Credible_Joe wrote: »Just off the top of my head
- Adding boss bounty quests for the sewers, especially in enemy corridors
- Adding capture-the-relic gameplay in the sewers. Big tel var bonuses while holding a relic. Double jeopardy while holding two
- PvP set drops from bosses and chests. Junk weapons and armor clogging my inventory is very aggravating
HidesInPlainSight wrote: »Id have to hard disagree.
1) leaderboards don't make any sense for the content that IC offers.
2) Respawn timers helps fighting larger groups. You flip the flag, and now every enemy you killed has a longer time to get back to the zerg that is trying to kill you. It also has power dynamics between farmers.
3) Telvar gain and loss is perfect as it stands now. Plenty of Telvar to be made, if you are not zerging. Zerging is what kills IC. IC is meant for small scale pvp. Midyear Mayhem and other pvp related events are the only time zerging in IC is acceptable. IC is the last remaining small scale pvp, pvpers have left in this game. Also, changing the rate of Telvar gain, would crash the economy, tanking the price of mats immediately. IC funds the majority of the in-game economy. Take a look at what happened to Telvar / Mat Prices when they consolidated IC into 2 campaigns compared to when they had 3x CP, No Cp, and an Under 50. Even back then the maps were contested all day, some of us regulars would farm in the Under 50 campagin.. Or when they added storage chest farming.
IC is actually fairly busy everyday, all day. You just don't see because players stealth and swap alliances as the map changes. Plenty of regulars are there all day, and it takes quite a bit of effort to control the map and bosses. Regulars all know each other and their tricks. I have 3x of each of my farmers / pvpers for multiple class on two accounts, soley for IC pvp / farming.
4) Sewers are unique, they are not empty, but could some something. I level all my characters in the sewers and have to fight for the xp loop the entire time im down there.
5) Dailies suck, no matter what you do. Thousands and thousands of hours in IC, and the only time I ever do dailies is for Events.
The problem with IC is that PvE'rs do not like loosing Telvar, so they seek safety in numbers, which turns into zerging. Well when you get zerged down for the 10th time, you leave, unless you can somehow form your own zerg. Which then eventually one zerg wins and steamrolls the PvE content in a few minutes, then they have to wait 15 minutes for the respawns. So they get bored and leave. IC is meant for small groups at most. Farming telvar, anything more then 3-manning bosses is waste of time.
Even farmers will take the easy route if the enemy faction numbers are too high, and swap over to controlling faction and farm the bosses out from underneath you.
Its a high risk, high reward, small scale PvEvP zone, that has the best small scale pvp fights in the game. If you want to increase player traffic to the zone. ZoS needs to balance PvP better and restrict group sizes or create Instances of IC's and cap the number of players in each instance for each faction, merging instances as players leave and join.
pedrogonzalez wrote: »I will start with map. There are no sewers. Only base room with banker and traders.
Next goes alliances. There no alliances in this version of IC. Everyone who is not in you group is your enemy. Maximum group capacity limited to 2 players.
Telvar gain lock to x4. Bosses x2 weaker, respawn x2 faster.
There no flags in city. Instead of them let’s place there 3 random sigils with 5min cd in each district.
Also as it’s a PvPvE location let’s replace telvars with *generic name coin*, with what you will pay traders for lootboxes. And here it comes: traders will have this boxes:
1. Dungeonname armor box for 10k (any dungeon in game)
2. Dungeonname weapon box for 20k
3. Transmutation box with 50 transmute stones for 50k
So with that people who don’t like pve can just full their collection for crafting (I know how it looks for zos, so let’s say - you may have eso+ or buy a dungeon dlc to use this boxes). Also add some boxes with tradeables, as in classic IC.
It’s not supposed to replace classic IC, but add additional campaign with different ruleset.
What problems will help to solve this campaign:
1. People can farm gear while getting fun (many have fun doing dungeons, but I think I am not only one around here who just hate dungeons)
2. Area for some duos, where you can play without 5 wardens frostclench you, while some sniper snipes in hope of desync.
3. Since only 2 players allowed in party - no crosshealing from random folks
4. No zergs.
Necrotech_Master wrote: »if there were no sewers, i would lose all interest in IC, the sewers are my favorite part of IC
i also would greatly dislike "no alliances" that means you have 33% more people you have to watch out for, as soon as you leave the base your own former allies in the base could stab a knife in your back, no thank you, do not want
i would never go into IC again if those 2 changes happened, it would kill all fun for me in that zone
Necrotech_Master wrote: »if there were no sewers, i would lose all interest in IC, the sewers are my favorite part of IC
i also would greatly dislike "no alliances" that means you have 33% more people you have to watch out for, as soon as you leave the base your own former allies in the base could stab a knife in your back, no thank you, do not want
i would never go into IC again if those 2 changes happened, it would kill all fun for me in that zone
That's not actually how it works. That assumes that each alliance has an equal number of people in the zone. It also assumes that the zone is relatively evenly distributed in terms of which alliances control which areas - which serves as a de facto deterrent, as some people will naturally veer closer to where their faction has more power and control. In addition to that, if the zone is very imbalanced, then it disincentivizes people from opposing factions from even participating at all.
I have barely ever seen balanced maps in Cyrodill or IC. It's almost always incredibly unbalanced. Either your faction controls almost everything, or the zone is bordering on unplayable - even in the No-CP campaigns it is like this.
Right now, IC is almost entirely blue, so you can't really go anywhere as there are enemy players basically sitting on the high ground camping anyone who runs through. Once you're in range, 3-5 of them jump out and start zapping you with Lightning Staves and Spells. It's practically unplayable.
And once someone zones in and sees this, the chances that they will waste their time running around under those conditions is pretty low.
It is not an active PvP zone. It is just a gank fest where no one goes out into the zone and actually utilizes the content unless their faction owns almost everything and they have safety in numbers to sit up there for hours waiting on stragglers (often new players or alts trying to get the Major Gallop passive) to kill for free.
So, it actually turns out being about 75% of players from one faction, usually in groups, vs. randoms (often newbies who will leave and never return after that experience) from the other factions who are more often than not alone.
There is a difference between enjoyable Risk vs. Reward gameplay (actually entertaining) and masochism (forcing yourself to endure unreasonable frustration to give validation to the weak arguments of random forumers here :-P ).