Septimus_Magna wrote: »Just make sure your alliance holds at least 1 home keeps of both enemies factions.
No enemies will enter Imperial City and you can PVE in peace.
ZOS_BrianWheeler wrote:Once you're inside IC or the Sewers, you can log out and log back in there to your hearts content, even if you lose Access in rule-sets where it's gated by Keep ownership.
Septimus_Magna wrote: »Just make sure your alliance holds at least 1 home keeps of both enemies factions.
No enemies will enter Imperial City and you can PVE in peace.
Nope, we gonna park our alts in IC.
->ZOS_BrianWheeler wrote:Once you're inside IC or the Sewers, you can log out and log back in there to your hearts content, even if you lose Access in rule-sets where it's gated by Keep ownership.
If guilds play smart they log all alts in IC and log in together and have some fun with spreaded PvE guys.
That was pretty awesome in DAOC , you never knew how many opponents still left in Darkness Falls and when they might log in.
Septimus_Magna wrote: »Just make sure your alliance holds at least 1 home keeps of both enemies factions.
No enemies will enter Imperial City and you can PVE in peace.
Nope, we gonna park our alts in IC.
->ZOS_BrianWheeler wrote:Once you're inside IC or the Sewers, you can log out and log back in there to your hearts content, even if you lose Access in rule-sets where it's gated by Keep ownership.
If guilds play smart they log all alts in IC and log in together and have some fun with spreaded PvE guys.
That was pretty awesome in DAOC , you never knew how many opponents still left in Darkness Falls and when they might log in.
Only works if you are in a campaign that isn't at population cap, otherwise you will be removed and ported back to where you were before you came into Cyro.
Septimus_Magna wrote: »Just make sure your alliance holds at least 1 home keeps of both enemies factions.
No enemies will enter Imperial City and you can PVE in peace.
Nope, we gonna park our alts in IC.
->ZOS_BrianWheeler wrote:Once you're inside IC or the Sewers, you can log out and log back in there to your hearts content, even if you lose Access in rule-sets where it's gated by Keep ownership.
If guilds play smart they log all alts in IC and log in together and have some fun with spreaded PvE guys.
That was pretty awesome in DAOC , you never knew how many opponents still left in Darkness Falls and when they might log in.
Only works if you are in a campaign that isn't at population cap, otherwise you will be removed and ported back to where you were before you came into Cyro.
Where does this come from? My last information is that we have overflows for non regular logouts (disconnects) so that you can come back. Thats why you should never log out and hit Alt + F4 instead.
Honestly, this should have been a free update and without the restrictions of "well I paid for this so my demands are much more legit than yours" ZOS would have been in a better position (from a PR standpoint) to adjust the IC as needs demanded once it got out into the wild.
@Jules I can see what you are saying an i find myself agreeing with you to a certain extent. Those attributes you mention are definetly a part of being a contributing member of a group and are a determining factor to the raids success.
However i feel like all these attributes are needed more when trying to successfully play solo/small scale, since you cant rely on other players to make up for your mistakes as it definetly is the case in larger groups.
Also while that is still the case sadly those huge unorganized zergs, which I fear we will also see in IC, are equally dangerous to the solo/small scale player as the organized guild groups, since they leave him no room to retaliate and these zergs require about as much skill as cooking water and provide the perfect refuge for those players that are not willing to learn or improve but instead keep playing their perfectly safe minigame where the only thing that threatens them are other zergs and organized groups. This of course annoys me, when i die to them, since I always have the feeling that i could have taken them apart one by one, but in cyro that is usually no an issue to me and quickly forgotten.
And thats all fine for me in the long run, people prefer different playstyles and they definetly all take a certain extent of skill to pull off. Some just simply demand more of the player than others.
Nonetheless i dont want these large groups in the Imperial City. In open PvP I can avoid them (if not the lag they sometimes bring), I circle around them, pick of the randoms on the edge, etc.. In IC that simply wont be possible. The place is too small and filled with Daedra that there is not enough room to efficiently manouver around a huge group of players sticking together and chasing down all in sight.
In the end it comes down how IC at the moment seems to favor those large groups even more than it is the case usually.
If nothing is done against them the safest and thus most reliable way to gain stones will be clumping up in a tight ball. Unless you truly get wiped by a more skilled/bigger group you run into virtually no risk, and such encounters between big groups leave the small scale players in the dirt, fighting about scratches and getting casually blown apart by the bigger mob steamrolling through.
Thats not something i want to spend my time with. I wish ( and I think thats what ZOS envisioned to a certain extent, though noone can be sure ), that I can go to IC to find small and engaging fights with the constant risk of being attacked by enemy forces throught the tight layout of the city. And i believe that that will not be possible with 24 man zergs rolling through the capital.
In fact even a 8 man group limit would still be fine by me, allowing somewhat larger groups to work for a common goal, but still excluding the zerglings from mindlessly farming their stones without any risk involved.
A guild of people all in the same TS can run multiple 4-man groups and still communicate ya know...
Lava_Croft wrote: »Zergs are a part of ESO PvP, the game advertises with 'hundreds of players on screen', the group size is designed for it and the Imperial City should cater to it just as it should cater to small group play.
Basically like Cyrodiil now.
There's more than enough variation in PvP all over Cyrodiil, just like there should be in the Imperial City.ewhite106b16_ESO wrote: »Lava_Croft wrote: »Zergs are a part of ESO PvP, the game advertises with 'hundreds of players on screen', the group size is designed for it and the Imperial City should cater to it just as it should cater to small group play.
Basically like Cyrodiil now.
Zergs can stay in the rest of Cyrodil, the game needs variation in the types of PVP offered.
Septimus_Magna wrote: »Just make sure your alliance holds at least 1 home keeps of both enemies factions.
No enemies will enter Imperial City and you can PVE in peace.
imo its a nightmare waiting to happen for them to mix pve & pvp.
@IxSTALKERxI Actually reducing maximum group size DOES attack the incentive to zerg. Players want TV stones. Being part of a 24man train gets you TV stones, while at a relatively slow rate with almost no risk present. We cant take away the no risk aspect from large groups atm, unless they do something good with deto, but reducing groups size to 4 will make it so only 1/6 players of a zerg ever will be rewarded for steamrolling someone, directly affecting the TV stone gains of the indivivual players to a point where they might rather slipt up,to farm their stones.
strikeback1247 wrote: »Someone actually had an interesting idea: If you are killed by a large group of players, you lose less stones. So if there are more players that assisted with the kill, you lose less stones and they get less stones. This decreases the incentive to zerg because of less stones and it isn't as bad to die to a large group of players.
markgd88nrb18_ESO wrote: »There's already an incentive not to have larger groups: diminishing returns.
The stones are shared amongst the group, the more players the smaller your slice of the pie. You may very well be safe in a 10, 15, 20, 9001+ group, but you'll have jack shite to show for it.
No need to limit group sizes, the devs have done the work already.
markgd88nrb18_ESO wrote: »There's already an incentive not to have larger groups: diminishing returns.
The stones are shared amongst the group, the more players the smaller your slice of the pie. You may very well be safe in a 10, 15, 20, 9001+ group, but you'll have jack shite to show for it.
No need to limit group sizes, the devs have done the work already.