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Dark Brotherhood Update: Imperial City Changes Question Thread

  • The-Baconator
    The-Baconator
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    Question 1: First and foremost, could you describe your vision for what you would like Imperial City PvP to be? Do you envision it as some zone where pvpers go with the sole purpose of killing other players for their stones, or do you see providing consistent small scale fights as a major goal of the dlc?

    Question 2: What are your plans for the future in regards to district capture and how it affects alliances inside of the IC?

    Question 3: Are there any future plans on somehow connecting IC to the rest of Cyrodiil or having what's going on inside of the IC affect Cyrodiil in some way?

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  • hamburgerler76
    hamburgerler76
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    any chance of doing instanced pvp in the IC and making max group size like 8 or something and maybe a limit of so many players per alliance per instance. So reach the limit new instance layers on top for more players?
  • The_Great_Maldini
    The_Great_Maldini
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    Have you considered something similar to a forward camp but that you can buy with TV stones and works in the IC districts?

    That would help with the fact that we can no longer spawn in the districts if we don't own the flag and then suffer through two loading screens.
  • Publius_Scipio
    Publius_Scipio
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    Would you consider some sort of timer on the district flags that would change them back to neutral (i.e. daedric control), if no one from the alliance that currently controls the district is within a certain radius/area of the flag?

    What plays out in Cyrodiil many times is that one alliance (with the largest population) will during downtime paint the entire map their color, and then they will just sit there.

    I was thinking that with Imperial City having an alliance control all the districts and then just sit there can be prevented with some sort of flag/district control timers. Doing this would make use of the whole premise that Imperial City is under attack from the daedric army. An alliance can come in, capture the flag, and move on. But if they don't return to "maintain control" the flag will flip back to daedric control, and the alliance loses that district. I think this would add an interesting element to the whole idea and at the very least force the controlling alliance to keep moving around the districts to maintain control. (Also if they want to sit on the flags and hold control it would force that alliance to split their troops up between the districts).
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    Thanks for the questions, everyone. We'll keep this thread open through the weekend, then close it to compile questions and give Brian some time to draft up answers.
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
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  • Sallington
    Sallington
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    Will Imperial City ever have any impact on Cyrodil campaign scoring?

    If yes, what ideas does the team have?

    If no, would it be possible for IC to become it's own separate instance that can be queued into?



    I think we can all agree that the 'owning keeps to unlock the IC entrances' is a failed idea.
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  • Essiaga
    Essiaga
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    IC is terrible concept. It's a mash up of PVP/PVE/questing/AvAvA ... It's a place were people can go to find out the don't want to be there because of the other people. IC is High School. Its jocks, and nerds, and emo, and hip-hop, and country, and Christians, atheists, and they're all forced to be there. But unlike high school no one is forced to be in IC so it's pretty much empty.

    IC is a PVE zone. The PVP is completely worthless. Creating a AvAvA objective in a PVE zone is just a terrible concept. I assume that's the reason the quest zones in cyrodiil are not inside of keeps. You don't have to take the keep to do the quest or lose out on doing the quest because your faction is losing. IC was going to be locked to some based on Cyrodiil ... now ZOS is locking districts based on who's group is stronger promoting pretty much the same style of zerg friendly game play? What really is the difference of Cyro and IC? Venue?

    PVP in IC doesn't even really make sense. There's a bunch of daedra around. Why would I gank a guy trying to save Nirn? I mean when a country is attacked the political parties with in that country usually unite to fight off the larger threat. Seriously. If aliens invaded you think Israelis and Palestinians, etc. will just keep fighting? I think they'd see the bigger picture. The mash up of PVP and PVE is just a terrible concept there. In any other zone in the game it would make sense. Invading armies marching on Mournhold, or Elden Root ... makes sense though it may not be welcome by the majority of players.

