As some who avoids Imperial City and PvP in general (my launch character who has done the most PvP is only Rank 7), here are my thoughts:
Everything you want to buy with Telvar can be bought for Gold at the Guild Traders.
If you want to survive Imperial City, be sneaky, go at off times, and have no hope of keeping your Telvar.
If you want a chance to succeed at Imperial City, go with a group of people who have experience with PvP. And, have no hope of keeping your Telvar with out a Banking Tactic.
I have all the PvE Achievements and Shards from Imperial City. Not going back.
Not everyone has millions of gold in the bank, new players can't afford it.
One of the reasons that Imperial City is abandoned by new players is the "player hunters" that inhabit its districts.
An example:
You are a new player and you see in the distance players from another alliance who have "hunted" some unsuspecting new player.
You get out of there and hide so they don't hunt you down.
You think you are safe in your hiding place, but what you don't know is that one of these "player hunters" has seen you and is following you hidden in the shadows.
He has seen you and is going to hunt you down.
When you think the area is clear of players from another alliance, you come out of hiding.
When you are taking out enemy NPCs, the "playerhunter" player will pounce on you desperate to hunt you down from the shadows.
You can't do anything, because you are weakened from your combat with the enemy NPCs.
You respawn in the Imperial sewers and walk out the door, never to return to that horrible place.
It's a pvp zone. The rewards are based on the risk of dying and losing part of the tel var. It's up to you to decide if the rewards are worth the risk.
What's next? Please remove the hostile npcs from dungeons so we can farm chests in peace?
P.S I don't do pvp, though I've done almost all the pve content in both Imperial City and Cyrodiil.
Part of the argument is that Imperial City is empty other than gankers. The solution offered is to lower the Imperial City population even lower. Instead offer up some ideas that get players back in the zone. Fights there used to be fun. THey were epic involving all three factions, many players and could last for hours. We need those back, not a zone completely devoid of activity.
If all you are after is the stones go to the sewers. It is easy to figure out a path that will have the NPCs spawn again by the time you complete your path. You may occasionally bump into an enemy player but less chance in the sewers than in the city.
Responding to another post, creating a PvE only version would have a negative impact on PvP. Players that might otherwise never try PvP will be introduced while doing PvE activities in thos PvP zones. Some decide they like PvP and come back. The game needs those players. A PvE only zone would take that away.
As some who avoids Imperial City and PvP in general (my launch character who has done the most PvP is only Rank 7), here are my thoughts:
Everything you want to buy with Telvar can be bought for Gold at the Guild Traders.
If you want to survive Imperial City, be sneaky, go at off times, and have no hope of keeping your Telvar.
If you want a chance to succeed at Imperial City, go with a group of people who have experience with PvP. And, have no hope of keeping your Telvar with out a Banking Tactic.
I have all the PvE Achievements and Shards from Imperial City. Not going back.
Not everyone has millions of gold in the bank, new players can't afford it.
One of the reasons that Imperial City is abandoned by new players is the "player hunters" that inhabit its districts.
An example:
You are a new player and you see in the distance players from another alliance who have "hunted" some unsuspecting new player.
You get out of there and hide so they don't hunt you down.
You think you are safe in your hiding place, but what you don't know is that one of these "player hunters" has seen you and is following you hidden in the shadows.
He has seen you and is going to hunt you down.
When you think the area is clear of players from another alliance, you come out of hiding.
When you are taking out enemy NPCs, the "playerhunter" player will pounce on you desperate to hunt you down from the shadows.
You can't do anything, because you are weakened from your combat with the enemy NPCs.
You respawn in the Imperial sewers and walk out the door, never to return to that horrible place.
Part of the argument is that Imperial City is empty other than gankers. The solution offered is to lower the Imperial City population even lower. Instead offer up some ideas that get players back in the zone. Fights there used to be fun. THey were epic involving all three factions, many players and could last for hours. We need those back, not a zone completely devoid of activity.
If all you are after is the stones go to the sewers. It is easy to figure out a path that will have the NPCs spawn again by the time you complete your path. You may occasionally bump into an enemy player but less chance in the sewers than in the city.
Responding to another post, creating a PvE only version would have a negative impact on PvP. Players that might otherwise never try PvP will be introduced while doing PvE activities in thos PvP zones. Some decide they like PvP and come back. The game needs those players. A PvE only zone would take that away.
