Parasaurolophus wrote: »4. As a result, we have a large, but completely empty piece of
quite valuable content, where only about 20 super-elite people on each server can farm telvars, and in some completely crazy quantities.
SkaraMinoc wrote: »Parasaurolophus wrote: »4. As a result, we have a large, but completely empty piece of
quite valuable content, where only about 20 super-elite people on each server can farm telvars, and in some completely crazy quantities.
I'm farming 250-400k tel var per hour in a dead campaign during MYM. Honestly this kind of farm shouldn't exist. It's too good.
Parasaurolophus wrote: »SkaraMinoc wrote: »Parasaurolophus wrote: »4. As a result, we have a large, but completely empty piece of
quite valuable content, where only about 20 super-elite people on each server can farm telvars, and in some completely crazy quantities.
I'm farming 250-400k tel var per hour in a dead campaign during MYM. Honestly this kind of farm shouldn't exist. It's too good.
I was an active IC player for a few months after the release. Then I visited there occasionally. People ran to the bank to deposit every 4-5 thousand telvar.
Parasaurolophus wrote: »And a great example of bad game design.
spartaxoxo wrote: »IC doesn't even focus on endgame play outside of events. It'll be super dead a lot of time and it's just PvE world boss farming in groups.
Obligatory "can't gain more tv from players than carried so that risk v's reward applies to all" statement.
Being a dead game mode that barely sees PvP is fine? For players who care more about profit than PvP, sure.IC is just fine the way it is.
Exactly, IC offers nothing to the majority of PvPers, but it's a lucrative grind for a very small handful of tryhards.polly_saccharine wrote: »This means the farmers are doubly blessed because they get to sell Tel Var items at a premium in their traders and control the Hakeijo and Tri-glyph market.
Yup, before the spawn changes, it was a great place to jump in and out of a giant PvP brawl, unique from Cyro or BGs. The spawn changes directly block players from getting back into the action, and enable cartel behavior.Imperial City had some really good fights before flags were added to the districts. Now with the flags one alliance if populations are close will gain an advantage.
MasterSpatula wrote: »It's a PvPVE zone. The entire concept is bad, tailor made to encourage all the behaviors ZOS should be actively discouraging. It wasn't so bad when it was hard to get to, but it's dominated by predatory behavior. Don't try to save it. It's probably unsavable, and it certainly doesn't deserve it.
xylena_lazarow wrote: »Being a dead game mode that barely sees PvP is fine? For players who care more about profit than PvP, sure.IC is just fine the way it is.Exactly, IC offers nothing to the majority of PvPers, but it's a lucrative grind for a very small handful of tryhards.polly_saccharine wrote: »This means the farmers are doubly blessed because they get to sell Tel Var items at a premium in their traders and control the Hakeijo and Tri-glyph market.Yup, before the spawn changes, it was a great place to jump in and out of a giant PvP brawl, unique from Cyro or BGs. The spawn changes directly block players from getting back into the action, and enable cartel behavior.Imperial City had some really good fights before flags were added to the districts. Now with the flags one alliance if populations are close will gain an advantage.