Merlin13KAGL wrote: »One other issue that does need to be considered it camping of the entry gate to IC. (I won't even get into how lame that is to a certain AD emp. and his/her crew.) If your Alliance has access, your alliance should have access, and it's not as if you can exit IC's front door to assist those trying to get in, since it takes you back to the Alliance gate.
Coming soon....
People telling you;
1. This is actually fair and honorable.
2. Stop whining.
3. Stay out of IC if you don't like it.
4. Your free to quit if you don't like it.
5. ZOS designed it that way so they must want players to do it.
What these people doing this don't realize or care about is generally you have 0 Tel Var stones....
Last night I was with a small group in the Arboretum District and a large blue group was killing the players coming in there. We had already deposited our Tv Stones so when we dropped down they mowed us over and only gained AP. They continued to farm us as we respawned in that area which wasn't a big deal as there was 0 Tv loss. Large farming groups are really only hurting themselves like this. You get minimal stones and loot the bigger the group.
What these people doing this don't realize or care about is generally you have 0 Tel Var stones....
Last night I was with a small group in the Arboretum District and a large blue group was killing the players coming in there. We had already deposited our Tv Stones so when we dropped down they mowed us over and only gained AP. They continued to farm us as we respawned in that area which wasn't a big deal as there was 0 Tv loss. Large farming groups are really only hurting themselves like this. You get minimal stones and loot the bigger the group.
they arent doing it for stones. they do it to ruin your day.
The loading into the quest locations is "instant" - the only time that passes is the amount of time for the screen to fade out and in again. If you're on the outside trying to get in, you won't be able to open the door until you're out of combat, so those doors can't be camped (the campers will have already revealed themselves when you're trying to reach the door).Then it's a guarantee those doors to the quest locations will be the next spawn location camped by these jerks . Because the same situation applies - you're either zoning in or out, and you are completely vulnerable while doing so.District safe zones work slightly differently - there's an AOE Sanctuary at your alliance Rally Point (the respawn area where the ladder comes out) which is quite small, but works fine; and there's certain places in most districts which have Sanctuary inside them. All of those interior Sanctuaries except one have a separate exit which leads to a Sanctuary-infused balcony, so there's no timed Sanctuary on the entry door.
Incidentally, if there's supposed to be a safe zone at those spawning locations? I'm not sure they are working - I've been killed by AOEs up there.
I think a simple solution to this would be - if your alliance has Imperial City access, then there should be soldiers of your alliance around your sewer entrance. Enemy players who are camping the entrances would be killed, while enemy players who are just trying to get into the Sewers would still be able to sneak through.Merlin13KAGL wrote: »One other issue that does need to be considered it camping of the entry gate to IC. (I won't even get into how lame that is to a certain AD emp. and his/her crew.) If your Alliance has access, your alliance should have access, and it's not as if you can exit IC's front door to assist those trying to get in, since it takes you back to the Alliance gate.

The thing that baffles me is we know they can do it because there are already quest areas in IC that are safe zones - all they would need to do would be to make the area immediately around the spawn points safe zones as well.
SeptimusDova wrote: »Has anyone tried building a wooden Badger yet? It may help
Glad PC players get to beta test the DLC.
Just a thought, and I honestly have no idea whether or not that it could be initiated from a development perspective, but what if, there was a sliding range scale on TV's that you would loose?
So if you were within a 100m radius from your spawn point in the sewers, say, that you would only loose 10% of your stones.
Then have it incrementally increase the further you get away from your "safe" area. IT would increase relatively quickly, as you can't have people safely grinding easy mobs near to their safe zone, it would devalue the whole concept, but it would give genuine, non zerging players a chance to earn TV's and actually experience the IC content down below.
I think the areas above ground, should remain completely open as 80% loss. We all know the risks entailed up there, and it's over ground, so true PVP mentality would rule.
Just a thought *shrugs*
Here's an example I threw together in paint...
The loading into the quest locations is "instant" - the only time that passes is the amount of time for the screen to fade out and in again. If you're on the outside trying to get in, you won't be able to open the door until you're out of combat, so those doors can't be camped (the campers will have already revealed themselves when you're trying to reach the door).
The safe zone at the spawning locations is very small - it only really covers the area of the trap door to the Alliance Base.
I think a simple solution to this would be - if your alliance has Imperial City access, then there should be soldiers of your alliance around your sewer entrance. Enemy players who are camping the entrances would be killed, while enemy players who are just trying to get into the Sewers would still be able to sneak through.