Presumably it would mean the gankers having to take on each other in a PvP instance. As for new PvPers, they would get to see proper PvP whether in a PvP instance of Imperial City, or in Cyrodiil or Battlegrounds.
That would have a postive impact on PvP, wouldn't it?
A slight tangent, but in the sewers having just a handful of transit points that you can port back to for a very limited time after you've been killed so you don't have to walk the whole lot again would be nice. I sometimes solo IC, and am fully aware that I'll probably die. But the length of the trek back when you die to wherever you were can make it rather annoying.
A slight tangent, but in the sewers having just a handful of transit points that you can port back to for a very limited time after you've been killed so you don't have to walk the whole lot again would be nice. I sometimes solo IC, and am fully aware that I'll probably die. But the length of the trek back when you die to wherever you were can make it rather annoying.
Just buy imperial retreats.
Part of the argument is that Imperial City is empty other than gankers. The solution offered is to lower the Imperial City population even lower. Instead offer up some ideas that get players back in the zone. Fights there used to be fun. THey were epic involving all three factions, many players and could last for hours. We need those back, not a zone completely devoid of activity.
If all you are after is the stones go to the sewers. It is easy to figure out a path that will have the NPCs spawn again by the time you complete your path. You may occasionally bump into an enemy player but less chance in the sewers than in the city.
Responding to another post, creating a PvE only version would have a negative impact on PvP. Players that might otherwise never try PvP will be introduced while doing PvE activities in thos PvP zones. Some decide they like PvP and come back. The game needs those players. A PvE only zone would take that away.
Presumably it would mean the gankers having to take on each other in a PvP instance. As for new PvPers, they would get to see proper PvP whether in a PvP instance of Imperial City, or in Cyrodiil or Battlegrounds.
That would have a postive impact on PvP, wouldn't it?
The nature of gankers is to hide and wait for passers-by. So the gankers may never run across each other and having no targets to hit leave the zone. THe part you highlighted doesn't really pertain to that though.
The point I was making is for many players their first PvP experience comes about because they went to the zone for PvE related activities. These players may never venture at all into the PvP instance if a PvE instance was available. That means they never experience PvP to find out if they may like it or not.
Many many players that enjoy PvP now only went there for the PvE stuff initially. I know a few that got the PvP bug while fishing for the achievements. It is good for the game that there is a crossover in PvE and PvP.
Rewards are tied to the PvP mode. If they implemented a ghost mode there should be no rewards for it - no tel var, no sets, etc.
Most of the time IC is empty - most peeps are on during the event - so farming tel var during off time is quite easy.
Grizzbeorn wrote: »If you don't want to be attacked by other players in a PvP zone, don't go to a PvP zone.
Otherwise, accept that it could happen.
Because it's a PvP zone.
And going there is a choice.
Part of the argument is that Imperial City is empty other than gankers. The solution offered is to lower the Imperial City population even lower. Instead offer up some ideas that get players back in the zone. Fights there used to be fun. THey were epic involving all three factions, many players and could last for hours. We need those back, not a zone completely devoid of activity.
If all you are after is the stones go to the sewers. It is easy to figure out a path that will have the NPCs spawn again by the time you complete your path. You may occasionally bump into an enemy player but less chance in the sewers than in the city.
Responding to another post, creating a PvE only version would have a negative impact on PvP. Players that might otherwise never try PvP will be introduced while doing PvE activities in thos PvP zones. Some decide they like PvP and come back. The game needs those players. A PvE only zone would take that away.
Presumably it would mean the gankers having to take on each other in a PvP instance. As for new PvPers, they would get to see proper PvP whether in a PvP instance of Imperial City, or in Cyrodiil or Battlegrounds.
That would have a postive impact on PvP, wouldn't it?
VaranisArano wrote: »Tel Var is explicitly intended to be a risk-reward PVE/PVP currency: https://www.elderscrollsonline.com/en-us/guides/imperialcitytelvar
If you want to farm currency with zero risk from other players, may I suggest Gold? To my knowledge, there's nothing you can buy for Tel Var that's not eventually tradeable in Guild Stores for gold.
chessalavakia_ESO wrote: »Part of the argument is that Imperial City is empty other than gankers. The solution offered is to lower the Imperial City population even lower. Instead offer up some ideas that get players back in the zone. Fights there used to be fun. THey were epic involving all three factions, many players and could last for hours. We need those back, not a zone completely devoid of activity.
