We will be performing maintenance for patch 11.2.2 on the PTS on Monday at 8:00AM EDT (12:00 UTC).
Maintenance for the week of September 29:
• PC/Mac: NA and EU megaservers for patch maintenance – September 29, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – October 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)
• PlayStation®: NA and EU megaservers for patch maintenance – October 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)

Official Feedback Thread for Imperial City Changes

  • Jaronking
    Jaronking
    ✭✭✭✭✭
    After finally getting the hang of Imperial city a bit, I still think that the difficulty should be lowered.

    My reasoning behind this is that lower difficulty will encourage lower level players to join in in the action; because all I ever see in Imperial City are veteran players. Rarely do I see players at lower levels.

    Also It will incourage the begginer PvE'r to try out some PvP action. And anyway Imperial City is kind of dead as of now. So we could use all the players we can get.

    I already have difficulty getting enough players to do the Barathrum Centrata event or let alone just a few extra player to kill some of the patrolling horrors and sewer bosses.
    Goodbye to that beatiful gold dye I wanted, soul-shriven skin and that scamp I long to get :neutral:
    fred4 wrote: »
    You have to give us something to do when we're V16 with 501 CP! You have to give people a reason to get to 501 CP! The mobs in IC are part of that! Let us complain! Ignore us! Just give us what we need!

    Wait. Isn't the populated campaigns such as Azura's star and Trueflame no CP anyway? How will having no CP to 501 CP make a difference? It all depends on the gear in those campains.
    No only Azura star and Black water Blade is Non CP.Every other campaign has CP Enable.On PC NA their only 2 CP vet campaign while one Consoles their more.
  • Epona222
    Epona222
    ✭✭✭✭✭
    ✭✭✭✭
    Jaronking wrote: »
    After finally getting the hang of Imperial city a bit, I still think that the difficulty should be lowered.

    My reasoning behind this is that lower difficulty will encourage lower level players to join in in the action; because all I ever see in Imperial City are veteran players. Rarely do I see players at lower levels.

    Also It will incourage the begginer PvE'r to try out some PvP action. And anyway Imperial City is kind of dead as of now. So we could use all the players we can get.

    I already have difficulty getting enough players to do the Barathrum Centrata event or let alone just a few extra player to kill some of the patrolling horrors and sewer bosses.
    Goodbye to that beatiful gold dye I wanted, soul-shriven skin and that scamp I long to get :neutral:
    fred4 wrote: »
    You have to give us something to do when we're V16 with 501 CP! You have to give people a reason to get to 501 CP! The mobs in IC are part of that! Let us complain! Ignore us! Just give us what we need!

    Wait. Isn't the populated campaigns such as Azura's star and Trueflame no CP anyway? How will having no CP to 501 CP make a difference? It all depends on the gear in those campains.
    No only Azura star and Black water Blade is Non CP.Every other campaign has CP Enable.On PC NA their only 2 CP vet campaign while one Consoles their more.

    And just to add a bit more info, on EU PC server, there are 4 CP campaigns (Ebony Blade, Spell Breaker, Trueflame are 30 day campaigns, and Haderus is 7 day resources). Same no-CP campaigns as NA PC (Azura's for anyone, and Blackwater Blade for non-vet)
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • fred4
    fred4
    ✭✭✭✭✭
    ✭✭✭
    Ajax_22 wrote: »
    Additionally, death is not meaningful enough. There has to be some sort of impactful penalty for dying. In the current system people will just die, and return to the fight 15-20 seconds later. This promotes the "whoever has the biggest zerg wins" gameplay.
    Unfortunately this is in direct conflict with gameplay that evolved independently of ZOS plans, namely duelling. Personally I love the sandbox aspect of the game. I love it when people get creative and are having a flash mob in Mournhold, for example. I love that duelling exists through the initiative of guilds and players without a framework by ZOS. I would also love it if ZOS and everyone else respected that!

