TL;DR -
Leaving is frustrating for no reason and losing so much Tel'Var feels so god awful that it's no wonder no one ever comes here outside of the event. This whole place could be a Game Design lesson in "stuff not to do unless you want your players to have a bad time".
Taleof2Cities wrote: »
TL;DR -
Leaving is frustrating for no reason and losing so much Tel'Var feels so god awful that it's no wonder no one ever comes here outside of the event. This whole place could be a Game Design lesson in "stuff not to do unless you want your players to have a bad time".
Did you know the Tel Var penalty for player kills used to be 80%, @Zski?
50% is easy street compared to what it was ...
Players can purchase the Sigils of Imperial Retreat (if they don't want to queue to a PvP campaign) to port back to their Alliance base. They're pretty cheap at 10k Alliance Points.
IC isn't for everyone, sure. But the rewards are worth the risk in my opinion.
redspecter23 wrote: »I never bother going for the purpose of farming Tel Var as it could all be wiped out in a heartbeat.
Key takeaways after IC the past few days -
The Tel'Var punishment on death makes it literally unuseable.
Bank your Tel var. No one can touch the Tel var you have banked.
Without a risk for carrying Tel var, especially in light of the bonus for carrying more, the entire system is to simplistic to be worth having.
Also, don't die.
edges_endgame wrote: »
GeneraLandon wrote: »What would really be helpful is a way for players to neutralize stealth.
SgtNuttzmeg wrote: »The 50% loss is fine.
SgtNuttzmeg wrote: »Part of the problem comes down to having that initial population that draws people in.
SgtNuttzmeg wrote: »IC is a really fun zone to fight in. There are a lot of really cool places to fight that you just don't get in other environments.
I am not sure what would draw that initial group of people there but better rewards for pvp in general is long overdue.
Bank your Tel var. No one can touch the Tel var you have banked.
Without a risk for carrying Tel var, especially in light of the bonus for carrying more, the entire system is to simplistic to be worth having.
You can't bank mid-run.
Less risk =/= no risk. 10-20% Tel Var loss is still something to be avoided without only taking 1-2 deaths to totally invalidate any length of time spent in IC. 2 Deaths you're down to 25% of whatever you have hauled. This doesn't promote some sort of high risk, tense, nerve-wracking adventure - it supports squirreling away every single telvar and never attempting anything dangerous whatsoever, ever leaving the first few rooms, or ever (re?)attempting it at all. Not sure that's the play pattern you want to reinforce.Also, don't die.
Unhelpful nonanswer that manages to totally miss the point.
The difference is the current set up rewards you for surviving back to your base with double tel var.
Imperial City is fine. Just because you can't cake walk your way through it doesn't mean it needs to be changed.
Just to make the risk/reward a bit clearer...
In 1 hour I can harvest about 100,000 gold worth of crafting mats with little effort and zero risk.
Lets say through normal IC play you are farming Telvar, it would take about 2-4 hours maybe to earn 5k Telvar, feel free to correct me, which is enough to purchase a single Hakeijo, which you can now sell for 15,000 gold.
So basically, what you took hours to earn, I can spend 3-4 minutes of harvesting craft mats to make enough gold to be able to buy it from you. That seems a bit off too me and totally invalidates any risk/reward arguments for going to IC.
If you could earn 3,000 gold/min in IC, then the risk "might" be worth the reward and people would flock there. Until then, they will continue to make builds and spend gold to speed run Craglorn for craft mats and the bonus Nirncrux.
VaranisArano wrote: »Just to make the risk/reward a bit clearer...
In 1 hour I can harvest about 100,000 gold worth of crafting mats with little effort and zero risk.
Lets say through normal IC play you are farming Telvar, it would take about 2-4 hours maybe to earn 5k Telvar, feel free to correct me, which is enough to purchase a single Hakeijo, which you can now sell for 15,000 gold.
So basically, what you took hours to earn, I can spend 3-4 minutes of harvesting craft mats to make enough gold to be able to buy it from you. That seems a bit off too me and totally invalidates any risk/reward arguments for going to IC.
If you could earn 3,000 gold/min in IC, then the risk "might" be worth the reward and people would flock there. Until then, they will continue to make builds and spend gold to speed run Craglorn for craft mats and the bonus Nirncrux.
You know what rewards get people flocking to Imperial City?
Event Tickets
Event rewards
Leads
Double Tel Var
You know what none of those do?
Make people who don't like PVP enjoy being in a PvPvE zone.
We already know what happens when you add better rewards to IC. Every year PVEers head into IC for the Imperial City Celebration, complaining bitterly about it the whole time.
Just to make the risk/reward a bit clearer...
In 1 hour I can harvest about 100,000 gold worth of crafting mats with little effort and zero risk.
Lets say through normal IC play you are farming Telvar, it would take about 2-4 hours maybe to earn 5k Telvar, feel free to correct me, which is enough to purchase a single Hakeijo, which you can now sell for 15,000 gold.
So basically, what you took hours to earn, I can spend 3-4 minutes of harvesting craft mats to make enough gold to be able to buy it from you. That seems a bit off too me and totally invalidates any risk/reward arguments for going to IC.
If you could earn 3,000 gold/min in IC, then the risk "might" be worth the reward and people would flock there. Until then, they will continue to make builds and spend gold to speed run Craglorn for craft mats and the bonus Nirncrux.
But how likely is it to hit that max potential and what is the entry fee? By entry fee, I mean how good do you have to be at PVP to avoid being ganked and basically losing it, as if you have to start with a 10K Telvar pot on you and are taking a big risk right out of the gate.
Not to be argumentative, but it seems like hitting that theoretical income, which is in fact quite impressive, is near impossible unless IC is completely empty except for you, or you are the best 1vXer in the world. If IC was actually filled with players, the flags and districts would be in constant flux, you wouldn't make it to most of the bosses in time or have competition when you did, which would affect those numbers considerably.
There would need to be a formula based on a full instance of a mixed group of players of various levels and what could actually be accomplished. If the noob saw that he/she could reasonably achieve the level required to make it worthwhile, then it would happen. Most people don't expect to be "the best", but do expect if they take the time to learn, get geared properly, they have a shot at it.
VaranisArano wrote: »And personally, I'd rather look at solutions that appeal to players who actually like Imperial City, as opposed to bribing PVEers who hate it.
VaranisArano wrote: »And personally, I'd rather look at solutions that appeal to players who actually like Imperial City, as opposed to bribing PVEers who hate it.
This, but for me "players who actually like PvP" not 'Imperial City'. Get more people in there, not just the handful of people who like IC but don't go there for whatever reason.
Tommy_The_Gun wrote: »Tbh. If mixed PvP & PvE was good idea and If player's reception was good - we would have more of it by now.
But we didn't - which leads me to believe that in fact it was terrible idea... Cyro is kinda different story as in itself, Cyrodiil is a huge zone and that leaves room for both PvP & PvE to work to some degree.
Also, seeing how IC was turned into "free" DLC, to attract more potential players - it kinda indicates that even players who bought it initially kinda left it (either because they done it all, or it really is the most toxic zone in the game, even for people who used to PvP).
Edit:
The only good thing that IC did was to introduce the "vaults" mechanics with key fragments imho.
It is kinda cool that you can do different content to farm group dungeon sets (in a case you don't like PvE dungeons). We should really have more of this kind of mechanics in other dungeons.