ZOS_BrianWheeler wrote: »The loading screens we have a fix in the works for next week's patch and should help make that timer on the immunity buff catch up. If it doesn't however, we will look into increasing the time on it.
wraithguknub18_ESO wrote: »
That's what the Safe Exit is for - as I said above, all of these locations (bar one) have a second exit which lead to a safe balcony in the district. From there, you can look around the immediate area, take an educated guess about where people may be hiding, and go a different way.I'm more concerned about people leaving those locations - there is no buff the minute you get outside the door - and with the way people can use Dark Cloak and Invis pots to essentially maintain permanent invisibility these days, and with the way detect pots work now (which, in general, I'm OK with) - it is entirely possible for someone to sit outside near those doors and not be revealed, and slaughter people as they come out the quest location door.The loading into the quest locations is "instant" - the only time that passes is the amount of time for the screen to fade out and in again. If you're on the outside trying to get in, you won't be able to open the door until you're out of combat, so those doors can't be camped (the campers will have already revealed themselves when you're trying to reach the door).
I think District Control would achieve this. In addition to providing PvP objectives in the districts, if a district is under the control of an alliance, only members of that alliance would be able to use the direct-access ladders and the respawn point there. The alliances who are not in control would have to enter through the main sewers or the other districts, and would be unable to respawn there.To be quite honest, the design of the upper area leaves much to be desired. Giving all three factions spawn points in all six districts is, once again, encouraging bad behavior. I think it would have been much better to have restricted each faction to two spawn points up above - the two districts closest to their portion of the sewer tunnels. The other four districts would have to be accessed either via the aboveground doors, or via the actual ladders out in the sewers (either way, each faction would have to traverse "enemy" territory" to reach four of the six districts). So long as the Sanctuary buff actually protects people while loading into/out of these doors and ladders/sewers, thus preventing camping of the locations, this would I think be a better design instead of what we have now, which is insta-respawn for all three factions in all six districts.
@P3ZZL3, I like this idea - have a similar one in another thread.Just a thought, and I honestly have no idea whether or not that it could be initiated from a development perspective, but what if, there was a sliding range scale on TV's that you would loose?
So if you were within a 100m radius from your spawn point in the sewers, say, that you would only loose 10% of your stones.
Then have it incrementally increase the further you get away from your "safe" area. IT would increase relatively quickly, as you can't have people safely grinding easy mobs near to their safe zone, it would devalue the whole concept, but it would give genuine, non zerging players a chance to earn TV's and actually experience the IC content down below.
I think the areas above ground, should remain completely open as 80% loss. We all know the risks entailed up there, and it's over ground, so true PVP mentality would rule.
Just a thought *shrugs*
Here's an example I threw together in paint...
That's a neat idea. It may be a bit complicated to implement, though. But maybe the % you lose should increase with your TV multiplier as well? That way, even if you are near your safe zone you would lose more stones the more you have.
The argument against it would be that being close to your home base already gives you extra safety. Yes, there may be zergs, but you also have a number of allies that will come rushing and try to kill the enemy players if they hear they are there.
That's what the Safe Exit is for - as I said above, all of these locations (bar one) have a second exit which lead to a safe balcony in the district. From there, you can look around the immediate area, take an educated guess about where people may be hiding, and go a different way.
Dagoth_Rac wrote:I think the problem with entering the sewers, whether from the entry zone with the vendors/bank or from a hatch in a district, is groups do not port in all together. So you have a group of X enemy players camping the sewers. A group of the same number X enters their home sewers. But instead of a fair XvX battle, the people porting in show up 1 or 2 at a time and are steamrolled by the large enemy group inside. Heck, you are usually dead from stacked AoEs before you can even get your bearings. There needs to be a small safe zone on the opposite side of any loading screen so that groups can wait until everyone has ported in before moving forward.
Highly doubt the dev gets time to play, more like trying to figure out how to make everyone happyjamesharv2005ub17_ESO wrote: »What people are abusing open pvp? Wow noone saw this coming did they? Wait a TON of people saw this coming. Hey tho the dev guy gets to gank newbs on his player account so thats all that matters.
All of those areas should have Chain Pull Suppression. Whether they actually do or not is another matter. They are also imbued with Sanctuary, so while you're on the balcony you should be safe from damage.Unless there's something preventing the little DK and NB exploits we've been seeing in Cyrodiil for months (which lets those two classes get inside keeps that are not yet taken, and with no walls down), I'd be willing to bet those balconies are nowhere near as safe as you think they are.That's what the Safe Exit is for - as I said above, all of these locations (bar one) have a second exit which lead to a safe balcony in the district. From there, you can look around the immediate area, take an educated guess about where people may be hiding, and go a different way.
Now that is true. There's not really anything anyone can do about that though; it is a PvP area. Unless they changed Sanctuary so that once you leave the AoE area you have a short timed Sanctuary attached to you as well.Not to mention, as someone later pointed out in this thread - people will simply camp the area below, and slaughter people the minute they drop off the ledge.
There was a bug with sneaking and Sanctuary. It was one of those cases where instead of fixing the cause of the bug, they just made it so you can't sneak while under Sanctuary at all.Also? We should be able to sneak in and out of these doors. Coming out of those loading screens with no sanctuary buff and in full view is like painting yourself neon pink and screaming "I'M HERE, I'M HERE!"