    Not everyone is focused on achievements and leaderboards. 1v1 combat is where, personally, I get the most satisfaction in PvP. It's where I find out what I'm truly made of. I frequently get my behind kicked, but am slowly getting better. And so I come back to training. It's hard to learn PvP! Be too circumspect and the fight is over before you even took part. Throw yourself into the fight and you die instantly. That was my experience in the beginning. You need practice! You need experience against the wide variety of players and builds. You need repeated practice against the same player(s), before you can say whether you died to random fluke (crit, crit, crit), or whether you need to change your approach. This is why the instant resurrection, close to the fight, in IC is such a boon!
  • Solariken
    Solariken
    ✭✭✭✭✭
    ✭✭✭✭
    fred4 wrote: »
    ZOS, here's an interesting idea: Nerf IC mobs in Azura's Star and in the non-vet campaign only! Those campaigns are already the best place for people coming up the ranks who maybe have trouble with the mobs. But please don't touch the difficulty in the other campaigns!

    A brilliant compromise.
  • Enodoc
    Enodoc
    ✭✭✭✭✭
    ✭✭✭✭✭
    Solariken wrote: »
    fred4 wrote: »
    ZOS, here's an interesting idea: Nerf IC mobs in Azura's Star and in the non-vet campaign only! Those campaigns are already the best place for people coming up the ranks who maybe have trouble with the mobs. But please don't touch the difficulty in the other campaigns!
    A brilliant compromise.
    They have said before that mob difficulty cannot be altered by campaign. This is likely due to there being only one "Cyrodiil" or "Imperial City" in development terms; Campaigns are just different instances of that same location, so everything that exists in each instance must be the same, as they are derived from the same source.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • fred4
    fred4
    ✭✭✭✭✭
    ✭✭✭
    I work as a software developer. I take it what you're saying is true. It certainly sounds very plausible. All that would mean, however, is that their programmers are whinging, because such a change is perceived as a disproportionate amount of work. If management insisted it be done, I'm sure they'd find a way!
  • Enodoc
    Enodoc
    ✭✭✭✭✭
    ✭✭✭✭✭
    fred4 wrote: »
    I work as a software developer. I take it what you're saying is true. It certainly sounds very plausible. All that would mean, however, is that their programmers are whinging, because such a change is perceived as a disproportionate amount of work. If management insisted it be done, I'm sure they'd find a way!
    It would also mean they would end up branching off two different versions of the Cyrodiil base code, which would end up needing double the work to fix bugs and implement changes, since both branches would need the changes. Alternatively they would have to adapt the single code such that it accepted conditional variables instead of statics, and that could even go beyond Cyrodiil into a mob variables database that mobs in all zones are derived from.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • fred4
    fred4
    ✭✭✭✭✭
    ✭✭✭
    I think this is quickly becoming a very hypothetical discussion. Presumably neither of us knows the code. Yes, if something doesn't fit with your established (class) hierarchy, things get awkward. That's not to say a (creative) solution can't be found.
  • Solariken
    Solariken
    ✭✭✭✭✭
    ✭✭✭✭
    Enodoc wrote: »
    Solariken wrote: »
    fred4 wrote: »
    ZOS, here's an interesting idea: Nerf IC mobs in Azura's Star and in the non-vet campaign only! Those campaigns are already the best place for people coming up the ranks who maybe have trouble with the mobs. But please don't touch the difficulty in the other campaigns!
    A brilliant compromise.
    They have said before that mob difficulty cannot be altered by campaign. This is likely due to there being only one "Cyrodiil" or "Imperial City" in development terms; Campaigns are just different instances of that same location, so everything that exists in each instance must be the same, as they are derived from the same source.

    I remember when Wheeler said something like that on ESO Live, but there is no way that is true. It might take a bit of reworking, but look how easily they converted Azura's Star to a non-CP server. They could easily place a debuff on mobs in AS and BWB that reduces their health and damage output.
  • elven.were_wolf
    elven.were_wolf
    ✭✭✭✭
    A few questions:
    -Is the scamp and soul-shriven skin included with the runeboxes?
    If not, can they be added?
    -How much do runeboxes cost?
    If alot, can they be reduced to something reasonable like 3 to 5k to prevent turning Imperial City to a grind-fest.
    Edited by elven.were_wolf on May 9, 2016 6:05PM
    Achievement hunter and secret admirer of Naryu Virian.
  • Jesh
    Jesh
    ✭✭✭
    The changes are just not good enough. I was really excited but have been really underwhelmed. The capturing of districts feels unfinished and tacked on. I also have fears that there will not be enough players in Imp City.
    Can we have only 3 Imp City instances: a non-vet no CP, a vet no Cp, and vet + CP Imperial City? Please. The population is too divided. And decouple it from the pop caps of Cyrodiil, that just isn't working.
    I don't really know how to fix the capturing though. Maybe your alliance needs to capture 3 points in a district (as someone suggested) and that summons that district boss? And the boss drops awesome loot (willpower/agility/sheer venom/spell power cure/combat medic)?
    Maybe restrict party size in Imp City to 8 max?
    I feel very unhappy, particularly considering how much I love IC. The changes haven't made it worse, but they haven't come close to unlocking even half of its potential.
    @ZOS_GinaBruno @ZOS_BrianWheeler
    Edited by Jesh on May 9, 2016 8:41PM
    DK Stam DPS
    Templar Healer
    NB Magica DPS
  • TankHealz2015
    TankHealz2015
    ✭✭✭
    Stuck at base in Cyridil.
    Wayshrines not working - "ESOingamemap" error
    Cant go to IC or even leave back to mainland....

