Or they just make it so that queueing out loses as much as dying. And if you were tagged it goes to the enemies as if a kill happened. Keeps the convenience, loses the incentive.
BergisMacBride wrote: »Other. 50% tel var loss with transporting available anytime when out of combat. If you don’t want to lose stones use a sigil or go through sewers.
Saying this as a mostly PvE player who wants to preserve my ability to transport anytime when I’m not in combat. Any cap really puts a damper on this ability and searching out a death port is kind of a pain at times.
Attorneyatlawl wrote: »BergisMacBride wrote: »Other. 50% tel var loss with transporting available anytime when out of combat. If you don’t want to lose stones use a sigil or go through sewers.
Saying this as a mostly PvE player who wants to preserve my ability to transport anytime when I’m not in combat. Any cap really puts a damper on this ability and searching out a death port is kind of a pain at times.
That still limits the pvp from happening that is supposed to have a chance of occurring when you're trying to get back to base to unload your telvar.
The queue change is a good way to bring back the imperial city's intended gameplay.
Personofsecrets wrote: »I like the queue out as it is on live.
There should be a counter against cheesy hyper speed and being kept in combat.
Do ZoS really think introducing this limit will make people want to play the game MORE?
This change is completely unnecessary. I use it because I'm effectively forced into IC by the current event. Limiting it to only 100 telvar to port out is just holding us hostage for all the cheezy Trolls to pick us off while we try to get out with with some reward.
I've never seen anyone ask for this change. There are a heap more things ZoS could be coding to make the game more enjoyable.
spartaxoxo wrote: »Raise the limit to 1000 for now as it's probably too late at the moment to make massive changes.
Later on remove the Tel-Var (maybe update 50) limit entirely. However, make it so we can only queue in safe zones. You can also pay 50% of your Tel-Var to return to base even in combat. The 50% goes to whichever player did the most damage to you if you were attacked by a player(s) within the last 15 seconds. Otherwise it's removed from the game same as dying to a mob. Allowing this retreat feature to work in combat is so people can get unstuck. Lower the cost of IC retreat stones to 5k ap and give a small chance to get one free from the daily quest coffers.
Necrotech_Master wrote: »spartaxoxo wrote: »Raise the limit to 1000 for now as it's probably too late at the moment to make massive changes.
Later on remove the Tel-Var (maybe update 50) limit entirely. However, make it so we can only queue in safe zones. You can also pay 50% of your Tel-Var to return to base even in combat. The 50% goes to whichever player did the most damage to you if you were attacked by a player(s) within the last 15 seconds. Otherwise it's removed from the game same as dying to a mob. Allowing this retreat feature to work in combat is so people can get unstuck. Lower the cost of IC retreat stones to 5k ap and give a small chance to get one free from the daily quest coffers.
if it was to apply the death penalty, the tel var should be divided up equally among all of the people who did dmg to the player since entering combat
this is why i prefer farming IC solo or in small groups, because you actually get less tel var in a larger group (though you are somewhat better protected through numbers unless theres a bomber around)