spartaxoxo wrote: »I always felt that killing someone with Telvar shouldn't make them lose it, but still reward you with (new) Telvar equal to half their loot if they died to you.
Rave the Histborn wrote: »Emma_Overload wrote: »IC is the best content in the game, but it has some serious flaws and shortcomings that ZOS needs to address:
1) Rewards need to be better. Please put some new gear in the TV store, along with all upgrade tempers, Kutas, etc.
2) There needs to be at least one district or area where all three factions can respawn at will. This will bring back massive 3-way brawls like we used to have in the Arboretum.
3) There need to be some "cloak proof" zones that players can retreat to when they are being harassed by nightblades. This will give poor PvE carebears a fighting chance to save their stones from scummy gankers. I realize this will be difficult to balance, but IC is way too biased towards NBs right now.
1) Why? Who would use Tel Var to buy upgrade mats? The cost wouldn't be worth it.
2) How would you balance it though? Wouldn't that just allow what happens in IC with district. Apps to happen faster?
3) Can't/ won't ever happen. You'd have to remove stealth entirely from the zone and that wouldn't work. It also wouldn't help PVE players, you'd just have the same forum threads only instead of nerf cloak it's just another skill in its place. PVE players just need to learn dying is part of the game, once you get over that hurdle the rest isnt that bad. Theres plenty of ways around cloakers once you've got some experience with them.
Rave the Histborn wrote: »
What about the PVE zones? Do you also consider TG/DB/Murkmire failures as well because they also have a similar playerbase?
Rave the Histborn wrote: »
What about the PVE zones? Do you also consider TG/DB/Murkmire failures as well because they also have a similar playerbase?
spartaxoxo wrote: »As a PvE person, the primary reason I don't go there is that you lose your telvar. I don't care about dying, I play BGs and Cyrodiil whenever I want to transmute something. But I don't bother with IC because I'm gonna lose my telvar anyway. And that's really the only reason to go in there. If I actually had incentive to go in there, that I could actually progress (albeit at a slower rate than people good at pvp) then I would go.
I always felt that killing someone with Telvar shouldn't make them lose it, but still reward you with (new) Telvar equal to half their loot if they died to you. This way being good at PVP allowed you to farm Telvar faster that people who weren't, but people aren't good feel like they can make progress too. Similar to how BGs and Cyrodiil are more rewarding to good players but not unrewarding to those are average or bad.
IDK. I always felt this mechanic is what killed IC. And I also think double telvar is why you see so many people in during events. It helps alleviate this problem, however briefly, by making Telvar so plentiful that losing it doesn't set you back nearly as much. And with groups so plentiful you also die less and can't be total shutdown from earning.
Bingo. Telvar system sounds good on paper but fails in implementation because of player behavior on both sides of the spectrum. The zone itself is the best eso has. They should adjust the loss component until its more popular. I imagine that would be somewhere around a 15% loss and a corresponding lower top multiplier. Keep in mind with that number people will play with more telvar on them. As opposed to gankers with no telvar farming telvar farmers.
Emma_Overload wrote: »Rave the Histborn wrote: »Emma_Overload wrote: »IC is the best content in the game, but it has some serious flaws and shortcomings that ZOS needs to address:
1) Rewards need to be better. Please put some new gear in the TV store, along with all upgrade tempers, Kutas, etc.
2) There needs to be at least one district or area where all three factions can respawn at will. This will bring back massive 3-way brawls like we used to have in the Arboretum.
3) There need to be some "cloak proof" zones that players can retreat to when they are being harassed by nightblades. This will give poor PvE carebears a fighting chance to save their stones from scummy gankers. I realize this will be difficult to balance, but IC is way too biased towards NBs right now.
1) Why? Who would use Tel Var to buy upgrade mats? The cost wouldn't be worth it.
2) How would you balance it though? Wouldn't that just allow what happens in IC with district. Apps to happen faster?
3) Can't/ won't ever happen. You'd have to remove stealth entirely from the zone and that wouldn't work. It also wouldn't help PVE players, you'd just have the same forum threads only instead of nerf cloak it's just another skill in its place. PVE players just need to learn dying is part of the game, once you get over that hurdle the rest isnt that bad. Theres plenty of ways around cloakers once you've got some experience with them.
1) Literally anybody who is trying to make gold. Don't you know that TV farming is the primary source for alchemy mats that are used to make potions for sale? This is how I became a multi-millionaire.