    On another note. This may be the only productive and thoughtful string on the whole PTS.
    Nice to see.

    Edited by TankHealz2015 on May 10, 2016 8:31AM
  • Elsterchen
    Elsterchen
    ✭✭✭✭✭
    ManDraKE wrote: »
    - Mobs are to easy, IC is supposed to be the hardest zone in the game. Now you can solo the bosses, the same bosses that used to wipe 5-6 man groups. Regular mobs also hit like babies, grinding there now is like grinding in old orsinium. Bring back some of the dificulty please, i'm fine with nerfing the 1-shot kill bosses, but no need to make IC a walk in the park.

    A little bit too easy, agreed. ... But fun to just mindlessly grind on :smiley:
    ManDraKE wrote: »
    - Add more flags, one flag per district will be just "zerg the flag" and there won't be fights anywhere else. Do 2-3 flags per district, it spreads out the people more and add some strategic meta to it.

    Please! One can solo those flags as they are now. As it stands now its flag-mob encouraging. Make ppl spread out a little more.
    ManDraKE wrote: »
    But the rest, amazing changes. I'm going to live inside IC, thank you!

    100% agreed

    on a sidenote: City and sewerbosses still wipe the floor with my char. Which is all fine and good, they shouldn't be soloable (imho). Trash mobs should be difficult but managable ... and currently my 200 CP char in half V15 gear can handle them quite easily. This is, while refreshing, a tat too easy.

  • Jaronking
    Jaronking
    ✭✭✭✭✭
    Add more Flags to the Districts its just no point in having one Zergs will just all hope on the one flag and lock everyone else out of the district.

    Also @ZOS_BrianWheeler can you please look at this thread made by @KenaPKK https://forums.elderscrollsonline.com/en/discussion/265284/kenas-take-on-imperial-city-pvp-objectives-a-guide-for-zos-with-pitchurs-3#latest
  • Tillalarrien
    Tillalarrien
    ✭✭✭
    So I'm guessing all feedback here was neglected and IC is staying as is.
    Can I just get reason for why this is from @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler @Wrobel ?
    You got some nice ideas here and copy pasting few more flags and changing their bonus to be PvP oriented wouldn't require much.

    I was really happy about IC being worked on and honestly changes are in the right direction. It just that you stoped half way, on point that still promotes PvE grind and gives PvPers no incentives whatsoever. PvE trains will rule districts and move on when they get their gear leaving it empty again.

    The only PvPers there will be dreamers like myself trying to start smallscale and claim districts for PvP inspite of having no incentive for it. (Few suggestions on this topic were: better ap returns, different bonus for flaggs, districts integrated into AV scoring, IC tvs leaderbords with title similar to emperor if you are 1st when all 6 districts are controled by your alliance)

    If you currently dont have enough resources for even adding 2 more flaggs, which I can understand considering you are working on many things at once, do you plan to continue the work on IC the future? Or is it no-ETA, soon (tm), #wearehappyaboutit kind of situation? And yeah any type of reply would be appreciated :)
    Valkynaz of the Daedric Order
  • newtinmpls
    newtinmpls
    ✭✭✭✭✭
    ✭✭✭✭
    ManDraKE wrote: »
    - Now you can solo the bosses, the same bosses that used to wipe 5-6 man groups.

    If this is true, that is a sad thing.

    This was the last real adrenaline in the game.

    You should NEVER be able to solo IC bosses.

    You should have to run.... even if there are 8 of you.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
Sign In or Register to comment.