If all you are after is the stones go to the sewers. It is easy to figure out a path that will have the NPCs spawn again by the time you complete your path. You may occasionally bump into an enemy player but less chance in the sewers than in the city.
Responding to another post, creating a PvE only version would have a negative impact on PvP. Players that might otherwise never try PvP will be introduced while doing PvE activities in thos PvP zones. Some decide they like PvP and come back. The game needs those players. A PvE only zone would take that away.
Presumably it would mean the gankers having to take on each other in a PvP instance. As for new PvPers, they would get to see proper PvP whether in a PvP instance of Imperial City, or in Cyrodiil or Battlegrounds.
That would have a postive impact on PvP, wouldn't it?
The nature of gankers is to hide and wait for passers-by. So the gankers may never run across each other and having no targets to hit leave the zone. THe part you highlighted doesn't really pertain to that though.
The point I was making is for many players their first PvP experience comes about because they went to the zone for PvE related activities. These players may never venture at all into the PvP instance if a PvE instance was available. That means they never experience PvP to find out if they may like it or not.
Many many players that enjoy PvP now only went there for the PvE stuff initially. I know a few that got the PvP bug while fishing for the achievements. It is good for the game that there is a crossover in PvE and PvP.
So, would you be fine with a PvE instance that people could queue for once they've got 100 kills/deaths in the PvP one?
SeaGtGruff wrote: »Rewards are tied to the PvP mode. If they implemented a ghost mode there should be no rewards for it - no tel var, no sets, etc.
Not really.
The key fragments that NPCs drop when you kill them, which are used to gain access to the vaults and get gear, have nothing to do with PvP.
The loot you can get off of NPCs, out of Tel Var chests, and from various types of containers scattered throughout the zone, have nothing to do with PvP. This can include zone set gear, but can also include things like motif pages, recipes, blueprints, and things like that.
Even Tel Var comes from killing NPCs. Yes, you can get Tel Var by killing enemy players, but that Tel Var ultimately came from killing NPCs. For comparison, it's like when people get into discussions about the game's gold economy, and people point out the difference between new gold that's generated by doing quests, selling items to NPC merchants, or receiving gold from the daily login rewards, etc., versus existing gold that's merely changing hands from one player to another. Killing enemy players does not generate new Tel Var at all, it merely moves existing Tel Var from one player to another.
Note, I'm not advocating for the requested option, and I think IC should stay as it is-- despite how much I hate losing half of my Tel Var to enemy players when they kill me.Most of the time IC is empty - most peeps are on during the event - so farming tel var during off time is quite easy.
I agree completely. It's even pretty easy to farm Tel Var during the PvP events, although it can depend on where and when you are doing it. Especially during the most recent PvP event ("WSM2"), the populations in IC seemed to be pretty small whenever I was on-- never pop-locked, and rarely more than 2 bars on any faction. Even so, it was common to encounter enemy players in the districts despite the low pops. But the sewers were generally pretty safe for farming Tel Var during the event-- not 100% safe, by any means, but much safer than the districts.
SeaGtGruff wrote: »Rewards are tied to the PvP mode. If they implemented a ghost mode there should be no rewards for it - no tel var, no sets, etc.
Not really.
The key fragments that NPCs drop when you kill them, which are used to gain access to the vaults and get gear, have nothing to do with PvP.
The loot you can get off of NPCs, out of Tel Var chests, and from various types of containers scattered throughout the zone, have nothing to do with PvP. This can include zone set gear, but can also include things like motif pages, recipes, blueprints, and things like that.
Even Tel Var comes from killing NPCs. Yes, you can get Tel Var by killing enemy players, but that Tel Var ultimately came from killing NPCs. For comparison, it's like when people get into discussions about the game's gold economy, and people point out the difference between new gold that's generated by doing quests, selling items to NPC merchants, or receiving gold from the daily login rewards, etc., versus existing gold that's merely changing hands from one player to another. Killing enemy players does not generate new Tel Var at all, it merely moves existing Tel Var from one player to another.
Note, I'm not advocating for the requested option, and I think IC should stay as it is-- despite how much I hate losing half of my Tel Var to enemy players when they kill me.Most of the time IC is empty - most peeps are on during the event - so farming tel var during off time is quite easy.
