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Why can't we jump to housing from Cyrodiil?

vivisectvib16_ESO
vivisectvib16_ESO
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It's kind of dumb that we have to travel from the Alliance camp wayshrine to another wayshrine to get out of Cyro. We should also be able to travel to the inside/outside of any house we own, from that Alliance camp wayshrine as well.
Edited by vivisectvib16_ESO on March 21, 2021 8:10PM
  • virtus753
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    Cyrodiil is programmed so you can only use the wayshrine to port out. Otherwise people would just port out whenever and wherever to escape from sticky situations. Just get out of combat for 8 seconds, and you’re home free.

    Since you can’t port to a house from a wayshrine — if you try outside of Cyro, your character will literally stop using the wayshrine and do the same time-consuming star-field animation you get in the middle of nowhere — you can’t use Cyro’s only way of exiting (bar queueing for IC) to get to a house.

    It’s very annoying for those who want to leave fast, but I suspect it would be easily exploitable, since they wouldn’t be able to restrict people from porting to their houses anywhere in Cyro. From how it’s implemented I would think porting to a house can’t be restricted to a wayshrine for Cyro purposes.
  • waterfairy
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    I think you can use the cyro wayshrine to port to your house...obviously they can't allow you just click on your house icon and port out anywhere from cyro because it would provide an easy out
  • JamieAubrey
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    virtus753 wrote: »
    . Just get out of combat for 8 seconds, and you’re home free.

    Easier said than done
  • rpa
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    Que to Imperial City, exit. Or take a swim with the slaughterfish and rez.
  • virtus753
    virtus753
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    virtus753 wrote: »
    . Just get out of combat for 8 seconds, and you’re home free.

    Easier said than done

    True, especially with the stuck in combat bug.

    But the fact remains it would be eminently exploitable if the intention is that we’re stuck in Hotel Cyrodiil unless and until we can make it back to the gates.
  • Grizzbeorn
    Grizzbeorn
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    It's kind of dumb that we have to travel from the Alliance camp wayshrine to another wayshrine to get out of Cyro. We should also be able to travel to the inside/outside of any house we own.

    THAT'S CHEATING.
      PC/NA Warden Main
    • FluffWit
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      Vigarr wrote: »
      I think you can use the cyro wayshrine to port to your house...obviously they can't allow you just click on your house icon and port out anywhere from cyro because it would provide an easy out

      You can't I forget and try to all the time, it never let's you.

      I understand not being able to port from anywhere else but if we're using the Wayshrine we should be able to go directly to our houses.
    • Ingenon
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      It's kind of dumb that we have to travel from the Alliance camp wayshrine to another wayshrine to get out of Cyro. We should also be able to travel to the inside/outside of any house we own.

      Yes, we should be able to travel to any house we own from the Alliance camp wayshrine, and not just to another wayshrine outside of Cyrodiil.
    • Danikat
      Danikat
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      Why would it be an exploit issue to allow people to port out of Cyrodiil from anywhere? Where's the harm in doing that? (And what's the different to logging off or shutting the game down without logging out - which you can already do anywhere in Cyrodiil?)

      I understand restricting where you can enter Cyrodiil so you have to start from your base and work your way out to wherever you want to attack, but I don't understand why it's a problem to let players leave from anywhere.
      PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

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    • icapital
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      Lol, so you can escape gank squads at will?

      Yeah no, I don't think so. Take the L.
    • vgabor
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      I rather would have housing in Cyrodiil... let's say a nice decommissioned outpost...
    • virtus753
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      Danikat wrote: »
      Why would it be an exploit issue to allow people to port out of Cyrodiil from anywhere? Where's the harm in doing that? (And what's the different to logging off or shutting the game down without logging out - which you can already do anywhere in Cyrodiil?)

      I understand restricting where you can enter Cyrodiil so you have to start from your base and work your way out to wherever you want to attack, but I don't understand why it's a problem to let players leave from anywhere.

      The devs clearly don't want people doing it, whatever their specific reasoning. They put in messages to that effect when you try to port to a wayshrine from the middle of Cyro. And on the help page, they say: "If you wish to leave Cyrodiil, you can do so via the wayshrines located at the entrance of your Alliance base. From there, you can travel to any other wayshrine that you have discovered previously by selecting your desired location and confirming transport."

