It also failed because as soon as the campaign started, EP flipped it entirely red and took all the scrolls.
Sorry, but I'm not going to home a campaign where before it has even started to gain traction, one faction is going to resort to that bs. I know there are many others who felt the same way.
I also call bs on the excuse that if they didn't do it, others would have. Be above that, help foster a healthy PvP campaign and don't resort to that.
What is the point of gating a PVP enabled area in the 1st place? If a fight was necessary to unlock it the people only interested in farming uninterrupted would passively wait until someone else unlocked it. I'm starting to believe IC itself needed actual PVP objectives. Gating not only locks PVE farmers out but also PVPers and it was supposed to be a PVP dlc.
This is one of those changes uprooted as failure due to the following:
1) one campaign set with this change (axe) while rest of campaigns followed "always open" rule.
2) player base spread out across all servers with Azura set on heavy population.
It could have been a great mechanic but honestly it should have been on all campaigns or none.
This is one of those changes uprooted as failure due to the following:
1) one campaign set with this change (axe) while rest of campaigns followed "always open" rule.
2) player base spread out across all servers with Azura set on heavy population.
It could have been a great mechanic but honestly it should have been on all campaigns or none.
Not really. i mean IC is pretty much dead i only go there on rare occasions. people wanted gated access because everyone was in IC when it was first released and very few people where topside but that phase is now behind us Gated access at this point would do more harm than good for the content.
This is one of those changes uprooted as failure due to the following:
1) one campaign set with this change (axe) while rest of campaigns followed "always open" rule.
2) player base spread out across all servers with Azura set on heavy population.
It could have been a great mechanic but honestly it should have been on all campaigns or none.
Not really. i mean IC is pretty much dead i only go there on rare occasions. people wanted gated access because everyone was in IC when it was first released and very few people where topside but that phase is now behind us Gated access at this point would do more harm than good for the content.
IC is actually making a comeback the past few days. I believe this is because of the center fix. Go try it sometime, there is a lot of action down there now.
skillastat wrote: »Axe should remain.
But there should be mechanics like :
- If you disconnect in Imperial City and while you are gone your alliance loose the access, you are teleported to the main gate in Cyrodiil when you reconnect.
- If you die in the Sewers when your alliance has lost the access, you are teleported to the main gate in Cyrodiil if you aren't rezzed (using respawn option)
- However you would be able to respawn in the districts and fight as usual.
Those mechanics could be interesting actually.
This is one of those changes uprooted as failure due to the following:
1) one campaign set with this change (axe) while rest of campaigns followed "always open" rule.
2) player base spread out across all servers with Azura set on heavy population.
It could have been a great mechanic but honestly it should have been on all campaigns or none.