That's it. Zero solution for the vast emptiness of beautiful Imperial City, the insistence to keep PvE quests (and FISHING for heck sake) in a horrible idea of PvP. Update 50, 2, 1, 51 (and tomes and nowhere keys and dynamics and Thieves) and not a SINGLE mention on what to do with that place badly conceived.
Well, let's move on shall we?
Gagoimaliu wrote: »(Or at least, the last part of the Planemeld questline) and locking it behind PVP is such a weird choice
IC and the sewers are the best designed open world pvp area in any game, ever. Some of the coolest terrain in the entire game to fight in, unique pvpve experiences, etc.
It was abandoned years ago. They should have been regularly adding rewards this whole time, or it should have been reworked into an FFA style small scale pvp zone at some point to draw interest. Its a ghost town now because of the neglect, but it wasn't always that way.
IC and the sewers are the best designed open world pvp area in any game, ever. Some of the coolest terrain in the entire game to fight in, unique pvpve experiences, etc.
It was abandoned years ago. They should have been regularly adding rewards this whole time, or it should have been reworked into an FFA style small scale pvp zone at some point to draw interest. Its a ghost town now because of the neglect, but it wasn't always that way.
I feel like the bigger thing keeping people from IC is less it being neglected and more the fact that you lose so much of your TV for dying to other people, and because of that the main playstyle there is to just gank and bomb people. I think if it was less TV upon death and more actual upfront fighting like in Cryo there would be more activity. But a lot of folks aren't keen on essentially doing all the work for a gank or bomb build to then come along and take half of said work with little to no effort or real counterplay.IC and the sewers are the best designed open world pvp area in any game, ever. Some of the coolest terrain in the entire game to fight in, unique pvpve experiences, etc.
It was abandoned years ago. They should have been regularly adding rewards this whole time, or it should have been reworked into an FFA style small scale pvp zone at some point to draw interest. Its a ghost town now because of the neglect, but it wasn't always that way.
Make a PvE instance and most players will use it, leave any PvP element and very few will use it. Mixing PvP and PvE together in a zone was a mistake not to be repeated, as ZOS have previously acknowledged.
I feel like the bigger thing keeping people from IC is less it being neglected and more the fact that you lose so much of your TV for dying to other people, and because of that the main playstyle there is to just gank and bomb people. I think if it was less TV upon death and more actual upfront fighting like in Cryo there would be more activity. But a lot of folks aren't keen on essentially doing all the work for a gank or bomb build to then come along and take half of said work with little to no effort or real counterplay.IC and the sewers are the best designed open world pvp area in any game, ever. Some of the coolest terrain in the entire game to fight in, unique pvpve experiences, etc.
It was abandoned years ago. They should have been regularly adding rewards this whole time, or it should have been reworked into an FFA style small scale pvp zone at some point to draw interest. Its a ghost town now because of the neglect, but it wasn't always that way.
They'd probably have to add a lot more things like Skins, Polymorphs (than just the three Daedric ones), Mounts, REALLY GOOD Furniture, and other such things to get people back into IC in any considerable number. Especially if these things only relied on how many TV you earn and auto-unlocked upon getting that many, rather than needing to be actively bought with them. I feel like people would be a little less annoyed at losing a chunk of TV if the cool thing they were trying to unlock wasn't impacted by said loss.
And it should go without saying that these things could unlock after large amounts of TV had been gained, say 50k, 100k, 200k, whatever, to get ahead of anyone going "you just want rewards without effort".
SilverIce58 wrote: »The fishing honestly was not that bad. I got killed once for fishing under a flag, then everyone left me alone largely, and I even got out of there after 3 days. Just gotta go during a time of day when your server's population is at work. Hardly anyone in there, and all they care about is flipping flags and killing people on the IC streets. Nobody ever really checked out the fishing spots.
TankHealz2015 wrote: »I really like the combo of PvE and PvP together in IC.
However, I avoid going there...
1. There is dis- incentive to group with allies. Strong players don't want to group because there loot is negatively affected. So your mostly left solo unless you entered with someone... and for an average player getting solo ganked over and over and over again .... Less fun
2. Now with the super low telvar cap /can't leave unless you run to the storm drain and them thru the sewers.... Also less fun.
If the grouping penalty were reworked or adjusted in some way.... Maybe more people (like myself) would go there...
Gagoimaliu wrote: »(Or at least, the last part of the Planemeld questline) and locking it behind PVP is such a weird choice
I agree... And also disagree. It was odd making it a PvP zone, but I feel the combination of meaner mobs, PvP, ganking, the running you initially do between buildings do the story and quest, never knowing who or what you'll run in to. Even the wandering bosses and those vicious banner bearers in the sewers. It all combined to create an fantastic and unique atmosphere of a desperate city, at the center of the three banner war, while also being assaulted by Molag Bal.
It's such a unique experience that I just don't think could be replicated in a PvE only zone. And if you make it a PvE only zone, then the story and atmosphere would suffer.