Still better than rewarding players who carry 0 stones.Major_Mangle wrote: »The entire "you can´t steal more than you´ve" only benefits the people who farm, because then you can run around with millions of telvar
Still better than rewarding players who carry 0 stones.Major_Mangle wrote: »The entire "you can´t steal more than you´ve" only benefits the people who farm, because then you can run around with millions of telvar

SummersetCitizen wrote: »My only concern is that this will amp up ganking at alliance sewer entry doors.
That aspect of PVP gameplay is what PVE players despise the most I think.
If this keeps more players out of the zone, it will be counterproductive. The PVP community is thin and I think they need fresh faces to stick around and stay active.
Perhaps make this strict rule for CP campaign only? Not sure, just trying to offer ideas.
Engaging in PVP in a PVP content/game mode isn't bullying/trolling. It's playing the game as intended. The issue with the Imperial City is strictly that people use Queueing out of the IC server to "escape" combat encounters to safely gather hundreds of thousands of Tel Var Stones without engaging with the PVP side of the PvPvE design of the Imperial City. Players who will no longer desire to play the Imperial City once this change is released were not playing it before the Imperial City was separated from Cyrodiil anyways and the population before this was great. Allow people who enjoy their PvPvE ghost-town enjoy it. The content is finally going to function as it already did before as intended. This is simply a revert.ZOS, PLEASE consider adding a limit to the amount of telvar taken, equal to what the killer is actually carrying. This would create TRUE Risk vs Reward, you want to steal people's work? Then you have to risk some stones yourself in case you lose. There's literally no reason why it isn't already this way, it doesn't make it unfair to anyone, and it just evens the playing field. People still are at risk of losing their work, but this means EVERYONE is, not just one side, while the other side just gets to bully and farm. If the actual care is true Risk vs Reward, as the zone is meant to be.
SummersetCitizen wrote: »My only concern is that this will amp up ganking at alliance sewer entry doors.
That aspect of PVP gameplay is what PVE players despise the most I think.
If this keeps more players out of the zone, it will be counterproductive. The PVP community is thin and I think they need fresh faces to stick around and stay active.
Perhaps make this strict rule for CP campaign only? Not sure, just trying to offer ideas.
Place is gonna become a ghost down after the queue change anyway. It was already slim, but people are not gonna deal with being griefed over and over again.
CameraBeardThePirate wrote: »With this change, gankers will no longer have risk free ganks on groups. If they successfully gank someone in a group, they actually have to escape now. You will see fewer gankers attacking people in a group now.
If you don't want to lose your TelVar, group up. Safety in numbers will be stronger than ever before with this change.
CameraBeardThePirate wrote: »You aren't getting bullied out of TelVar; you're getting killed in a PvP zone.
The "risk vs reward" of IC is that the more you farm TelVar, the faster you gain it. The more you have, the more you lose if you die. You risk losing your TelVar for the reward of larger gains.
Something that many people aren't understanding with this change is that the amount of gankers will go down with this change. IC was a ganker haven because gankers didn't have to risk anything before. They drop in on a group while holding 0 TelVar, try over and over to kill the lowest health player, and when they finally do, they queue out to Cyrodiil so that they don't have to risk the TelVar they just earned.
With this change, gankers will no longer have risk free ganks on groups. If they successfully gank someone in a group, they actually have to escape now. You will see fewer gankers attacking people in a group now.
If you don't want to lose your TelVar, group up. Safety in numbers will be stronger than ever before with this change.
The people trying to argue that the queue exploit was good for IC forget that the entire point of IC is that you are not supposed to be able to easily escape.
CameraBeardThePirate wrote: »You aren't getting bullied out of TelVar; you're getting killed in a PvP zone.
The "risk vs reward" of IC is that the more you farm TelVar, the faster you gain it. The more you have, the more you lose if you die. You risk losing your TelVar for the reward of larger gains.
Something that many people aren't understanding with this change is that the amount of gankers will go down with this change. IC was a ganker haven because gankers didn't have to risk anything before. They drop in on a group while holding 0 TelVar, try over and over to kill the lowest health player, and when they finally do, they queue out to Cyrodiil so that they don't have to risk the TelVar they just earned.
