Very nice ideas! Capture points in the Sewers are something I've wanted for a long time, as well as more flags per District above as well. You may like this thread too: https://forums.elderscrollsonline.com/en-GB/discussion/265284/kenas-take-on-imperial-city-pvp-objectives-a-guide-for-zos-with-pitchurs-3
To be honest the only thing they should do is remove the flag from the arena to allow respawns at the towers like it used to be. It was the best PvP and its a ghost town now.
To be honest the only thing they should do is remove the flag from the arena to allow respawns at the towers like it used to be. It was the best PvP and its a ghost town now.
NightbladeMechanics wrote: »However I don't like the idea of severing IC from the campaign, which I think was implied. It's supposed to be the center of the Alliance Wat, the jewel that all the factions fight over. Plus it would encourage a lot of PvP groups to venture down there if IC is relevant to score, emperorship, etc.
Imagine if you needed all Cyrodiil keeps and IC districts to crown emp. Suddenly it's difficult to obtain and requires coordination to seize again, and night capping on dead campaigns becomes preventable by one determined IC-goer. Not saying that's a perfect idea, but it's one way some sort of relevance to the above ground campaign could help breathe life into IC.
To be honest the only thing they should do is remove the flag from the arena to allow respawns at the towers like it used to be. It was the best PvP and its a ghost town now.
When there were no flags, all conflicts used to be in Arboretum, Temple and sometimes Arena (EU PC). Other districts were empty enough. Now fights are more spread, and this is good.
IC dying not because of that change... Cyrodiil population is fading too. Remember usual 100+ queue in Thornblade? Now only a special event could beat those numbers! Tel Var bags with flowers, golden jewelry - the latest update - didn't revive City. Zos need something more to do.
IC is pretty much separate from the rest of the campaign anyway. Nothing you do in one affects the other, except for the leaderboards, and the pop cap.NightbladeMechanics wrote: »However I don't like the idea of severing IC from the campaign, which I think was implied. It's supposed to be the center of the Alliance Wat, the jewel that all the factions fight over. Plus it would encourage a lot of PvP groups to venture down there if IC is relevant to score, emperorship, etc.
If every district had at least three flags, and you only had to control one to enable respawns, that would improve the situation.Im PS4 NA so Im not familiar with how PC EU operated. In PS4 NA the arena district was always a war. I never said its dying but I do think that the numbers would increase (PS4 NA) if respawns went back to normal.
NightbladeMechanics wrote: »However I don't like the idea of severing IC from the campaign, which I think was implied. It's supposed to be the center of the Alliance Wat, the jewel that all the factions fight over. Plus it would encourage a lot of PvP groups to venture down there if IC is relevant to score, emperorship, etc.
Imagine if you needed all Cyrodiil keeps and IC districts to crown emp. Suddenly it's difficult to obtain and requires coordination to seize again, and night capping on dead campaigns becomes preventable by one determined IC-goer. Not saying that's a perfect idea, but it's one way some sort of relevance to the above ground campaign could help breathe life into IC.
I'm still thinking about separating IC from Cyro. You absolutely right that heart of Empire is a precious prize in this Alliance War, but ingame mechanics deny it. Moreover, I got messages from time to time that I waste player's slot, queueing to play in City. Those ragewhispers made me think that separating is a good idea, but honestly I'd prefer to stay in Cyrodiil.
Make Kena and Warden have to relocate to some other obscure zone and retire those dungeons in favor of player vs player havoc.
Aelakhaii_De_Mythos wrote: »Having a campaign solely for IC would be a nice start, there are actually quite a few players who would be very interested in this.
I say yes to the most stuff aside from the flags in the sewers. Flagguards are the worst move ZOS ever made.
There can still be flags in the sewers, ZOS just need to add a different type of guard. The detection range of the guards in the Districts is too large anyway.I say yes to the most stuff aside from the flags in the sewers. Flagguards are the worst move ZOS ever made.
NightbladeMechanics wrote: »To be honest the only thing they should do is remove the flag from the arena to allow respawns at the towers like it used to be. It was the best PvP and its a ghost town now.
Memorial, Arena, and Arboretum districts have all had phases where dozens of people would fight there each night over no objectives except continuous back and forth slaughter.
[...]
* Detection range: Way to big, need to go to the opposite side of the district if I don´t want to get detected.
* Guards >>>> District bosses (no joke.....ok a small joke but still)
Guards and flags was a bad move. It was a move to bring more ppl to IC, but once again it´s a dead DLC so obviously flags wasn´t the right move.
I was about to say that the zerg mentality and the quick-flip issue could be alleviated by having more flags per district (at least 3 total), but I see I said that already when the thread was first created!I don't think it was bad decision. With flags we have:
* Detection range: Way to big, need to go to the opposite side of the district if I don´t want to get detected.
