And to anyone who has this mindset, enjoy continuing to have virtually nobody play in IC. Sorry, don't particularly feel like organizing a group of 23 11 other people to run in a massive circle and play capture the flag, while enemy players gank me at roaming bosses. Thanks for making it a misery.If you're gonna come into a PVP zone, expect to get attacked by other players. That's called playing the game.
Pretty much all of this. However in regards to rewards, I know that's how many people see it, although I don't think it's quite true. I make builds and have a fierce Hakeijo habit. I also stack up my potion ingredients in IC. I used to sell the excess, except nowadays Chromium and Dreugh Wax is so much more lucrative (if you have many chars doing writs). Certainly before IC became it's own campaign, the place was a tremendous source of income for the few people who actually went there. Soloing bosses was the norm after midnight. Nowadays there is almost always a farm group. The problem is that Tel Var are shared. Regardless of how many people go, there are only so many you can take out of IC. There are diminishing returns for the individual. I am actually kind of thankful for that, because it keeps IC largely lag-free. You may want more people there, but would you really?Greasytengu wrote: »It was awesome when there were loads of people in there. Every trip to the center was a grand adventure with plenty of memorable fights and when there was a lull in the action you could go kill a boss or something.
Im not a fan of the respawning changes, but I am glad they separated IC from Cyrodiil's population cap.
I think IC's biggest issue is staying power. After you get what you want from there, you have no real reason to go back. There is no long term goal for the factions and no reward for spending time there.
Greasytengu wrote: »It was awesome when there were loads of people in there. Every trip to the center was a grand adventure with plenty of memorable fights and when there was a lull in the action you could go kill a boss or something.
Im not a fan of the respawning changes, but I am glad they separated IC from Cyrodiil's population cap.
I think IC's biggest issue is staying power. After you get what you want from there, you have no real reason to go back. There is no long term goal for the factions and no reward for spending time there. I wonder if it would be more active if there was a scoring system in place.
tinythinker wrote: »Greasytengu wrote: »It was awesome when there were loads of people in there. Every trip to the center was a grand adventure with plenty of memorable fights and when there was a lull in the action you could go kill a boss or something.
Im not a fan of the respawning changes, but I am glad they separated IC from Cyrodiil's population cap.
I think IC's biggest issue is staying power. After you get what you want from there, you have no real reason to go back. There is no long term goal for the factions and no reward for spending time there. I wonder if it would be more active if there was a scoring system in place.
I've had some fun there but I'm not a ganker or 1Vxer and 99% of the time it's empty except for some telvar farmers and gankers who know the place like the back of their hand, then 1% of the time it's one faction zerg at a time dominating throughout the day during Midyear Mayhem.
If it was sustainable between those extremes it might be worth it. It has a very cool design.
Some may recall that it was originally connected to what was happening in Cyro but didn't effect Cyro. Now it's totally cut off and independent, so having new objectives, new challenges, and some kind of scoring or tracking system with bonuses and rewards might help. But that's a sizeable investment of design and implementation required of ZOS for something they no longer charge money for.
Greasytengu wrote: »tinythinker wrote: »Greasytengu wrote: »It was awesome when there were loads of people in there. Every trip to the center was a grand adventure with plenty of memorable fights and when there was a lull in the action you could go kill a boss or something.
Im not a fan of the respawning changes, but I am glad they separated IC from Cyrodiil's population cap.
I think IC's biggest issue is staying power. After you get what you want from there, you have no real reason to go back. There is no long term goal for the factions and no reward for spending time there. I wonder if it would be more active if there was a scoring system in place.
I've had some fun there but I'm not a ganker or 1Vxer and 99% of the time it's empty except for some telvar farmers and gankers who know the place like the back of their hand, then 1% of the time it's one faction zerg at a time dominating throughout the day during Midyear Mayhem.
If it was sustainable between those extremes it might be worth it. It has a very cool design.
Some may recall that it was originally connected to what was happening in Cyro but didn't effect Cyro. Now it's totally cut off and independent, so having new objectives, new challenges, and some kind of scoring or tracking system with bonuses and rewards might help. But that's a sizeable investment of design and implementation required of ZOS for something they no longer charge money for.
IC needs to be more than a place to farm Telvar. The hard part is how to do that while appealing to both the PVP and PVE aspects of the zone.
Maybe the scoring could revolve around bosses killed, one boss could yield 1 point, with Molag Bal being worth 5, but you only get points for them if nobody dies during the fight.
The Emp analogue could involve taking all of the top districts. Perhaps having 'emp' would put a barrier around your alliance's first sewer zone that is impassable to other alliances, thus throwing the PVErs a bone and allowing for unimpeded point growth if left unchecked by the other alliances.
IC has a unique mix of open and enclosed spaces, its a shame to see the entire zone be nothing more than 'that place you go to get maguffin points'.