ESO_player123 wrote: »Danse_Mayhem wrote: »No way.
Disable being able to que out completely imo.
Same for cyrodil. Someone shouldn’t just be able to peace out to safety mid fight in a combat zone under any condition.
We are not asking to be able to teleport mid fight. We are asking for raising slightly the amount of telvar to be able to teleport when OUT OF COMBAT. 500 will do the trick.
valenwood_vegan wrote: »Given how this thread has developed since I tagged Kevin, I just wanted to re-clarify that there's, imo, a distinct issue here of players asking to keep a convenient way to leave IC, to cover a variety of situations where someone just wants to leave and move on to a different activity, rather than trying to escape combat or bypass without tel-var loss.
I just want to make double sure that aspect of the issue is communicated back to the team and doesn't get lost in a larger discussion of the merits (or not) of getting rid of the telvar loss mechanic.
Bolded the part of your statement that is completely untrue.
I earn the vast majority of my telvar by killing other players. Whether they're PVP players, farmers, questers - doesn't matter. I've actually been able to sustain my alchemy supplies for the entire lifespan of the game this way. It is one of the only reward systems in the entire game that provides a worthwhile reward, where the highest skill players are able to gain the most benefit. This is something seriously lacking across the entirety of the game. You SHOULD be able to earn the most gold, or get the best gear, the best cosmetics, etc by achieving the highest skill ceiling possible. It creates aspirational goals that are good for the long term health of the game.
Here is a screenshot from one of my old videos back when we had the 7 day telvar events - 1.8M telvar earned in 7 days, just by fighting other players.
BergisMacBride wrote: »valenwood_vegan wrote: »Given how this thread has developed since I tagged Kevin, I just wanted to re-clarify that there's, imo, a distinct issue here of players asking to keep a convenient way to leave IC, to cover a variety of situations where someone just wants to leave and move on to a different activity, rather than trying to escape combat or bypass without tel-var loss.
I just want to make double sure that aspect of the issue is communicated back to the team and doesn't get lost in a larger discussion of the merits (or not) of getting rid of the telvar loss mechanic.
^ This exactly for me and many others.
While I wholeheartedly agree we need to fix the exploiting of current mechanics used to evade tel var loss when in combat, the way in which ZOS is doing this makes easy travel much more cumbersome. For me, this isn’t as much about any potential tel var loss as it is a hindrance to using my game time efficiently. As I said earlier, I’m fine with paying 50% of my tel var just to retain the ability to travel easily.
I really like the solution @ warm_blanket posted previously in this thread to:
1. Disable porting while in combat.
2. Allow it any other time but you lose 50% of your tel var unless you use a stone.
This would have close to the same net effect as death porting although I wouldn’t have to go to the trouble to search out mobs or the district boss.
Oblivion_Protocol wrote: »
I see. I guess I have a different idea of how it would work than others. The way I see it, you should still get Tel Var equal to half of what the other person is carrying. They just don’t lose anything. Therein lies the win-win. It still encourages PvP because you can get greater rewards from killing players, and it allows casuals to still farm with less fear, meaning the IC population goes up.
valenwood_vegan wrote: »Given how this thread has developed since I tagged Kevin, I just wanted to re-clarify that there's, imo, a distinct issue here of players asking to keep a convenient way to leave IC, to cover a variety of situations where someone just wants to leave and move on to a different activity, rather than trying to escape combat or bypass tel-var loss.
warm_blanket wrote: »Since @ZOS_Kevin is commenting I'll add my thoughts.
This change is a good attempt to address players dodging the risk component of farming telvar, but it has some holes.
There are reliable ways to leave IC without queuing for anything, so adjusting telvar limits won't help that much. At the same time it is nice that you can currently play in IC while waiting in a queue, and accepting it when it pops. I'd suggest a slightly different approach:
1) You cannot port out of IC while in combat
2) Porting out of IC (without using a sigil) costs half of your carried telvar ( to last known (PLAYER) you was in combat with) , the same as dying
This leaves players able to freely enter and leave IC for any purpose without touching the intended risk/reward for farming telvar.
