Imperial city campaign idea

MCBIZZLE300
MCBIZZLE300
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Some of my favourite moments in eso have been within imperial city during an event. I find it such a shame that the rest of the year the city and the sewers are sparcely populated. It's such a detailed and well designed area not to mention the performance in there is perfect. I've been thinking for a while now that a simple campaign (no emperor just score based) with monthly rewards would help to re ignite the excitement for the imperial city. Monthly rewards could consist of gold jewelery from the sets available in the home base, a nice chunk of telvar and maybe some unique rewards for the top 100. I'd imagine it wouldnt take much work to implement this and could have a huge impact on pvp as a whole.
Edited by MCBIZZLE300 on September 9, 2021 8:58AM
  • Andre_Noir
    Andre_Noir
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    It will never be alive without changes to tel var distribution when ganker can get everything without any risk
  • ealdwin
    ealdwin
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    Andre_Noir wrote: »
    It will never be alive without changes to tel var distribution when ganker can get everything without any risk

    One of the better suggestions I've seen is to make the Tel-Var lost/gained based on the Tel-Var of the player versus the opponent, where you can never gain more than half the amount of Tel-Var you currently have, meaning a player with only 100 TV could only earn a max 50 TV from killing another player. Ideally it would encourage that those seeking larger gains run around with more risks. Gankers and Bombers (especially) would have to carry significant amounts of Tel-Var to make their kills worth it.

    A simpler suggestion would be to make the Tel-Var lost/gained percentage smaller, to perhaps 25-30%. It would lessen the risk, but perhaps make the risk more tempting. If you didn't lose as much, would you be willing to stay in the open longer.

    They could also change it so that Tel-Var is only lost upon dying to a player blow. So, dying to mobs or bosses in the city doesn't cause loss of Tel-Var; players are the only risk. It's another variant of the lessen the risk so that taking the risk becomes more tempting. If you know the mobs cannot create risk, then a player might stay out in the open for longer. I suggest the "player blow caused death" mechanic rather than a mechanic where any player caused damage equals tel-var loss in order to prevent scenarios where someone could light attack a group fighting a boss and then just wait until they wipe to reap the rewards. Though this could also be mitigated by a "player hit within 3 seconds of death" or a "50% of damage sourced from player" mechanic. The idea is that a death mostly caused by a player results in Tel-Var loss, a death caused mostly by mobs does not.

    The rewards for Tel-Var could also be better. Imagine if you could purchase jewelry mat boxes or even high-end jewelry materials (or other crafting mats) from Tel-Var merchants. If Tel-Var became a potentially more reliable source of obtaining crafting materials, there could be a healthy influx of individuals willing to take the risk.
  • Greasytengu
    Greasytengu
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    ealdwin wrote: »
    Andre_Noir wrote: »
    It will never be alive without changes to tel var distribution when ganker can get everything without any risk

    One of the better suggestions I've seen is to make the Tel-Var lost/gained based on the Tel-Var of the player versus the opponent, where you can never gain more than half the amount of Tel-Var you currently have, meaning a player with only 100 TV could only earn a max 50 TV from killing another player. Ideally it would encourage that those seeking larger gains run around with more risks. Gankers and Bombers (especially) would have to carry significant amounts of Tel-Var to make their kills worth it.

    A simpler suggestion would be to make the Tel-Var lost/gained percentage smaller, to perhaps 25-30%. It would lessen the risk, but perhaps make the risk more tempting. If you didn't lose as much, would you be willing to stay in the open longer.

    They could also change it so that Tel-Var is only lost upon dying to a player blow. So, dying to mobs or bosses in the city doesn't cause loss of Tel-Var; players are the only risk. It's another variant of the lessen the risk so that taking the risk becomes more tempting. If you know the mobs cannot create risk, then a player might stay out in the open for longer. I suggest the "player blow caused death" mechanic rather than a mechanic where any player caused damage equals tel-var loss in order to prevent scenarios where someone could light attack a group fighting a boss and then just wait until they wipe to reap the rewards. Though this could also be mitigated by a "player hit within 3 seconds of death" or a "50% of damage sourced from player" mechanic. The idea is that a death mostly caused by a player results in Tel-Var loss, a death caused mostly by mobs does not.

    The rewards for Tel-Var could also be better. Imagine if you could purchase jewelry mat boxes or even high-end jewelry materials (or other crafting mats) from Tel-Var merchants. If Tel-Var became a potentially more reliable source of obtaining crafting materials, there could be a healthy influx of individuals willing to take the risk.

    An alternate to this could be having the amount lost based where you are.

    Example:

    In the first segment of the sewer near your home base, you gain telvar at the normal rate and lose a very small percentage, like 10% on death.. The first segment has 1 stationary boss and 1 roaming boss and a fairly small amount of mobs, if people want to farm it then there is going to be a large amount of competition. probably not worth it if you are confidant with PVP, but gives the PVEers some space.

    In the second segment of your home sewers, you lose 30%, but gain telvar at 2X the rate.

    In the centre, you gain 3x telvar, and lose 50%. Given the high amount of telvar to be gained, its will be worth the trip even if you die. actually winning fights and making it back home will be very profitable.

    In the 2nd area of an enemy alliance's sewer you lose 70% and gain it at 4x the rate, very risky to farm or gank here.

    in the 1st area of an enemy sewer you lose 90% but gain it at 5x the rate. Given the low return on player kills and the high amount of people in this area it will not be worth it.

    I would also suggest moving the quests downstairs, making an intermediary level of sewer to house the pve quests and making the surface city free of mobs and having telvar upstairs be based on objective taking and kills.
    " I nEeD HeAlInG!!! "
  • Artim_X
    Artim_X
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    Now this is an idea I can get behind! A lively IC is a fun IC!
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
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    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
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    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
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    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • divnyi
    divnyi
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    Andre_Noir wrote: »
    It will never be alive without changes to tel var distribution when ganker can get everything without any risk

    There is no such thing as "without any risk". When I lead IC groups, I roll big tough guy with Radiant Magelight and Charging Maneuver. Even if I don't find NB first, I don't remember even one occurrence when NB got off without getting caught.

    People that use detection pots get the similar results, except they also don't notify NB that they are ready to burst them.
  • PancakeHead
    PancakeHead
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    I think a likely simple thing that might increase more interest is being able to leave or port out of IC easily. During the recent event, I saw people asking a lot how to leave and several saying they wouldn't come back because it's not easily knowable what to do. If I didn't learn to cue for Cyrodil early on, I would have probably stopped playing too thinking the only way to get out was finding my base.

    Kind of off topic, but I also think it might be beneficial to have a timer forcing people off of spawn sites after a minute or what not, where they can either go back into the base or be forced down. Even after events, there are constantly people in my alliance refusing to jump down to help, just light attacking with arrows from up top. IC gets boring because there's not a lot of people and, sort of like poker, some of the people that are there don't give any action.
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