I agree completely. It's even pretty easy to farm Tel Var during the PvP events, although it can depend on where and when you are doing it. Especially during the most recent PvP event ("WSM2"), the populations in IC seemed to be pretty small whenever I was on-- never pop-locked, and rarely more than 2 bars on any faction. Even so, it was common to encounter enemy players in the districts despite the low pops. But the sewers were generally pretty safe for farming Tel Var during the event-- not 100% safe, by any means, but much safer than the districts.
They are in a PvP zone so of course they have something to do with PvP. They are unique to PvP zones. That is enough to let you know they are associated with PvP. Were they not you could farm them in Glenumbra.
SeaGtGruff wrote: »SeaGtGruff wrote: »Rewards are tied to the PvP mode. If they implemented a ghost mode there should be no rewards for it - no tel var, no sets, etc.
Not really.
The key fragments that NPCs drop when you kill them, which are used to gain access to the vaults and get gear, have nothing to do with PvP.
The loot you can get off of NPCs, out of Tel Var chests, and from various types of containers scattered throughout the zone, have nothing to do with PvP. This can include zone set gear, but can also include things like motif pages, recipes, blueprints, and things like that.
Even Tel Var comes from killing NPCs. Yes, you can get Tel Var by killing enemy players, but that Tel Var ultimately came from killing NPCs. For comparison, it's like when people get into discussions about the game's gold economy, and people point out the difference between new gold that's generated by doing quests, selling items to NPC merchants, or receiving gold from the daily login rewards, etc., versus existing gold that's merely changing hands from one player to another. Killing enemy players does not generate new Tel Var at all, it merely moves existing Tel Var from one player to another.
Note, I'm not advocating for the requested option, and I think IC should stay as it is-- despite how much I hate losing half of my Tel Var to enemy players when they kill me.Most of the time IC is empty - most peeps are on during the event - so farming tel var during off time is quite easy.
I agree completely. It's even pretty easy to farm Tel Var during the PvP events, although it can depend on where and when you are doing it. Especially during the most recent PvP event ("WSM2"), the populations in IC seemed to be pretty small whenever I was on-- never pop-locked, and rarely more than 2 bars on any faction. Even so, it was common to encounter enemy players in the districts despite the low pops. But the sewers were generally pretty safe for farming Tel Var during the event-- not 100% safe, by any means, but much safer than the districts.
They are in a PvP zone so of course they have something to do with PvP. They are unique to PvP zones. That is enough to let you know they are associated with PvP. Were they not you could farm them in Glenumbra.
No, the key fragments and other things which are obtained purely from PvE sources in IC are NOT related to PvP, in the sense that they cannot be obtained through PvP.
Tel Var can be obtained, but it's Tel Var that was originally obtained from PvE sources.
The fact that IC is a PvP zone does not mean that all of the rewards you can earn from that zone are PvP rewards. And as for the example of Glenumbra-- well, I can't obtain Stormhaven and Rivenspire sets from Glenumbra, either, but that doesn't mean that the sets from Stormhaven and Rivenspire aren't PvE sets like the ones from Glenumbra.
Each zone has sets which are specific to it, the only exception I'm aware of being the Armor of the Trainee set which drops in all five of the starter zones.
You could also say that the craftable sets in the base game zones are multi-zone sets in the sense that all three "first zones" have the same three craftable sets, as do all three "second zones" and so on. But those are crafted sets, not dropped sets.
It's true that sets which drop in or can otherwise be obtained (purchased or earned) from PvP zones generally have bonuses which are intended to be useful in PvP, but even the sets from Cyrodiil are not obtained from PvP per se, at least not in the sense of dropping from enemy players' corpses. Instead, Cyrodiil sets are obtained as PvE rewards from doing city quests and Fighters Guild bounty missions, or from looting treasure chests, or purchased from NPC merchants, or received in the Rewards for the Worthy-- and both the Alliance Points used to purchase Cyrodiil sets, and the Rewards for the Worthy, can be earned by engaging in strictly PvE activities. Yes, it's PvE in a PvP zone, but even if you were literally the only player in the entire zone you could still earn Alliance Points and Rewards for the Worthy.
To repeat, I do NOT support the requested change. The PvP which can occur while a player is engaged in PvE in Cyrodiil and IC is part and parcel to those zones. Removing the risk of PvP from either zone would just be wrong, in my opinion.