Also since I'm at it it would be great if we could respawn at any IC district regardless of who owns its flag.
Brother, that would literally just be an infinite telvar dupe lol.
What exactly would stop me from having my friend pull out 5 million telvar so that I can kill him and instantly generate 2.5 million telvar?
What would stop me from having my friend kill me after each time I did a loop of bosses, giving me an instant port back to base and giving him a free 32k+ telvar?
Oblivion_Protocol wrote: »Bolded the part of your statement that is completely untrue.
I earn the vast majority of my telvar by killing other players. Whether they're PVP players, farmers, questers - doesn't matter. I've actually been able to sustain my alchemy supplies for the entire lifespan of the game this way. It is one of the only reward systems in the entire game that provides a worthwhile reward, where the highest skill players are able to gain the most benefit. This is something seriously lacking across the entirety of the game. You SHOULD be able to earn the most gold, or get the best gear, the best cosmetics, etc by achieving the highest skill ceiling possible. It creates aspirational goals that are good for the long term health of the game.
Here is a screenshot from one of my old videos back when we had the 7 day telvar events - 1.8M telvar earned in 7 days, just by fighting other players.
I see. I guess I have a different idea of how it would work than others. The way I see it, you should still get Tel Var equal to half of what the other person is carrying. They just don’t lose anything. Therein lies the win-win. It still encourages PvP because you can get greater rewards from killing players, and it allows casuals to still farm with less fear, meaning the IC population goes up.
Oblivion_Protocol wrote: »The way I see it, you should still get Tel Var equal to half of what the other person is carrying. They just don’t lose anything. Therein lies the win-win.
MincMincMinc wrote: »If you dont intermingle pve and pvp in some way, we never get cross pollination in the playerbase which helps keep people logged in.
MincMincMinc wrote: »If you dont intermingle pve and pvp in some way, we never get cross pollination in the playerbase which helps keep people logged in.
More intermingling of PvP with PvE would be the fastest way to keep me logged out.
RedJohn_COF wrote: »I don't see what the issue is, tping out, when there is NOBODY around anyway.
Wild analogy for a declining video game. This isn’t “good times” and those who dislike the change aren’t “weak men”.Hard times create strong men, strong men create good times, good times create weak men (we are here), and weak men create hard times. I really hope we will see PvP become more complicated and more rewarding, so better PvP players would be involved in it again.
MincMincMinc wrote: »You say "more" like there is any in the game.
This is the reason you have the opt out system like every other mmo. You literally would not need to participate.
Then you make optional pvp with objectives that give bonuses to the pve side of things.
MincMincMinc wrote: »You say "more" like there is any in the game.
Cyrodiil and IC are PvPvE zones. Your proposal is different in that you could opt-out of the PvP part, which would be new.This is the reason you have the opt out system like every other mmo. You literally would not need to participate.
That could work. It would change the Night Market to a PvP zone, though (because you have to opt-out of the PvP part). I'm not sure that would fly this year, given that quite a few players are disappointed that there's no new PvE zone, and others are disappointed that there are no new dungeons. Another zone in another season would probably be better received.Then you make optional pvp with objectives that give bonuses to the pve side of things.
PvP objectives should award PvP bonuses, not PvE bonuses. There's already too much forcing/encouraging people to do activities they don't enjoy to get stuff that matches what they do enjoy in this game to want more of it. Less of that, please.
I'd be okay with an opt-in or opt-out PvPvE zone that awarded bonuses to PvP for those who participate in the PvP part.
RedJohn_COF wrote: »I don't see what the issue is, tping out, when there is NOBODY around anyway.
Well, without Cyro port, you need to make your way out first, so you have bigger chance to meet someoneIt is not hard to hide in IC in order to get out of combat, and then tp, as you suggested, but while you move to the exit, you will meet someone and fight. This is again, tradeoff between accurate implementation of initial location design and complexity for current player base.