2) This the way it used to work, and it was fine. If you were here during the heyday of Arboretum Deathmatch, you would know what I'm talking about. Don't underestimate the buzz-killing effect of an extra loading screen, especially since you can get stuck in a loading screen for minutes or forever. Immediate respawns mean that the action keeps going without any delays. If players have to wait too long for enemies to show up, they get bored and wander off. This has done more than anything to kill the population in IC, believe it or not. Bring back endless deathmatch with instant gratification, and players will be happy to spend all night in the City again!
3) Like I said, it would be tricky to balance.
When IC was released, we had the nonstop 3 way brawls, and TelVar was an afterthought compared to the new, expensive, ruby mats from deconning npc loot. It was all the "fighting" parts of Cyro without pesky siege. It was old Alessia Bridge except without the ride back from Sej, Alessia, or the poor blues trekking from places like Ash. Gankers had to cope with many enemies, not just one TV farmer.
Then the devs had to go and add flags and restricted spawns and rules. No more free for all brawls with ringside respawn.
Now granted, people were getting tired of IC before they added the flags. But can you imagine how popular those brawls would be today as an alternative to laggy Cyrodiil?
Rave the Histborn wrote: »1) That's why I'm asking this question. The alchemy mats are prices well because they are a random bag of goods and there's a reason you don't hear anyone buying the rubetide or any other regular mats they sell in IC. For the TV cost they are way overpriced and not worth in any way buying. The same would go for gold mats, you'd have the option to waste TV on but it would be more cost effective to buy other things and sell them.
Rave the Histborn wrote: »
What about the PVE zones? Do you also consider TG/DB/Murkmire failures as well because they also have a similar playerbase?
Are you asserting the criteria for the success of a zone is based on the amount of people "discussing" it? Because even the 3 zones you mentioned typically have more pop than IC.
Rave the Histborn wrote: »
If you read the person that I was originally quoting they are saying it is a failure because it "doesn't attract more than 10 people at a time is a testament to a massive failure" which is untrue. It was very successful at launch and trying to compare that to 5years later with a base that doesn't like how ZOS balances and years of server issues is misrepresenting it. There's a lot of the pvp base that have quit because of this and pve players get frustrated at dying in PVP so they get scared of. There were more people in IC then a dlc like Murkmire had during its prime and comparstively to somewhere like TG/DB which are comparatively dead during primetime hours.
Rave the Histborn wrote: »
If you read the person that I was originally quoting they are saying it is a failure because it "doesn't attract more than 10 people at a time is a testament to a massive failure" which is untrue. It was very successful at launch and trying to compare that to 5years later with a base that doesn't like how ZOS balances and years of server issues is misrepresenting it. There's a lot of the pvp base that have quit because of this and pve players get frustrated at dying in PVP so they get scared of. There were more people in IC then a dlc like Murkmire had during its prime and comparstively to somewhere like TG/DB which are comparatively dead during primetime hours.
Always excuses. It's dead because of gankers who abused the risk/reward mechanic. Deal with it.
Plus, I'm the person you were originally quoting, so I must confess to some bemusement.
Rave the Histborn wrote: »
It's not an excuse, that's why you can't refute any of it. It was very popular in the day and during peak hours still has a decent sized community going in it, which is more than I can say about Murkmire.
I'll ignore the ad hominems, but yes, the risk reward mechanic is abused. Why should someone with no skin in the game get 50% of your TV? A far better mechanic would be tiered, like the TV multiplier.Rave the Histborn wrote: »You can't abuse the risk reward mechanic when you have no control over how much tel var the other player carries. Anyone crying about "gankers" in a pvp zone has no credibility in the conversation. There's multiple ways to not get ganked in IC, all of which immediately get brushed away by people like you. The only person responsible for your deaths in IC is you. Deal with it.
Rave the Histborn wrote: »I find it more amusing that you understand so little of your own as argument that your response looked like someone that had just joined the conversation. Sorry, I didnt look at the name, I was busy proving your argument wrong.
Rave the Histborn wrote: »Rave the Histborn wrote: »
If you read the person that I was originally quoting they are saying it is a failure because it "doesn't attract more than 10 people at a time is a testament to a massive failure" which is untrue. It was very successful at launch and trying to compare that to 5years later with a base that doesn't like how ZOS balances and years of server issues is misrepresenting it. There's a lot of the pvp base that have quit because of this and pve players get frustrated at dying in PVP so they get scared of. There were more people in IC then a dlc like Murkmire had during its prime and comparstively to somewhere like TG/DB which are comparatively dead during primetime hours.
