes is the Tel-Var issue. I don't think it's worth killing the entire zone's population so much of the year just to have this mechanic. It has taken away from pvp more than it has given.
People need to have incentive to go in there and then they will get dragged into fights.
New Districts that are ultra pvp heavy will bring in some of the players that are more dedicated to PVP but hate all the loading screens.
And a bit easier time getting stuff done there will bring in casuals.
Probably won't ever get as big as Cyro but at least it would be better than the largely dead zones you have whenever there is no event.
There needs to be a middle ground, not a carebear pve zone where everyone just avoids pvp like the plague because that will be equally as dumb. It would totally ruin pricing, since there would be 0 risk in farming it. Someone kills you ? Who cares if you can't lose any telvar. Removing the risk would likely bring in some pve farmers but let's not pretend like this is what killed ic instead of flags and load screens ,so many changes thru the years , it's just a pain in the ass.
MCBIZZLE300 wrote: »So many fond memories of mine have been during an imperial city event that come once a year when its populated. I really think that Imperial city is wasted content outside of the annual double telvar event and its a waste. My idea is to make the Imperial city a separate campaign with monthly rewards like cyrodiil including transmute crystals, a bonus amount of telvar and imperial city gear sets each month. I think there needs to be more of a reason to enter the imperial city, seeing as there are problems with performance in cyrodiil with no answer in sight. I like possibly many others have been staying away from eso pvp as of late due to performance and I really think a revamped imperial city would be welcomed with open arms by most of us. Please let me know if any of you agree/ thoughts. I love this games combat and miss it greatly.
I've suggested giving it its own monthly campaign too. It would help.
.
It's as simple as this. Really. Give IC its own campaign and see it flourish.
redspecter23 wrote: »My opinion only, but the day they added flags and potentially forced double load screens or a multi zone run to get back into combat was the day I lost interest in IC.
I remember the massive 3 way battles in IC and instant rez to get back into the fight. I miss those days.
shadyjane62 wrote: »It would be great again if it disappeared. Permanently.