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My major concern about IC upper districts.

olsborg
olsborg
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The respawn location and the lack of a timer if youre killed by pvp.

If youre solo or duo roaming in the upper districts like temple or arboretum. You see an opposing faction group of 5 people. You decide to not engage them, because even if you can kill them, they will respawn one by one before they are all dead and it becomes a neverending fight that you will eventually loose due to resources etc. If you see just one player, no problem, you can kill him and be gone by the time he respawns and returns.
If youre solo and see two people( A and B ), when you have killed A and while you are killing B, A is already returned and ready to take revenge while you are still fighting B.

Hope that was understandable as english isnt my first language. Please @ZOS_GinaBruno forward this to the IC team.
Edited by olsborg on October 24, 2015 2:23PM

PC EU
PvP only
  • redspecter23
    redspecter23
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    I understand what you're saying but I think that's by design (whether for good or bad). If you're fighting in Cyrodiil and kill another player, unless they can get a raise, they could be a few minutes or much longer from your position. Relative safety. Imperial City chose to go the opposite way. If you're killed you're only seconds away from the fight again. This removes the "horse simulator" aspect from pvp which I think is fantastic. The problem is that if you find a group up top that simply will not leave you alone for any reason, you pretty much have to leave and come back later if your goal is farming or questing. Even if they don't kill you, they may be slowing down your goals.

    You can try to call out in guild or zone to find more people and drive them away from the district but it's sad that this "bring a bigger group" philosophy is so strong in the ZOS design process.
  • NewBlacksmurf
    NewBlacksmurf
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    I too have observed that this seems to be by design. The concept is that all factions and the Deadra are fighting over IC control at the same time so this design creates a constant battle or at war experience.

    Now IF you're on a campaign where IC access is gated for keeps then I believe your experiences will be very different but once in anyone is in until they log out and hit a faction cap and then get locked out until keeps are taken.

    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Emma_Overload
    Emma_Overload
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    I think this is a GOOD thing because it makes district fighting different from PVP anywhere else in the game. I like being able to get back in the fight quickly.
    #CAREBEARMASTERRACE
  • CaptainObvious
    CaptainObvious
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    The problem that you are not addressing is when caught in the right place, a player can die over and over within the 30 second window and be able to gain resources but not give resource.

    If you die within 30 seconds of respawn then no AP is awarded when you are killed. I have encountered characters that attempt to captialize on this and earn TV and AP through attrition and effectively not give any AP in return. At a minimum, they waste your time.

    In my case, after 10 kills the respawning player eventually gave up.

    I made the suggestion to have a max count within duration before you just get ejected from Cyrodiil or start to lose experience several months ago via feedback.
    Due to a typo in the system, the area was accosted by the Daedric Prince Moar Lag Brawls.
  • Jura23
    Jura23
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    I'm actually starting to like districts. I pretty much ignored them since I finished the storyline, but now I was doing those dailies to get some XP and since I don't care so much about stones, it's fun, because you never know what you will come across. Mostly it's small groups or solo players though, so there are exciting fights.
    Georgion - Bosmer/Templar - PC/EU
  • olsborg
    olsborg
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    There ARE good fights, its not that, but some ppl just use the respawn timer (or lack thereof) as a way to deathmatch you to death...basicly.

    PC EU
    PvP only
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