* Guards >>>> District bosses (no joke.....ok a small joke but still)
Guards and flags was a bad move. It was a move to bring more ppl to IC, but once again it´s a dead DLC so obviously flags wasn´t the right move.
- 33% TV inscrease > attract people
- flags are indicators of activity - you can go where fire is
- a bit more AP (IC is poor in this)
Although I like 33% increase, I think it causes zergs. Nowadays when an average size group of farmers appears in IC, they usually consume all districts, and people of other alliances begin to leave. I saw it many times.
UPD
Now I believe IC should be separate. Cyrodiil queueing doesn't attract. Running from far keeps doesn't attract. We already have leaderboard for BG - purchaseable chapter - maybe we should get Imperial leaderboard for the City? This definitely brings more life to empty streets.
UPD
Now I believe IC should be separate. Cyrodiil queueing doesn't attract. Running from far keeps doesn't attract. We already have leaderboard for BG - purchaseable chapter - maybe we should get Imperial leaderboard for the City? This definitely brings more life to empty streets.
I still a little unsure if this would make more people go to IC. At most it takes 5-10 minutes to ride to IC if you don´t own any keep close to the entrance. The time it takes to get there isn´t the issue. People gladly sit in a 40 minute que to get into Vivec. The motivation to go there is the issue, not the way to get there (not saying it would make things easier, but I think you´ll get my point;) )
As I wrote earlier in this thread, I wouldn't like flag-guards in the sewers. The small amount of space down there doesn´t feel very suitable for multiple guards. Up in the districts there´re more space.
Otherwise I like your ideas
Would also like to add my own suggestion(s):
- Make it possible to buy gold-tempers for Telvar. And no, I don´t think it would break the market. People still sell reagents even tho satchels were added to IC vendor a while ago. It will lower the price, and that´s a good thing.
Ragnarock41 wrote: »One thing I would like to remind is, reverting the nerf black rose got before morrowind.
The morrowind nerfs to constution indirectly nerfed this set to the point even in 7 heavy Its not viable anymore.
Back in the day lots of people would come to IC just to farm this set,obviously I don't want to be the one and only set again, but
a permablock nerf is planned, which was the reason this set got nerfed in the first place.
After the planned permablock nerfs, All the reasons black rose got nerfed will be gone, so please ZOS, don't forget to fix the damage caused by that balance attempts.
Ragnarock41 wrote: »One thing I would like to remind is, reverting the nerf black rose got before morrowind.
The morrowind nerfs to constution indirectly nerfed this set to the point even in 7 heavy Its not viable anymore.
Back in the day lots of people would come to IC just to farm this set,obviously I don't want to be the one and only set again, but
a permablock nerf is planned, which was the reason this set got nerfed in the first place.
After the planned permablock nerfs, All the reasons black rose got nerfed will be gone, so please ZOS, don't forget to fix the damage caused by that balance attempts.
All Tel Var sets besides Physique deserve an overhaul.
tinythinker wrote: »I don't mind mixing PvE and PvP but there have to be trade-offs. The sewers were made for ganking because the devs thought people would want to do lots of hunting. But hunters tend to want to hunt prey, not other hunters. And there isn't much to lure in prey. That's what it all comes down to in the end.
- If it is an item that is BoE prey will purchase it.
- If it is an item that is BoP prey will get friends or a paid escort until they get what they want then won't return.
- If it is an item that is BoP but that must be reacquired regularly prey will periodically return.
- If it a fun/rewarding experience prey will find ways to regularly visit
The last two types of lures are the only ones worth discussing if you want a sustainable boost to the sewer population. If you can combine the last two the sewers will thrive.
The question is what you can offer prey to make the risk worth the reward. I am awful at 1v1 let alone 1v3 or 1v4. I am prey. I avoid the sewers. It's hard to think of something good enough to get me to go.
Another things is giant blobs. Putting in suitable rewards to sustain a population of prey will likely lead to blob groups, which will draw bombers, which could destabilize the population again.
A mechanic that rewards groups of 6-8 players being spread out over solo hunters or giant blobs would be best. So, only one group can get a reward if found, and only 6-8 players in a group would receive it. Now you have small groups spreading out to search the sewers. Some solo and duo hunters will still stalk prey but there would always be a risk of another small group or two coming around the corner and knocking them out while they are ganking.
So, basically, if you want a sunstainable boost for the sewers try designing something like this:
- add a hunt for something that only one group at a time can claim that spawns randomly in locations all over the sewers
- make it so that only 6 or 7 or 8 players in a group will receive the item (buff, whatever) when found and claimed
- make the experience of finding the mcguffin itself fun and cool (like clues about how to track it)
- make the reward that drops something people will want to come back for regularly
Other successful options/configurations are possible of course but as prey this is something that might get me to buy in.