As things stand now, this change killed the "risk and reward" gameplay some people are blathering on about completely.
Because there's only a "risk" if you're carrying TV. If you're not, there's no risk involved. You may die, but who cares about that.
Again, you should only be able to get as many TV as you're carrying yourself. Want to nick 3k from someone else? Carry those 3k around with you.
This isn’t a terrible idea.
Your gains from a player being capped by your carried Tel Var.
So let’s say you bomb 3 people, you’re carrying 3,000, you kill one player, you get 3,000 and then Vicious Death procs and you can then gain another 6,000 from both players who died to Vicious Death.
Would do wonders to reign in single target ganking, as the playstyle would still exist, you would just need to be smarter about it.
I suggested this for years but people usually hate on it. But I agree that it's the only way to make it truly risk vs reward and for fairness.
If people had an effect around them incrementally based on how much Tel Var they carried, a ganker could make an entire minigame out of it. 😂
Not talking about a visual effect, I mean the part in which players should only be able to take based on what they're carrying (cap it at whatever you're carrying and/or use the already existing multiplier system.)
AKA encourage gankers to also have to risk their stones if they want to rob people. I don't really care what hairsplitting way it's done, just SOMETHING.
As things stand now, this change killed the "risk and reward" gameplay some people are blathering on about completely.
Because there's only a "risk" if you're carrying TV. If you're not, there's no risk involved. You may die, but who cares about that.
Again, you should only be able to get as many TV as you're carrying yourself. Want to nick 3k from someone else? Carry those 3k around with you.
This isn’t a terrible idea.
Your gains from a player being capped by your carried Tel Var.
So let’s say you bomb 3 people, you’re carrying 3,000, you kill one player, you get 3,000 and then Vicious Death procs and you can then gain another 6,000 from both players who died to Vicious Death.
Would do wonders to reign in single target ganking, as the playstyle would still exist, you would just need to be smarter about it.
I suggested this for years but people usually hate on it. But I agree that it's the only way to make it truly risk vs reward and for fairness.
If people had an effect around them incrementally based on how much Tel Var they carried, a ganker could make an entire minigame out of it. 😂
Not talking about a visual effect, I mean the part in which players should only be able to take based on what they're carrying (cap it at whatever you're carrying and/or use the already existing multiplier system.)
AKA encourage gankers to also have to risk their stones if they want to rob people. I don't really care what hairsplitting way it's done, just SOMETHING.
Attorneyatlawl wrote: »As things stand now, this change killed the "risk and reward" gameplay some people are blathering on about completely.
Because there's only a "risk" if you're carrying TV. If you're not, there's no risk involved. You may die, but who cares about that.
Again, you should only be able to get as many TV as you're carrying yourself. Want to nick 3k from someone else? Carry those 3k around with you.
This isn’t a terrible idea.
Your gains from a player being capped by your carried Tel Var.
So let’s say you bomb 3 people, you’re carrying 3,000, you kill one player, you get 3,000 and then Vicious Death procs and you can then gain another 6,000 from both players who died to Vicious Death.
Would do wonders to reign in single target ganking, as the playstyle would still exist, you would just need to be smarter about it.
I suggested this for years but people usually hate on it. But I agree that it's the only way to make it truly risk vs reward and for fairness.
If people had an effect around them incrementally based on how much Tel Var they carried, a ganker could make an entire minigame out of it. 😂
Not talking about a visual effect, I mean the part in which players should only be able to take based on what they're carrying (cap it at whatever you're carrying and/or use the already existing multiplier system.)
AKA encourage gankers to also have to risk their stones if they want to rob people. I don't really care what hairsplitting way it's done, just SOMETHING.
There is risk... They still have to get back to their base. This is a long overdue change that will reinvigorate pvp in the imperial city, at least. It was never meant as a free pve farm zone.
Attorneyatlawl wrote: »
There is risk... They still have to get back to their base. This is a long overdue change that will reinvigorate pvp in the imperial city, at least. It was never meant as a free pve farm zone.
Major_Mangle wrote: »One of the best changes this patch has brought, finally the people who abused the hell out of this mechanic has to PvP again. Good change, hope it stays. Use the intended methods to get out (aka walk back or use a sigil). It´s a PvP zone not a free telvar farm zone. Lock in
Where are you guys getting the "free" part from? Were people able to go into IC and get TV by just standing around doing nothing? No, they had to go out and actually do things, engage with the content, kill mobs and the like. It was never "free" farming, because the people farming were killing stuff and finding Chests and such. In fact, ironically gankers and bombers are the ones doing free farming, if anything. They let others do all the actual farming and then blast them into the stratosphere with little to no chance of retaliation.Attorneyatlawl wrote: »As things stand now, this change killed the "risk and reward" gameplay some people are blathering on about completely.