With this change, gankers will no longer have risk free ganks on groups. If they successfully gank someone in a group, they actually have to escape now. You will see fewer gankers attacking people in a group now.
If you don't want to lose your TelVar, group up. Safety in numbers will be stronger than ever before with this change.
The people trying to argue that the queue exploit was good for IC forget that the entire point of IC is that you are not supposed to be able to easily escape.
Then make the risk equal. Make gankers have to carry telvar too to even steal.
CameraBeardThePirate wrote: »You aren't getting bullied out of TelVar; you're getting killed in a PvP zone.
The "risk vs reward" of IC is that the more you farm TelVar, the faster you gain it. The more you have, the more you lose if you die. You risk losing your TelVar for the reward of larger gains.
Something that many people aren't understanding with this change is that the amount of gankers will go down with this change. IC was a ganker haven because gankers didn't have to risk anything before. They drop in on a group while holding 0 TelVar, try over and over to kill the lowest health player, and when they finally do, they queue out to Cyrodiil so that they don't have to risk the TelVar they just earned.
With this change, gankers will no longer have risk free ganks on groups. If they successfully gank someone in a group, they actually have to escape now. You will see fewer gankers attacking people in a group now.
If you don't want to lose your TelVar, group up. Safety in numbers will be stronger than ever before with this change.
The people trying to argue that the queue exploit was good for IC forget that the entire point of IC is that you are not supposed to be able to easily escape.
Then make the risk equal. Make gankers have to carry telvar too to even steal.
SummersetCitizen wrote: »I agree with what people supporting this change are saying.
That being said, I also think it will have a negative effect on the number of players choosing to enter the zone.
It’s a difficult decision I think. They cannot please both parties and it’s been the way it is now for quite some time.
Blood_again wrote: »CameraBeardThePirate wrote: »With this change, gankers will no longer have risk free ganks on groups. If they successfully gank someone in a group, they actually have to escape now. You will see fewer gankers attacking people in a group now.
If you don't want to lose your TelVar, group up. Safety in numbers will be stronger than ever before with this change.
It will work in different way.
1. Go gank or bomb having 0 tv
2. Got let's say 7000 tv and keep trying.
3. Die, bank 3500 tv at the base. Repeat.
4. PROFIT
Death taxi saves time for gankers as much as for IC-questers
CameraBeardThePirate wrote: »Blood_again wrote: »CameraBeardThePirate wrote: »With this change, gankers will no longer have risk free ganks on groups. If they successfully gank someone in a group, they actually have to escape now. You will see fewer gankers attacking people in a group now.
If you don't want to lose your TelVar, group up. Safety in numbers will be stronger than ever before with this change.
It will work in different way.
1. Go gank or bomb having 0 tv
2. Got let's say 7000 tv and keep trying.
3. Die, bank 3500 tv at the base. Repeat.
4. PROFIT
Death taxi saves time for gankers as much as for IC-questers
Gankers ganking people for TelVar will not opt to kill someone in a group and risk losing half their earnings. They will keep looking for a solo player instead.
Blood_again wrote: »CameraBeardThePirate wrote: »Blood_again wrote: »CameraBeardThePirate wrote: »With this change, gankers will no longer have risk free ganks on groups. If they successfully gank someone in a group, they actually have to escape now. You will see fewer gankers attacking people in a group now.
If you don't want to lose your TelVar, group up. Safety in numbers will be stronger than ever before with this change.
It will work in different way.
1. Go gank or bomb having 0 tv
2. Got let's say 7000 tv and keep trying.
3. Die, bank 3500 tv at the base. Repeat.
4. PROFIT
Death taxi saves time for gankers as much as for IC-questers
Gankers ganking people for TelVar will not opt to kill someone in a group and risk losing half their earnings. They will keep looking for a solo player instead.
Sweet dreams.
If I'm a ganker, I will attack more aggressively after the patch. Because the death taxi from a group I attacked or from a bad company near my base ends with the same -50% tv.