Always excuses. It's dead because of gankers who abused the risk/reward mechanic. Deal with it.
Plus, I'm the person you were originally quoting, so I must confess to some bemusement.
It's not an excuse, that's why you can't refute any of it. It was very popular in the day and during peak hours still has a decent sized community going in it, which is more than I can say about Murkmire.
You can't abuse the risk reward mechanic when you have no control over how much tel var the other player carries. Anyone crying about "gankers" in a pvp zone has no credibility in the conversation. There's multiple ways to not get ganked in IC, all of which immediately get brushed away by people like you. The only person responsible for your deaths in IC is you. Deal with it.
I find it more amusing that you understand so little of your own as argument that your response looked like someone that had just joined the conversation. Sorry, I didnt look at the name, I was busy proving your argument wrong.
Rave the Histborn wrote: »
It's not an excuse, that's why you can't refute any of it. It was very popular in the day and during peak hours still has a decent sized community going in it, which is more than I can say about Murkmire.
Yeah, nah, it really doesn't. Unless you think 1 bar is a sizeable population....I'll ignore the ad hominems, but yes, the risk reward mechanic is abused. Why should someone with no skin in the game get 50% of your TV? A far better mechanic would be tiered, like the TV multiplier.Rave the Histborn wrote: »You can't abuse the risk reward mechanic when you have no control over how much tel var the other player carries. Anyone crying about "gankers" in a pvp zone has no credibility in the conversation. There's multiple ways to not get ganked in IC, all of which immediately get brushed away by people like you. The only person responsible for your deaths in IC is you. Deal with it.Rave the Histborn wrote: »I find it more amusing that you understand so little of your own as argument that your response looked like someone that had just joined the conversation. Sorry, I didnt look at the name, I was busy proving your argument wrong.
I find it more amusing that you huff and puff over your inability to track who you respond to, but it;s good to see you've declared yourself the winner here.
I'd just like to thank you for your feedback, I know it means a lot to you.
Indoril_Nerevar wrote: »Sounds like you either play PC
or lie.
Imperial City Sewers are the worst. Too much elitism, cheating and exploiting and unfair battling.
It has the lowest population and people camp, troll, and "second screen watch" with their other accounts and their guild members and friends.
These are the facts. Sorry I don't see any meaning in debating about a problem that has existed for years.
1 bar is when it's busy. At peak times. The rest of the time you can fire the proverbial shotgun through any part of it and not hit anyone.Rave the Histborn wrote: »
Oh, I'm sorry my mistake. I forgot 1 population bar is lower then the 0 population of some of our newest dlcs. That was my bad thinking the 5 year old DLC had more staying power then some of our more current ones.
Enemies don't profit from abuse pof the mechanic.Rave the Histborn wrote: »Why should you lose 50% if you die to enemies then? I dont seem to see you arguing for the removal of that mechanic when it would actually apply to your argument.
A tiered system would ensure that any ganker has to take commensurate risk in order to achieve a good % reward. As opposed to the abusers who gank from stealth and have 0 TV on them - therefore having zero risk.Rave the Histborn wrote: »How would a tiered system be any different? It seems like it's just an attempt to prevent TV loss for sub par players which doesn't actually help the population of IC. It also doesn't stop any mechanics abuse you're claiming happens.
I gotta laugh at this "back up your claims" huffing. How many folk need to tell you the population is tiny in order for you to believe it?Rave the Histborn wrote: »Almost as amusing your ability to not back up any of your claims. But hey maybe after you've checked my spelling after this you can keep asking for changes to a dlc you've clearly not played.
Ah, I see your error. I spend much of my time in PvP, and whilst I often find IC empty, I don't find it daunting. I'm simply telling you why the zone is a comparative failure. People talking/whinging about a zone on the forum doesn't make it a success. People playing a zone make it a success, and right now no one can say that criteria is met.Rave the Histborn wrote: »Maybe spend less time on the forums and more in game and IC would be less daunting.