Because there's only a "risk" if you're carrying TV. If you're not, there's no risk involved. You may die, but who cares about that.
Again, you should only be able to get as many TV as you're carrying yourself. Want to nick 3k from someone else? Carry those 3k around with you.
This isn’t a terrible idea.
Your gains from a player being capped by your carried Tel Var.
So let’s say you bomb 3 people, you’re carrying 3,000, you kill one player, you get 3,000 and then Vicious Death procs and you can then gain another 6,000 from both players who died to Vicious Death.
Would do wonders to reign in single target ganking, as the playstyle would still exist, you would just need to be smarter about it.
I suggested this for years but people usually hate on it. But I agree that it's the only way to make it truly risk vs reward and for fairness.
If people had an effect around them incrementally based on how much Tel Var they carried, a ganker could make an entire minigame out of it. 😂
Not talking about a visual effect, I mean the part in which players should only be able to take based on what they're carrying (cap it at whatever you're carrying and/or use the already existing multiplier system.)
AKA encourage gankers to also have to risk their stones if they want to rob people. I don't really care what hairsplitting way it's done, just SOMETHING.
There is risk... They still have to get back to their base. This is a long overdue change that will reinvigorate pvp in the imperial city, at least. It was never meant as a free pve farm zone.
...I'm not sure this is a uh...healthy way of looking at PvP. Very few people, I'd wager, go in with the expectation of being OTHER peoples' entertainment, they go in because either they enjoy the challenge of fighting people rather than NPCs, or because there are things they want that they can't earn outside of PvP.In my experience with PvP if one is in a PvP zone one is the content; one is there to provide entertainment for other players.
Whether one partakes willingly or unwillingly is immaterial. One's frustration will be just as entertaining (to others) as one's enjoyment.
Look at the experience through that lens and is likely to make more sense.
...I'm not sure this is a uh...healthy way of looking at PvP. Very few people, I'd wager, go in with the expectation of being OTHER peoples' entertainment, they go in because either they enjoy the challenge of fighting people rather than NPCs, or because there are things they want that they can't earn outside of PvP.In my experience with PvP if one is in a PvP zone one is the content; one is there to provide entertainment for other players.
Whether one partakes willingly or unwillingly is immaterial. One's frustration will be just as entertaining (to others) as one's enjoyment.
Look at the experience through that lens and is likely to make more sense.
Finding amusement in frustrating other players is also not really the best look. I mean it's one thing if the person you're trying to annoy is themselves a jerk or really rude or something, but if it's people who just want to get quests done, or earn enough to get some mats or a title or a Costume or something, or they're minding their own business fishing...taking pleasure and amusement from upsetting other people isn't really a good thing. In fact, people who do that are usually called trolls.
And it makes even LESS sense to me to view PvP in this light.
Huh, I saw TV somewhere and my brain must have swapped the terms lol. I'm surprised no one has corrected me before this.CameraBeardThePirate wrote: »Cost 10k TV apiece and are one-time use. I think you can get them from Chests? But it's not anywhere near a reliable means of getting them. Can you still buy them in Cyro? Did a bit of poking around online and it seems you could (can?) get them for 20k AP. But that requires someone do stuff in Cyro, and earning 10k minimum TV to be able to afford getting one kinda relies on not getting ganked repeatedly and losing big chunks of your TV on the way back to base.TX12001rwb17_ESO wrote: »Sigil of Imperial Retreat?
They do not and have never cost 10k TelVar. They cost 10k AP. They have always cost AP.
Tho I'm not entirely sure that's much better. 10k AP is a LOT easier to gain than 10k TV, no doubt, but it requires a different kind of PvP that people may not be interested in if there's nothing for AP they find appealing. Plus it's not just 10k once and then you're good, it's 10k AP any time you want a Sigil to be able to vacate the premises.
What I don't get is if you can still queue to Cyro sub 100 TV and not get kicked after reaching 100+, or queue into a Dungeon or BG even if over 100 TV...what's the point of this change? Even if the Dungeon queue takes a while to pop, if you have a large number of TV all you need to do is sit in an out of the way corner while you wait it out. Cyro queue could potentially pop before you have more TV than you want but you can always just go back into IC, store what you earned, queue into Cyro, rinse and repeat.
Unless the above is wrong and you can't actually port out if you have 100+ TV even if the game lets you queue?
This is a very welcome change. Gankers should be trivial if you're set up to actually PVP. Their risk vs reward is giving up survivability for upfront damage. Survive the first hit and you can kill most with ease. At worst you have a decent fight.
It seems a lot of people go in with PVE setups and expect a fighting chance against players, this has never really worked out well.
Its working fine on my machine. Also I just traveled from one end of the sewers to the next bagging 30,000 Tel Var Stones. No idea what everyone is afraid of. Oh yeah, I also 1v3'd a group. Its a PVP zone. Don't like it? Cloudrest is that way.