The only differences are:
- the time I would spend to reach the base
- a surprise effect, that's on my side in the distict, but against me near the base.
Really, why should I try to be careful, gank only solo players and go to base to be ganked?
I will try to get that 20k hp boy from a rich farming group. Yes, I'll res on base with my half. In a minute I will gank somebody else.
I'll make as many suicidal attacks as I can per minute while I have a chance to kill somebody a second before I die.
This suicidal tactic is simply more profitable per time. And I always will be in plus, because every time I start with 0 tv from my base. My risk is 0 with current telvar loot system.
OP's offer, if implemented, would force me to be way more careful, though.
Blood_again wrote: »CameraBeardThePirate wrote: »Blood_again wrote: »CameraBeardThePirate wrote: »With this change, gankers will no longer have risk free ganks on groups. If they successfully gank someone in a group, they actually have to escape now. You will see fewer gankers attacking people in a group now.
If you don't want to lose your TelVar, group up. Safety in numbers will be stronger than ever before with this change.
It will work in different way.
1. Go gank or bomb having 0 tv
2. Got let's say 7000 tv and keep trying.
3. Die, bank 3500 tv at the base. Repeat.
4. PROFIT
Death taxi saves time for gankers as much as for IC-questers
Gankers ganking people for TelVar will not opt to kill someone in a group and risk losing half their earnings. They will keep looking for a solo player instead.
Sweet dreams.
If I'm a ganker, I will attack more aggressively after the patch. Because the death taxi from a group I attacked or from a bad company near my base ends with the same -50% tv.
The only differences are:
- the time I would spend to reach the base
- a surprise effect, that's on my side in the distict, but against me near the base.
Really, why should I try to be careful, gank only solo players and go to base to be ganked?
I will try to get that 20k hp boy from a rich farming group. Yes, I'll res on base with my half. In a minute I will gank somebody else.
I'll make as many suicidal attacks as I can per minute while I have a chance to kill somebody a second before I die.
This suicidal tactic is simply more profitable per time. And I always will be in plus, because every time I start with 0 tv from my base. My risk is 0 with current telvar loot system.
OP's offer, if implemented, would force me to be way more careful, though.
CameraBeardThePirate wrote: »You aren't getting bullied out of TelVar; you're getting killed in a PvP zone.
The "risk vs reward" of IC is that the more you farm TelVar, the faster you gain it. The more you have, the more you lose if you die. You risk losing your TelVar for the reward of larger gains.
Something that many people aren't understanding with this change is that the amount of gankers will go down with this change. IC was a ganker haven because gankers didn't have to risk anything before. They drop in on a group while holding 0 TelVar, try over and over to kill the lowest health player, and when they finally do, they queue out to Cyrodiil so that they don't have to risk the TelVar they just earned.
With this change, gankers will no longer have risk free ganks on groups. If they successfully gank someone in a group, they actually have to escape now. You will see fewer gankers attacking people in a group now.
If you don't want to lose your TelVar, group up. Safety in numbers will be stronger than ever before with this change.
The people trying to argue that the queue exploit was good for IC forget that the entire point of IC is that you are not supposed to be able to easily escape.
Then make the risk equal. Make gankers have to carry telvar too to even steal.
Avran_Sylt wrote: »
Then make the risk equal. Make gankers have to carry telvar too to even steal.
Same with groups. If I get dumpstered because there were two people fighting me I don't want to lose that Tel Var because they decided to fight unfairly, their combined Tel Var should be double mine before I lose any to them. (and if three, triple, etc.)
SummersetCitizen wrote: »My only concern is that this will amp up ganking at alliance sewer entry doors.
That aspect of PVP gameplay is what PVE players despise the most I think.
If this keeps more players out of the zone, it will be counterproductive. The PVP community is thin and I think they need fresh faces to stick around and stay active.
Perhaps make this strict rule for CP campaign only? Not sure, just trying to offer ideas.
Place is gonna become a ghost down after the queue change anyway. It was already slim, but people are not gonna deal with being griefed over and over again.
yep - this is a terrible change. needs to be taken out. it will kill IC