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Official Feedback Thread for Imperial City Death Respawn Timer

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
This is the official feedback thread for the Imperial City death respawn timer. Specific feedback that the team is looking for includes the following:
  • In your opinion, did this help with instant reinforcement?
  • What do you think of the length of the current timer?
Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
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Staff Post
  • ManDraKE
    ManDraKE
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    My 2 cents:

    Maybe instead of having a timer, prevent people to respawn in the district while the flag is being contested. This will prevent people to spawn and rejoin battle after being kill (and before the battle is over). When you are fighting numbers, takes time to wipe everyone.
    If they want to rejoin battle, they will have to spawn in a near district or the sewers, and ride horse or sprint to the district where the fight is, this not only will give enought time to the fight, but will also add another factor to the strategy: cut off the reinforcements path, like in cyrodrill.

    In another topic, IC is again starting to feel empty, every day is less people on than the day before, and with the new town capture system on Cyro, i guess the numbers will go down faster. I would suggest to remove IC from some campains, for example leave it only on TrueFlame and Hadreus (ideally i would love to have only 1, so people dont go to the emptiest server to farm, but with the current home/guest campaion system, this could be a problem for those who like to play no-cp campain since they will only have 1 campain to choose for IC)
    Edited by ManDraKE on June 28, 2016 1:49AM
  • Spearblade
    Spearblade
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    I don't feel like there's very much incentive to capture districts in the first place. Maybe it's just me. But if I'm in IC, it's for PVP. And a 33% boost to Tel Var farming isn't enough for me hang around and not hunt down other opposition.

    If you're there for the PVE aspect of IC, it's for Monstrous Teeth farm. IC topside is far more dangerous than the sewers imho, and there aren't Trove scamps to kill topside.

    Side note, nobody likes the red glowy scamps. It's like 60 Tel Var satchel. Barely worth mentioning.

    I got a lil offtopic. Respawn timer seems alright. Will help with the whole kamikaze effect.
    Edited by Spearblade on June 28, 2016 1:47AM
  • Recremen
    Recremen
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    I'll try to get some PvP buddies to test this, but it's hard to take a lot of time away from real PvP to do the testing.

    One thing I would recommend to supplement this change is a rolling AP reset. Even with up to 10 second respawn waiting periods, folks jumping fresh off the walls are still going to worth crap AP, meaning the players who are performing best are going to be stuck in a loop of only slightly-less-endless combat with little reward beyond a fun fighting experience. Considering how quickly people get back into combat in the Imperial City Districts, even with a short respawn timer, it would be nice to make them worth full AP again in steady intervals instead of having to run away until they're "juicy" again. Does that make sense?
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Cinbri
    Cinbri
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    Nooo, this is terrible change that promoting zerging. If one of zergers will die - it is small problem for zerg but if you run 2vX and your teammate died - you will die 100% coz he won't be able to comeback in time and save you. So if you trying to ambush and wipe zerg with small-scale group but failed - you will be forced to wait this cooldown instead of making next attempt to fight back. So with cooldown new meta - is run in bigger zerg to decrease any risks.
    The best thing right now is that battles at districts are intense and cooldown will kill this intensity.
    Edited by Cinbri on June 28, 2016 6:06AM
  • Dubhliam
    Dubhliam
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    I know this feedback is not related to respawn timers, but in lack of a proper thread I'll just post here:

    THANK YOU for the Tel Var sack in this PTS, this was lacking during the DB PTS testing, now I can finally test all the DB Tel Var sets.

    That being said, I noticed that all sets from containers drop only with these traits:
    divines,
    infused,
    well-fitted,
    reinforced

    Impenetrable is buyable directly from vendor, so that is ok, leaving those sets unobtainable in sturdy, nirnhoned, training and prosperous.
    Leaving training and prosperous out of the loot tables is a great move, but is there a reason why those sets don't some in sturdy or nirnhoned?
    Black Rose is one of the best tanking sets in the game currently, but you cannot get a tanking trait on it.

    Is this intended?
    Edited by Dubhliam on June 28, 2016 5:00PM
    >>>Detailed Justice System Concept thread<<<
  • Dubhliam
    Dubhliam
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    Could you PLEASE update the old Tel Var sets to include sturdy?

    What my testing confirmed so far:
    • Original Tel Var sets from Unfathomable Boxes only come in Divines, Infused, Reinforced and Well-fitted. These do not include weapons or jewelry.
    • New Tel Var sets from Unfathomable Boxes come in all traits except Nirnhoned. They also include weapon and jewelry. Imperial Physique comes in all weights.
    • Superb Imperial Reward boxes only contain random original Tel Var sets.
    >>>Detailed Justice System Concept thread<<<
  • Enodoc
    Enodoc
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    Maybe I'm being dense, but what is the "Imperial City Death Respawn Timer" actually supposed to achieve? The patch notes also suggest that it's completely random between 1 and 10 seconds; what use is that? With a bit better idea of how it works and what it's supposed to do, I may be able to give more useful feedback.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • arkansas_ESO
    arkansas_ESO
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    I'd suggest changing it to be on the same cool down as a forward camp, with the dead only being able to respawn in the sewers while on cool-down. 10 seconds seems too short.

    Also, is there any way this cool-down could be reduced or removed if you're clearly outnumbered? It's one thing to wipe 20 as a group of 10 and have them immediately respawn 10 feet away from you, but if you're the group of 10 getting wiped by the group of 20, instant respawns seem like a good way to even things out between the two groups.
    Edited by arkansas_ESO on July 4, 2016 6:53AM


    Grand Overlord 25/8/17
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