      Since the devs explicitly intend us to leave Cyro only by the use of the alliance base wayshrines to port to external wayshrines, getting around that mechanism is potentially an exploit in that it circumvents the devs' intentions.

      If you shut down the game, hit Alt-F4, yank the internet cable, etc., your character still stays in game for 10 seconds if you're not in an area marked as safe. That's to prevent you from vanishing instantly out of combat, whether PvE or PvP. And you will log back in to Cyrodiil if you pull the plug there, as long as that campaign has not booted you due to poplock. It's not a reliable way to get out of Cyro.
    • Toc de Malsvi
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      virtus753 wrote: »
      Cyrodiil is programmed so you can only use the wayshrine to port out. Otherwise people would just port out whenever and wherever to escape from sticky situations. Just get out of combat for 8 seconds, and you’re home free.

      Since you can’t port to a house from a wayshrine — if you try outside of Cyro, your character will literally stop using the wayshrine and do the same time-consuming star-field animation you get in the middle of nowhere — you can’t use Cyro’s only way of exiting (bar queueing for IC) to get to a house.

      It’s very annoying for those who want to leave fast, but I suspect it would be easily exploitable, since they wouldn’t be able to restrict people from porting to their houses anywhere in Cyro. From how it’s implemented I would think porting to a house can’t be restricted to a wayshrine for Cyro purposes.

      How is it exploitable other than maybe Imperial City? In which case they could just make it where you cannot leave IC to your home.

      Leaving Cyrodiil means you now have to que to get back in. And you always zone in to the home base. Which is the same place you can always go if you die. At most you prevent someone from getting a small amount of currency for killing you. And only if you can get out of combat.

      Leaving Cyrodiil in any way actually greatly hinders any actual PvP progress. You aren’t helping your side, you will take longer to get back to another keep than just suiciding on guards, or running out to use a teleportation. You aren’t gaining any currency by leaving.
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    • virtus753
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      virtus753 wrote: »
      Cyrodiil is programmed so you can only use the wayshrine to port out. Otherwise people would just port out whenever and wherever to escape from sticky situations. Just get out of combat for 8 seconds, and you’re home free.

      Since you can’t port to a house from a wayshrine — if you try outside of Cyro, your character will literally stop using the wayshrine and do the same time-consuming star-field animation you get in the middle of nowhere — you can’t use Cyro’s only way of exiting (bar queueing for IC) to get to a house.

      It’s very annoying for those who want to leave fast, but I suspect it would be easily exploitable, since they wouldn’t be able to restrict people from porting to their houses anywhere in Cyro. From how it’s implemented I would think porting to a house can’t be restricted to a wayshrine for Cyro purposes.

      How is it exploitable other than maybe Imperial City? In which case they could just make it where you cannot leave IC to your home.

      Leaving Cyrodiil means you now have to que to get back in. And you always zone in to the home base. Which is the same place you can always go if you die. At most you prevent someone from getting a small amount of currency for killing you. And only if you can get out of combat.

      Leaving Cyrodiil in any way actually greatly hinders any actual PvP progress. You aren’t helping your side, you will take longer to get back to another keep than just suiciding on guards, or running out to use a teleportation. You aren’t gaining any currency by leaving.

      Exploit covers a lot more than just gaining currency. An exploit is essentially circumventing the programming of the game (or taking advantage of the programming) in such a way as to contravene the devs' intentions. As long as the devs intend for us to have to leave Cyrodiil by wayshrine, then even doing something like porting to IC to get out could be construed as an exploit. It doesn't matter if you don't get AP for doing so or have to wait in a queue to get back in (and you'll only wait when the campaign is hard locked, otherwise it's instant).

      In this case, for example, I could see the advantage to porting being not that you would gain AP or XP but that you would deprive others of the chance at it at very little cost to yourself. If you have to hoof it back to someplace on the transitus network, then others get the opportunity to engage you on the way. To minimize the risk of falling to other players, which awards them AP and XP for killing you, you can use a one-time Keep Recall Stone, which you must earn or buy and which can only be used under certain circumstances. That is not a small cost, especially compared to the 0 gold it costs to port to a house.