1 bar is when it's busy. At peak times. The rest of the time you can fire the proverbial shotgun through any part of it and not hit anyone.Rave the Histborn wrote: »
Oh, I'm sorry my mistake. I forgot 1 population bar is lower then the 0 population of some of our newest dlcs. That was my bad thinking the 5 year old DLC had more staying power then some of our more current ones.Enemies don't profit from abuse pof the mechanic.Rave the Histborn wrote: »Why should you lose 50% if you die to enemies then? I dont seem to see you arguing for the removal of that mechanic when it would actually apply to your argument.A tiered system would ensure that any ganker has to take commensurate risk in order to achieve a good % reward. As opposed to the abusers who gank from stealth and have 0 TV on them - therefore having zero risk.Rave the Histborn wrote: »How would a tiered system be any different? It seems like it's just an attempt to prevent TV loss for sub par players which doesn't actually help the population of IC. It also doesn't stop any mechanics abuse you're claiming happens.
It may/may not improve the population of IC, but the status quo remains the status quo if nothing changes.I gotta laugh at this "back up your claims" huffing. How many folk need to tell you the population is tiny in order for you to believe it?Rave the Histborn wrote: »Almost as amusing your ability to not back up any of your claims. But hey maybe after you've checked my spelling after this you can keep asking for changes to a dlc you've clearly not played.Ah, I see your error. I spend much of my time in PvP, and whilst I often find IC empty, I don't find it daunting. I'm simply telling you why the zone is a comparative failure. People talking/whinging about a zone on the forum doesn't make it a success. People playing a zone make it a success, and right now no one can say that criteria is met.Rave the Histborn wrote: »Maybe spend less time on the forums and more in game and IC would be less daunting.
spartaxoxo wrote: »As a PvE person, the primary reason I don't go there is that you lose your telvar. I don't care about dying, I play BGs and Cyrodiil whenever I want to transmute something. But I don't bother with IC because I'm gonna lose my telvar anyway. And that's really the only reason to go in there. If I actually had incentive to go in there, that I could actually progress (albeit at a slower rate than people good at pvp) then I would go.
I'm really glad that this thread has gained some traction, it's fun to see many animated responses, even if half are negative.
After reading people's opinions on the topic, I have essentially two hopes:
1. ZOS will some day eventually take seriously the concept of more PvPvE content. Yes some people don't like it, but also yes some people really really do.
2. People will come to understand that just because they don't like certain content in the game, or certain playstyles, doesn't mean it's 'bad', 'broken', 'cheating gankers' or whatever. For those of us who like the IC, and/or sewers, we seriously mean it. Yes, I seriously honestly truly mean that I *like* fighting against bosses that are as hard as maelstrom, in a PvP zone where my resources are not PvE level high, and where some ganker can pop out at any moment. It's challenging and exciting.
There are lots and lots of PvP games, Overwatch, CoD, WoW, Black Desert, DoTA, or pick your flavor, and there are lots of people who like PvP content. This next line might sound a bit rude sry, but essentially I wish some PvE 'carebears' would realize that not every single part of the game has to 100% cater to them. For example I don't find fishing personally enjoyable, but I can see how someone would, and I don't run around screaming 'fishtard exploiterholes' or whatever. Having a large game with many different activities can only attract more people. Also yes, omg there are some glitches, that's completely unheard of and ruins everything /s.
To people who cry 'elitism', please realize that the desire to level-up and hopefully gain god-like super powers is kinda one of the primary motivators for everyone who plays RPGs. I give a high five, and a little secret envy, to players that have really figured it out. Don't send salt tells, figure out how they beat you, and improve yourself.
Also to all who are pointing to low population numbers as some strike against IC, I would counter in a few ways. First off, it is 5 year old content, and one of the first additions to the game, a testament to good design. Also, admittedly as a TV farmer sometimes low pop is nice, since it makes it easier. Highlighting too that low pop = no lag (!!!). Next, even if the IC population is comparatively lower than say Grahtwood or Elsweyr, is far from non-zero. I know for certain there are many other players who love the IC, because a lot of them are in my friends list. Also by metaphor, again diversity of content is a good thing. Some people like busy night clubs, some people like cozy coffee shops, neither is 'right' or 'wrong'.
So, I'm honored to have started a animated conversation here, and I hope it continues. I reeeeally seriously hope that some day there may be more PvPvE content in the game, and draw in more fans of the genre. Imperial City is awesome content, and my personal favorite place to spend many many hours. Thanks for your consideration. Maybe too I'll see you in the city.
Cheers,
Psijic42