BANK_IT_HERE wrote: »JerzeeDevil wrote: »Those District Flags ruined Imperial City. Period.
But it was dead before. How do you think IC was ruined by them?
Emma_Overload wrote: »BANK_IT_HERE wrote: »JerzeeDevil wrote: »Those District Flags ruined Imperial City. Period.
But it was dead before. How do you think IC was ruined by them?
Along with the other changes that were made when the flags were introduced, the flags killed the HUGE three way deathmatches that were happening during peak hours in Memorial and Arboretum districts. The problem with the flags is that the devs made it so that you could only respawn in a district if your faction held the flag. LOL, what a terrible decision. When are the devs going to learn that players hate loading screens and and lengthy trips back to battle?
Emma_Overload wrote: »BANK_IT_HERE wrote: »JerzeeDevil wrote: »Those District Flags ruined Imperial City. Period.
But it was dead before. How do you think IC was ruined by them?
Along with the other changes that were made when the flags were introduced, the flags killed the HUGE three way deathmatches that were happening during peak hours in Memorial and Arboretum districts. The problem with the flags is that the devs made it so that you could only respawn in a district if your faction held the flag. LOL, what a terrible decision. When are the devs going to learn that players hate loading screens and and lengthy trips back to battle?
JerzeeDevil wrote: »Emma_Overload wrote: »BANK_IT_HERE wrote: »JerzeeDevil wrote: »Those District Flags ruined Imperial City. Period.
But it was dead before. How do you think IC was ruined by them?
Along with the other changes that were made when the flags were introduced, the flags killed the HUGE three way deathmatches that were happening during peak hours in Memorial and Arboretum districts. The problem with the flags is that the devs made it so that you could only respawn in a district if your faction held the flag. LOL, what a terrible decision. When are the devs going to learn that players hate loading screens and and lengthy trips back to battle?
VERY MUCH this...
In Skull of Corruption on NA, PS4 it was The Arena District. Good times, fond memories.
Losing 1/2 of your Tel Var to all enemies probably helped kill it, too.
BANK_IT_HERE wrote: »JerzeeDevil wrote: »Emma_Overload wrote: »BANK_IT_HERE wrote: »JerzeeDevil wrote: »Those District Flags ruined Imperial City. Period.
But it was dead before. How do you think IC was ruined by them?
Along with the other changes that were made when the flags were introduced, the flags killed the HUGE three way deathmatches that were happening during peak hours in Memorial and Arboretum districts. The problem with the flags is that the devs made it so that you could only respawn in a district if your faction held the flag. LOL, what a terrible decision. When are the devs going to learn that players hate loading screens and and lengthy trips back to battle?
VERY MUCH this...
In Skull of Corruption on NA, PS4 it was The Arena District. Good times, fond memories.
Losing 1/2 of your Tel Var to all enemies probably helped kill it, too.
Yeah, Xbox NA was also Arena. But see my comment above. I think the big fights were long over anyway. Flags were introduced to bring some PVP back to IC. I agree 50% is too much to lose, at least on NPC. I'm okay with it on a player level. It continues to be another reason to PVP down there, especially against Imperial Physique people.
VaranisArano wrote: »Only good for telvar farming at the time. There isnt a set that player really want in there. Also the telvar gain needs to be changed. Player should not lose there stones when they get killed, because stones are the reasons for whar they are there. It will also good if for emp the districts flags are also needed or an other effect have on the campain.
Tel Var gain and loss is the whole risk/reward of the sewers and the districts though. Its the mechanic that encourages PVP. If you gank farmers, you aren't just ganking for the thrill of it, you get Tel Var. If you are farming, you aren't just farming in an area where you could get ganked for no reason, you are getting TelVar that you can spend on shiny things.
Removing Tel Var loss (they already lessened it to 50%) would remove most of the mechanic that encourages PVP in IC in the first place. If that's your goal, it would work, but it would also effectively neuter IC as a PVP zone that it was designed to be.
VaranisArano wrote: »Only good for telvar farming at the time. There isnt a set that player really want in there. Also the telvar gain needs to be changed. Player should not lose there stones when they get killed, because stones are the reasons for whar they are there. It will also good if for emp the districts flags are also needed or an other effect have on the campain.
Tel Var gain and loss is the whole risk/reward of the sewers and the districts though. Its the mechanic that encourages PVP. If you gank farmers, you aren't just ganking for the thrill of it, you get Tel Var. If you are farming, you aren't just farming in an area where you could get ganked for no reason, you are getting TelVar that you can spend on shiny things.
Removing Tel Var loss (they already lessened it to 50%) would remove most of the mechanic that encourages PVP in IC in the first place. If that's your goal, it would work, but it would also effectively neuter IC as a PVP zone that it was designed to be.
I not mean that there should no telvar gain for pvp kills. I think like a 5k stone gain from a kill would be good number. You mean that geting telvar from kills is a base mechanic for ic. But the problem is that there are not enouth people there. Also the only good way to farm stones is to kill bosses. Thats moastly done by good groups with imperial phisic set.
I like the city and pvp, but why i should farm stones to buy alchemy stuff or hakejos (sets are useless at the moment) to do pve raids, when i just farm gold easy with no risk on other places with the same speed?
I_killed_Vivec wrote: »Some people (gankers) are never happy... I can remember when people complained that it was too full, with zerg trains trashing everything in sight
The problem is precisely as expressed in some other posts - PvP players want PvE "prey". Easy kills with easy rewards. Not too surprisingly many PvE players object to being seen as live entertainment for PvPers, and so are reluctant to join in.
Can't blame 'em really...
And I can't really see a way of enticing them in. Giving lucrative, exclusive rewards will only cause upset as PvEers will point to the Golden Vendor making sets available for PvPers without them having to PvE. So why not something similar for people who don't want to PvP?
jakeedmundson wrote: »In order to make something great AGAIN... it needed to be great in the first place.
HINT - it was never great.
IC update was either AT the time or around the time when they raised the VR level from 14 to 16.
VR16 gear needed TEN times the number of mats to make each piece (15 to 150ish)
The only way to really get mats was to farm sewers for tel var. Alternative was decon'ing trash which only netted you ONE piece at a time. Garbage idea.
so... major bullet points here
- pay wall for better gear (had to get IC to earn mats faster)
- forced pvp for pve players
- Gank city. Nothing fun about losing everything you're trying to earn because some coward with a one-shot build is hiding around the corner.
BANK_IT_HERE wrote: »jakeedmundson wrote: »In order to make something great AGAIN... it needed to be great in the first place.
HINT - it was never great.
IC update was either AT the time or around the time when they raised the VR level from 14 to 16.
VR16 gear needed TEN times the number of mats to make each piece (15 to 150ish)
The only way to really get mats was to farm sewers for tel var. Alternative was decon'ing trash which only netted you ONE piece at a time. Garbage idea.
so... major bullet points here
- pay wall for better gear (had to get IC to earn mats faster)
- forced pvp for pve players
- Gank city. Nothing fun about losing everything you're trying to earn because some coward with a one-shot build is hiding around the corner.
Many people would disagree that it wasn't great at one time. Hence the thread. But to each their own.