      The devs clearly wanted it to be the case that we need to return to the gate to leave Cyrodiil. That's part of the risk-reward design. They mitigated it a bit by adding outposts and the capturable towns to the transitus network and by introducing Keep Recall Stones, but even the recall stones have restrictions and were actually intended to help attackers penetrate into enemy territory more easily, per Wheeler. The devs do not want it to be easy to get out. They want there to be some risk of engaging the enemy on the way back. Otherwise they'd just enable porting.

      Personally, I'd find it much more convenient if they were to enable porting from anywhere in Cyro. I just don't think that aligns with their vision of the risk-reward system of PvP, based on what they've said.
      Edited by virtus753 on March 22, 2021 3:47AM
    • spartaxoxo
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      virtus753 wrote: »
      virtus753 wrote: »
      . Just get out of combat for 8 seconds, and you’re home free.

      Easier said than done

      True, especially with the stuck in combat bug.

      But the fact remains it would be eminently exploitable if the intention is that we’re stuck in Hotel Cyrodiil unless and until we can make it back to the gates.

      No more exploitable than porting to IC.
    • Greasytengu
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      A little off topic but I would love an addon that changed the "you cannot teleport out of Cyrodiil" Message with "There is no escape. No recall or intervention can work in this place!"
      " I nEeD HeAlInG!!! "
    • spartaxoxo
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      icapital wrote: »
      Lol, so you can escape gank squads at will?

      Yeah no, I don't think so. Take the L.

      I can already escape gank squads "at will?" Keep cookies, invisibility, porting to Imperial city...

      Like...if someone got away enough to be out of combat for 8 seconds then they can dip out just as easily using any of those methods without worry???
      Edited by spartaxoxo on March 22, 2021 4:25AM
    • bmnoble
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      rpa wrote: »
      Que to Imperial City, exit. Or take a swim with the slaughterfish and rez.

      Just slot balance from the mages guild skill line to off yourself then rez no need to look for fish.
    • amapola76
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      virtus753 wrote: »
      Since the devs explicitly intend us to leave Cyro only by the use of the alliance base wayshrines to port to external wayshrines, getting around that mechanism is potentially an exploit in that it circumvents the devs' intentions.

      This is a bit of circular logic.

      If the devs intend for us to leave Cyro only by use of the wayshrines, then getting around that mechanism would be an exploit: sure, fair enough.

      However, if the devs instead deliberately programmed the game in such a way that we could in fact port to our houses from Cyro without first travelling via wayshrine... then, hey, that would also be the dev's intent. Ipso facto, not an exploit.

      The only real question is whether there is any valid reason for them to not allow us to do so. I.e., why is it not the devs intent to let us port to our homes, and why shouldn't that restriction be up for discussion? Frankly, I haven't seen anyone make any serious effort at an argument as to why we shouldn't be able to port to our houses.

      If I'm out of combat, and not interacting with you, why do you care whether I port to my house, or suicide to guards, or suicide to other players, or port to IC, or play horse simulator for ten minutes to get to one wayshrine to port to a base camp and then ride within the camp to find a wayshrine and then port to another wayshrine and only then port to my house? I'm just not sure why people are super invested in making sure other people waste 15-20 minutes of their one brief and precious life? Is it just on the off chance that you might hypothetically be able to find someone as they are on their interminable cross country ride, and pick up a few measly AP from someone who isn't interested in trying to fight you? Wouldn't that be potentially counter-balanced by the increased number of people in PVP overall if it wasn't such a gigantic pain in the ass to leave?
      Edited by amapola76 on March 22, 2021 6:26AM
    • Vlad9425
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      Simply because if they allowed you to recall from anywhere in Cyrodiil it would be used by many to get out of fights which is essentially exploiting. The only reasonable way they could add this in is if they allowed you to recall only from one of your alliance wayshrines.
    • amapola76
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      Vlad9425 wrote: »
      Simply because if they allowed you to recall from anywhere in Cyrodiil it would be used by many to get out of fights which is essentially exploiting. The only reasonable way they could add this in is if they allowed you to recall only from one of your alliance wayshrines.

      I'm just not buying it. You can't port anyway if you're in combat. So if you're not in combat...?
    • Araneae6537
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      Vlad9425 wrote: »
      Simply because if they allowed you to recall from anywhere in Cyrodiil it would be used by many to get out of fights which is essentially exploiting. The only reasonable way they could add this in is if they allowed you to recall only from one of your alliance wayshrines.

