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https://forums.elderscrollsonline.com/en/discussion/668861

Add an option to avoid being attacked by other players in Imperial City.

  • Grizzbeorn
    Grizzbeorn
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    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.
      PC/NA Warden Main
    • wolfie1.0.
      wolfie1.0.
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      Carlos93 wrote: »
      Nestor wrote: »
      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.

      There isn't anything in IC that a new player would need in order to play ESO. Cosmetics and ic gear are a grind that is best suited after you have a bit of experience. Bosses are designed for groups.

      If you go into ic go with a group or be prepared to die. As a solo assume you have 50% of the tel var you really do.

      Personally, ic is fine except for all of the annoying choke points and the mob aggro range is too large for how small the zone is.
    • thedoodle_90
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      Imperial city will always just be random nightblades abusing burst sets with zero skill required.
    • h9dlb
      h9dlb
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      It just needs a toggle pve version of IC so we can do quests and fight npcs in peace
    • JavaRen
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      I will support this idea as soon as group maelstrom, solo cloudrest, RP only fishing and story mode crafting writs are developed.

      Or we can just play the game as it is designed?
    • KlauthWarthog
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      I support keeping it just as toxic and just as deserted as it currently is. It works as an effective reminder to ZOS on how much of a bad idea PvPvE really is.
    • Tandor
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      Snamyap wrote: »
      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.

      Actually, uniquely in ESO, it's a mixed zone in which PvE is locked behind PvP. As such, ZOS have since stated very clearly their view that they do not intend to mix PvE and PvP again. Therefore, while I have no support for those who want Cyrodiil to be given a PvE-only instance, I do have some sympathy for those who express that view in relation to Imperial City.
    • kargen27
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      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.
      and then the parrot said, "must be the water mines green too."
    • Tandor
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      kargen27 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?
    • Northwold
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      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.
      Edited by Northwold on 17 July 2023 21:20
    • Muizer
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      Just think of PvP ers in IC as smarter and less predictable NPC. It's been a while, but I recall enjoying it most for that reason. Thanks to PvP enemies, gameplay is not just running mindlessly from one boring scripted encounter to the next in an endless rush to collect 'rewards' and 'achievements'.
      Please stop making requests for game features. ZOS have enough bad ideas as it is!
    • NoSoup
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      Carlos93 wrote: »
      Nestor wrote: »
      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.

      Sounds like a "mission accomplished"
      Formally SirDopey, lost forum account during the great reset.....
    • kargen27
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      Tandor wrote: »
      kargen27 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.
      and then the parrot said, "must be the water mines green too."
    • jaws343
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      Northwold wrote: »
      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.
    • freespirit
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      jaws343 wrote: »
      Northwold wrote: »
      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.

      Or port to Cyrodiil and then back to IC.... Hey presto , back in base!!
      When people say to me........
      "You're going to regret that in the morning"
      I sleep until midday cos I'm a problem solver!
    • chessalavakia_ESO
      chessalavakia_ESO
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      kargen27 wrote: »
      Tandor wrote: »
      kargen27 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
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      RMW 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.
      RMW wrote: »
      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.
      I've fought mudcrabs more fearsome than me!
    • SeaGtGruff
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      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.

      I would add that players shouldn't be afraid to go to IC.

      Yes, it can be stressful-- but so can PvE (world bosses, dungeons, and trials, for example).

      And just because a situation can be stressful doesn't mean you need to become stressed over it. I mean, some people can get stressed out just by having to mingle and socialize with other people. Other people can swim in the ocean surrounded by a sharks and remain calm.

      And as far as IC and Cyrodiil go, dying in PvP is not really any different than dying in a PvE zone. It's a game, and there really is no dying involved. Unlike single-player TES games, you don't need to reload your last saved game-- if you had remembered to save your game recently.

      You can lose half of your Tel Var when you die in IC, but that happens whether you died to another player or to an NPC.
      I've fought mudcrabs more fearsome than me!
    • VaranisArano
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      Tandor wrote: »
      kargen27 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?

      But gankers already have to take on enemy players in the current PVP/PVE instance. An actual boost to PVP would require ZOS removing the District flag respawning mechanics that punish enemy players for dying with a long run back to the fight.


      The point being made is that giving players who would otherwise willingly venture into PVP/PVE Imperial City an easier, safer PVE-only version would be negative for the PVP/PVE version. Players wring their hands about the risk of PVP but when there's something they want bad enough, oh look, here they come running!

      Players willingly queue up for PVE/PVP Imperial City when they want:
      - quests
      - Tel Var
      - skyshards
      - monster helms
      - leads
      - event tickets, etc.

      It's a negative for content when players who'd otherwise willingly participate are given the option to avoid it entirely. It gets even more obvious when we talk about Tel Var. Why would anyone choose to farm Tel Var in an instance where you can lose it to other players, when there's an easier, safer option available?

      Everyone who wants Tel Var - PVPer or PVEer alike - would rush to the easier, safer option where they can't lose it to other players. It's just our gamer nature to want the most efficient method, at which point Tel Var loses most of its risk-reward uniqueness and effectively becomes just another gold-like currency.

      So if you're thinking that PVP would get better in the current version of mixed Imperial City after the vast majority of players moved to the easier, safer PVE-only version, I'm afraid it's the opposite. It'd be pretty empty, because once there's no one to fight over Tel Var, there's no rewards for controlling the Districts or even an end of the campaign rewards. The whole city is designed with that risk-reward currency and gameplay in mind. With an easier version to farm Tel Var and every other reward available, there's no reason to risk PVP...and for PVPers, Cyrodiil does purely objective based PVP better and Battlegrounds now delivers you right to the fight better.