    PVP in IC could make sense ... If it's just another plot of land. But didn't you just make a smaller version of Cyrodiil complete with long travel times after death? Only now you have obvious pinch points to gank/zerg incoming players. The BEST thing about IC was the quick spawn in the districts. What stunk was that fact there was only one place to re-spawn per faction which made for it frustrating to look down at a sea of enemies chomping at the bit to zerg/gank you.

    So IC either needs to be a Join Forces to Fight the (PVE) Deadra or remove the daedra and make it another location to fight over. But what's special about that? And doesn't it just take away from the population in Cyro effectively jeopardizing the sustainability of fighting there?

    Why are IC and Cyrodiil linked anyways? It a totally different instance. I mean the Mages Guilds could have gained access some how, some way and opened a portal.

    IC is were arenas should happen.
    Each district should have a population cap and a que. You're team is dropped in at one of severalspawn points (at least 3 per faction per district) ... then they compete. After each death a player will re-spawn at a random spawn point. This would ensure skirmishes can be "won" and spawn points couldn't just be camped.

    Each district could be a different objectives or maybe 2 zones per objectives type.
    * Capture the Flag.
    * Team Death Match. (Most kills in set amount of time)
    * Every man for himself. (Solo Death Match)
    ... etc.

    *All districts will have a time limit (15-20 mins). After the time expires the Arena will reset.
    *Each districts should have a que and people will only be able to join if there are members of the other faction to join as well so that the #s are always even.
    * Players should be able to que into any faction they are a "Hero" of, meaning if they have completed Silver and Gold they can play any of the 3 factions in the arena. If they haven't completed any they'll only be able to que as their home faction.
    * Rewards would be AP/TV/gold per kill (killing a player with less CP or under Alliance rank 10 should yield less rewards) and Rewards of the Worthy type system.
    * There could also be a wager system, were teams could bet on themselves to win.
    * Leader Boards can be done on an Average score per arena (each arena with its own leader board) allowing casuals the chance at rewards. People should be recognized for their ability to play, not the time they have.

    At this point in the game, with dwindling Cyro populations (how many campaigns are left?) there should be a PVE campaign so people can sky shard hunt and quest with out taking away from the PVP population. Keeps already have guards. Remove the '"flag flipping," add a Boss or 2 to each keep and ramp up the guards a little bit to offset the difficulty. There are already quest to take keeps, resources, kill guards, etc. Then remove factions so anyone can group with anyone.

    IC could be spit up similarly. You could have IC the PVE area (Adventure Zones as we were once told), were players of all factions unite in an effort to save Nirn (Cold Harbor could be similar, and should battle scale players) ... and the PVP arenas where players go to avoid the zergy AvAvA style PVP and long travel travel times post death, etc.

    ZOS could probably charge for PVE only Cyrodiil.

    ZOS already required people to pay for IC Arenas so I don't think you can charge for it. However you could have monthly tournaments for prizes with a buy in.
  • zerosingularity
    zerosingularity
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    My questions are simple.

    What is being done about the incessant zerging in IC right now? As it stands, it makes it so no one wants to play there unless you are in a big zerg all crit charging one poor sap. We have enough of that in Cyrodiil, keep it out of IC please. (When are you going to limit zerging CORRECTLY!) Note: The weak mobs makes zerging worse, even sweeper bosses are too much of a joke to even be threatening.

    What is being done about the fact that DK chains can pull you down from your spawn point. Not exactly very cool. Shouldn't players in the spawn points be un-targetable?

    Edited by zerosingularity on June 4, 2016 2:29AM
    NA-PC

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  • Solariken
    Solariken
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    Would you consider changing the CC abilities that the flag NPCs use? I think it's fine for them to have some CC, but theirs seem to be incredibly buggy and often ignore the immunity timer. This is super frustrating when you are fighting the NPCs and players at the same time. Additionally, they continually cause my character abilities/animations to behave sporadically and often do not fire (Biting Jabs is affected most for me). Note that this is also a problem with flag NPCs in Cyrodiil proper.
  • Solariken
    Solariken
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    I sincerely hope that the true design intent for IC is small-scale PvP(vE), as opposed to the large-scale intent of outer Cyrodiil. If so,

    Would you consider further disincentivizing large groups inside IC via slashing XP/AP/TV gains for group sizes greater than four (or when gained from targets tagged by more than four players)?