      But you already can’t port while in combat; no one is saying that you should be able to do that. I really don’t see how it could be an exploit. Might the limitation on porting have something to do with how server resources are set up or something? Or maybe it’s just a side effect of preventing porting into Cyrodiil, which very clearly could be exploitable.
    • Kalik_Gold
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      Do most of the people who answered the question play in Cyro? You only have wayshrines at the base, so it obviously isn’t a way to avoid ganks and PvP. You have to use transitus PvP shrines to get around in Cyro itself.

      Therefore if they allowed port to home from the wayshrines it just avoids the double port like OP said.

      People already abuse the port to Imperial City to escape losses, or for quick ports in non heavy times.
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      Ras Kalik a Redguard Templar, the Vestige

      PvP:
      Aurik Siet'ka a Redguard Necromancer
      Cacique the Sage of Ius a Redguard Warden
      Jux Blackheart a Redguard Nightblade
      Goliath of Hammerfell a Redguard Dragonknight
      Kaotik Von Dae'mon a Redguard* Sorcerer

      PvP: (Specialty)
      Tyrus Septim an Imperial Lycan Sorcerer
      Tsar af-Bomba a Redguard Vampiric Nightblade
      Movárth Piquine a Nord Vampiric Necromancer
      Uri Ice-Heart the Twin a Nord Vampiric Warden

      PvE:
      Cinan Tharn an Imperial Dragonknight
      Bates Vesuius of Dawnstar an Imperial Dragonknight
      Herzog Zwei the Genesis an Akavari* Templar
      Tav'i at-Shinji a Redguard** Warden
      Lucky Hunch the Gambler - a Redguard Nightblade

      Leveling...
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      Yesi af-Kalik a Redguard Templar
      Voa a Priest of Sep a Redguard* Necromancer
      ======
      Passives of another race used. (RP)
      *Breton
      **Imperial




      __________________________Backstories:_________________________

      Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

      Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

      Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

      Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

      Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

      The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

      The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

      Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

      Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

      And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

      After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

      After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

      Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

      Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

      {time moves forward through the hour-glass}
      PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

    • PaddyVu
      PaddyVu
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      Use simmering frenzy from vampire, reduce your health to 10%, jump from high ground and rez to wayshrine. Very quickly
    • virtus753
      virtus753
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      spartaxoxo wrote: »
      virtus753 wrote: »
      virtus753 wrote: »
      . Just get out of combat for 8 seconds, and you’re home free.

      Easier said than done

      True, especially with the stuck in combat bug.

      But the fact remains it would be eminently exploitable if the intention is that we’re stuck in Hotel Cyrodiil unless and until we can make it back to the gates.

      No more exploitable than porting to IC.

      Which is, as I said, already a potential exploit. Just because it's doable in game doesn't mean it's intended or condoned. Look at what the devs did when word really got out that players could queue for a random normal and then port from their assigned dungeon to Fungal Grotto for the same rewards. That obviously wasn't intended and was eventually fixed, albeit only after it really became widespread.

      We also had a change (with Elsweyr, was it?) where we can no longer queue for any other Cyro campaign from Cyrodiil. It makes me wonder why they haven't disallowed queueing for IC from there yet. It strikes me as an oversight or an issue that's been put on the back burner rather than an intended means of getting out of Cyro.
    • Gythral
      Gythral
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      Age of code (and badly added function)
      Housing didnt exist for years & it was never thought about when housing was added,
      as even from any other location you do not use a wayshrine, but the port to friend/guiuld code!
      “Be as a tower, that, firmly set,
      Shakes not its top for any blast that blows!”
      Dante Alighieri, The Divine Comedy
    • zaria
      zaria
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      Gythral wrote: »
      Age of code (and badly added function)
      Housing didnt exist for years & it was never thought about when housing was added,
      as even from any other location you do not use a wayshrine, but the port to friend/guiuld code!
      Yes, porting to houses works like porting to friends. Even if you use an wayshrine to port to an house you own you still start the cost increase on next port to wayshrine.
      The port to IC is not really an exploit as its no penalty for dying in Cyrodil but it can be practical if you are way behind enemy lines with an group. Its also pretty funny to simply disappearm but from an keep most will simply assumed you ran out an back door just before the door went down.

      Porting to Cyrodil from IC is more of an exploit as its an way to get out with telvar.

      Grinding just make you go in circles.
      Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
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