      Finally, it's not necessary. Scratch the surface and most of the players complaining about having to go to PVE/PVP Imperial City are still willing to queue up when they want the rewards badly enough.
    • virtus753
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      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.

      Dragonguard Berserker and the new Grave Grasp style are BoP with Tel Var only, no?
    • kargen27
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      kargen27 wrote: »
      Tandor wrote: »
      kargen27 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?

      No. There would be no point. If it were to become a thing Telvar rewards would need to be disabled.
      and then the parrot said, "must be the water mines green too."
    • kargen27
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      SeaGtGruff wrote: »
      RMW 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.
      RMW wrote: »
      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.
      and then the parrot said, "must be the water mines green too."
    • spartaxoxo
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      Imperial City is dead. They cannot split the playerbase of IC and keep a healthy population. They need to address the most common pain points (too much telvar lost on death, loading screens preventing getting back into battle quickly, improper risk vs reward with ganking/large groups vs solo or small groups, more things to buy with telvar) to encourage people to actually use ic rather than trying to split it off.
    • Mithgil
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      My words of advice to the OP @Carlos93 - Harden up a bit my friend. I run dailies all the time in IC and I also go into Cyro to do the same. Once in a while I get killed by enemy players but it's no big deal. I will join in and have some fun with the PvP, too. I'm not great at it, but I'm not afraid of it. Killed by a player? Okay, lose some telvar if I'm carrying, but no equipment damage from players, so costs less gold wise.

      Once in a while it can seem a pain if you're just trying to jump in and do something quick and perhaps PvE spots are getting camped, but it's rare. Again, I don't sweat it. I die very infrequently in IC. I die more in Cyro but only if I'm joining in with the PvP fun. Like I said, far from even being competent at it, but I'm not afraid of it, nor do I get stressed about it.

      There's even been times when an enemy player is obviously doing the same daily as me in IC and we often just leave each other alone, lol.

      I think if you get over the worry/frustration/fear of dying to enemy players you'll relax about this and it won't be a big deal anymore to you.

      As others have said, there are two PvP zones, aside from Battleground instances. Let those zones be PvP. I've managed to do most of the PvE stuff in Cyro and hardly see any enemy players, simply because they're mostly involved around keep and resource warfare and much of the PvE is away from those areas. Even in delves, any enemy players you encounter will more than likely leave you alone since they're in there for the PvE, too.

      I encourage you to look at your "problem" with a different perspective and learn to work and live with how these zones "work".

      Trust me, you'll have more fun and be much less stressed, even if you do get ganked.
      PC NA Yes, I use add-ons.
    • SeaGtGruff
      SeaGtGruff
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      kargen27 wrote: »
      SeaGtGruff wrote: »
      RMW 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.
      RMW wrote: »
      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.
      I've fought mudcrabs more fearsome than me!
    • Hapexamendios
      Hapexamendios
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      I'd say this much: if you want an option not to get attacked, you forfeit the right to receive any tel var. if you don't want the risk, you don't get the reward.
    • dosco
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      It is not just a PvP zone, like others said it's a PvPvE zone, which is something very different.

      There's a reason IC is as dead as it is, PvPvE is not a good concept/a concept that's appealing to many players. It is very obvious that many players don't go there because they want to PvP, but because they want to PvE for the unique rewards IC provides. The PvP aspect of this hypbrid zone is what's extremely discouraging and stressful for them - as everyone here knows it is not the same if you die in Cyrodiil or in IC, as in Cyrodiil, and in every zone that's purely PvE, you don't lose your stuff. That's the obvious difference.

      I'm in for a ghost mode, and it could be made so that you don't get tel var multipler and stuff like that. I don't see the zone getting changed though and they can't really risk changing it even if IC is dead because they barely do anything for PvP, and if they do something then it's stuff nobody asked for instead of bug fixes we need since years.
    • Braffin
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      SeaGtGruff wrote: »
      kargen27 wrote: »
      SeaGtGruff wrote: »
      RMW 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.
      RMW wrote: »
      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.

      It's neither a pure PvP zone nor a pure PvE zone, but PvPvE, which is a specific game mode on its own (there are even whole games built around this system and they do quite well). This doesn't mean that PvP and PvE are seperated parts played next to each other with occassional contact points, but they are linked on core level of the zone. Every enemy, map composition, quests, rewards, achievements and even fishing holes are placed with both playstyles in mind to facilitate interaction.

      Tel-Var-stones are the affiliated currency. Although the original source of this currency is the game itself of course, it's intended to earn it under the constant possibility of an enemy player's attack. That's the whole point of it, as AP are earned for PvP and gold for PvE. So it's nonsensical to hand out Tel-Var-stones without the danger of PvP-encounters, you could as well delete them then.

      Now I'm also of the opinion, that the PvP portion of IC got quite one-sided in flavour of some gankers and their more or less willing victims. But splitting PvE and PvP in different instances of this zone doesn't solve this problem (you don't support that personally, I know). To restore balance it's necessary to attract a larger portion of the PvP-community to IC. Removing the district flags would be a start to do so.
      Never get between a cat and it's candy!
      ---
      Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
    • XSTRONG
      XSTRONG
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      Im hoping they will add some kind of currency in the new endless dungeon, something similar to imperial city with high risk high reward but without the risk being a nightblade sitting in a corner to burst your pve char in 0.5 sec.
    • xiphactinus
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      Not again. No, Just no.
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