    This would encourage players to spread their numbers out into less populated districts rather than 20+ people moving from flag to flag zerg-wiping all small-scale/solo PvP'ers in their path.

    IC PvP is exceptionally great when it is truly small-scale (which is the majority of the time) but is exceptionally NOT FUN when the zergs come to town.
  • Essiaga
    Essiaga
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    About seige ...

    Siege should hit all people in its AOE. Not just enemy players. It can be argued the the skill of a the caster can avoid hitting his fellow player. I don't think there is any logical argument that says a player would miss his own allies when using siege.

    I HATE siege. There is nothing worse then fighting 3-20 players and actually surviving and doing some damage and then siege lands on top of all of you ... but only you die. It's BS.

    It's also BS that after 2 years this game has no better option than "PVP ... Take or leave it." I'm can't wait for Arena PVP but at the same time I dread seen how much ZOS messes them up. Hopefully they actually acknowledge Battle Spirit before then.
  • Jaronking
    Jaronking
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    Can you giys add gold mats to the Telvar Vendor?So we can buy gold mats with TB stones.
  • SwaminoNowlino
    SwaminoNowlino
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    Additionally, this isn't specific to this necessarily but the game overall. Do staff members routine play/spectate in elements of the game on live server across platforms? Do the people making decisions regarding gameplay actually play in the live environment? Basically, are ZOS employees and combat/gameplay staff members playing live in IC right now to experience the game that their customers are?
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  • FENGRUSH
    FENGRUSH
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    Would like to post this awesome fight - not to show how awesome IC is, but the ridiculousness of this respawn. We have to tackle a nonstop respawn at a flag that will not flip as long as a person is on it. These flags are not like Cyro where overwhelming odds flip it. It only flips at the rate of 1 person, so even if 20 are on it.. it wont go faster. While Im ok with that, Im not OK with having a respawn next to a flag and allowing zergs to pour out.

    Even after we capture this, so what? We leave, they drop down and take it back, and repeat. Taking this flag was a joke. The entire district is UNUSED because of this. We need to have a cool use of the district where people fight in houses, and have to strategically move around the zone and fight.

    IC is already designed - it has potential. You just need to change mechanics. I know you cant get it all done in one patch, but if youre willing to work at it the players here can help you build something amazing. Convince your leadership to invest and make it a reality. And send the message to us that you are serious about it and let us know when its happening. This is all it takes.

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  • Minno
    Minno
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    What is the design intent for Upper Cyro and Imperial City?

    How do the changes you want to implement stimulate pvp gameplay?

    How do towns fit in with the general design intent for pvp cyrodill?

    What expectation do you have of the pvp community and its role within the dev/player relationship?
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  • Jaronking
    Jaronking
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    @ZOS_JessicaFolsom @ZOS_BrianWheeler how is the write up coming.
    Edited by Jaronking on June 8, 2016 2:09AM
  • Gan Xing
    Gan Xing
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    Is the 1 flag district capture the cherry on top of IC that you were expecting it to be, or are you planning on adding more mechanics and improvements that don't just encourage zergs and farmers?

    Have you thought about disconnecting IC from Cyrodiil altogether and using each district for instanced groups to fight each other? For example, a group of 3 to 5 queue into IC to fight another random group of equal numbers. You could include multiple capturable objectives or just something else aside from 1 flag that a group of 20 can sit on and defend with ease. If this game had small scale fights with even numbers, it'd be so much better than the lagfest, siege-fest, horse simulator in Cyrodiil.

    This would basically make it a 5v5 arena. I don't think that is what they were aiming for when they released it
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  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    This thread is now closed as we work on answers. Thank you everyone! We'll do our best to get the answers completed quickly, but with E3 and the Dark Brotherhood launch on consoles next week, it will take a little longer than usual.
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
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This discussion has been closed.