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Bring back the old IC, the battles were epic.

  • utb99
    utb99
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    If they're not going to remove the flags then each district should have three flags.This will create an environment friendly to small groups.

    One main flag which gives control of the District (Gives the 33% Tel Var Bonus) and gives respawn in that district.

    The other two flags should have no guards, should flip quickly (like the ones in the Battlegrounds) and allow respawn in that district (the timer should be a little longer than if you had the main flag)

    Ppl need a reason to go to IC. Back in the day, ppl went there bc it was new, ppl grinded there, no one had the polymorphs, and bc you could find small scale pvp.

    Alchemy bags and gold IC jewelry were a great idea and I've seen an increase in people roaming the sewers and IC. Adding rare furnishings to each boss in the Sewers and Districts, new gear sets, using Tel Var to redeem Monster Sets at the Golden, expanding the main quest in IC, Zos can do alot to incentivize ppl to return there.
    'The gods can turn anything to good' -Martin Septim
  • leeux
    leeux
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    What about making the IC part of the Cyrodiil war objectives?

    I always thought it was a bit weird that the most important place in Cyrodiil don't matter at all for crowning or winning campaigns.

    IMO, transit network should extend into IC districts and allow instant travel there (the IC 'gates' thing were always dumb since they are in the wrong side of the canal! but you can leave them... even if they don't make sense.) and holding a district should mean that you can travel there by teleporting.

    Of course, this idea is not enough and must be more fleshed out in order to make it possible. But I'd love to have a REASON to go there as someone that likes to play the map... instead of feeling that I'm a detriment to my alliance by being there, specially in high population campaigns.

    EDIT: clarification
    Edited by leeux on April 5, 2017 10:03PM
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  • Alpheu5
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    I miss the mobs having twice as much health and hitting twice as hard. It used to be so fun fighting players in close proximity to the bigger groups, because if they got agro'd it was gonna be game over for one of you. Now the whole city is on par with running into someone in Cracked Wood Cave.
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  • t3hdubzy
    t3hdubzy
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    t3hdubzy wrote: »
    I like the flags, but i like the old deathmatch. If the spawn bases were moved to the back of each district, i can see how we could have both.


    Revive counter multiplied by recent deaths, up to say 1 minute.

    Flag capture reduces revive time by 50 percent?


    Alternatively you could make each district different.

    Id invest more time in layinf out options, but will only fall on deaf ears.

    We won't get any changes with that kind of attitude. :/ ZOS does listen.

    Yea i believe they do, but just dont know that i feel this would be their priority. Imperial city has tonz of threads stand alone and as part of the bigger pvp discussion. My ideas and others are out there, just dont want to be a broken record.
  • t3hdubzy
    t3hdubzy
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    Anywho I like the idea of districts and sewers, and we all know it should
    Alpheu5 wrote: »
    I miss the mobs having twice as much health and hitting twice as hard. It used to be so fun fighting players in close proximity to the bigger groups, because if they got agro'd it was gonna be game over for one of you. Now the whole city is on par with running into someone in Cracked Wood Cave.

    I think this is a by product of power creep and one tamriel. I wish the npcs fought a little smarter personally all over tamriel. Allowing npcs to do a little more countering would go a long ways.


    However if imperial city had more player base, it might not matter as much. Imperial city can quickly get over populated. One 24 man group can flip the map very quickly and quickly wards off opposing factions. Having its own leaderboard would help with this. Based on the small scale i could see this being divided into shorter campaigns. I could see 2 day campaigns being great, or even as short as 4 hr campaigns. Divide this into 3 timeframes in the day for 3 different prime times with a few hours in between.

    If we wantt to get really dynamic, do a 7 day campaign built on the 4 hr blocks. Each 4 hr day yields a reward based on the winner. Placement at the end of the 7 day campaign gives rewards based on 1st, 2nd, 3rd place, and individual contributions. Having daily and weekly rewards keep people playing on losing teams.

    We would need a reason for people to camp out certain districts or seek out others. A reason to complete the circle in one full color. Use the same cyrodil concepts, or create new ones. Give 10min boost to specific stats when a flag is captured, only one or two bonuses can be active at one time.


    I got a million ideas.
  • Ashamray
    Ashamray
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    t3hdubzy wrote: »
    Anywho I like the idea of districts and sewers, and we all know it should
    Alpheu5 wrote: »
    I miss the mobs having twice as much health and hitting twice as hard. It used to be so fun fighting players in close proximity to the bigger groups, because if they got agro'd it was gonna be game over for one of you. Now the whole city is on par with running into someone in Cracked Wood Cave.

    I think this is a by product of power creep and one tamriel. I wish the npcs fought a little smarter personally all over tamriel. Allowing npcs to do a little more countering would go a long ways.

    Mobs were nerfed, power creep isn't the reason.
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  • Alpheu5
    Alpheu5
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    t3hdubzy wrote: »
    Anywho I like the idea of districts and sewers, and we all know it should
    Alpheu5 wrote: »
    I miss the mobs having twice as much health and hitting twice as hard. It used to be so fun fighting players in close proximity to the bigger groups, because if they got agro'd it was gonna be game over for one of you. Now the whole city is on par with running into someone in Cracked Wood Cave.

    I think this is a by product of power creep and one tamriel. I wish the npcs fought a little smarter personally all over tamriel. Allowing npcs to do a little more countering would go a long ways.


    However if imperial city had more player base, it might not matter as much. Imperial city can quickly get over populated. One 24 man group can flip the map very quickly and quickly wards off opposing factions. Having its own leaderboard would help with this. Based on the small scale i could see this being divided into shorter campaigns. I could see 2 day campaigns being great, or even as short as 4 hr campaigns. Divide this into 3 timeframes in the day for 3 different prime times with a few hours in between.

    If we wantt to get really dynamic, do a 7 day campaign built on the 4 hr blocks. Each 4 hr day yields a reward based on the winner. Placement at the end of the 7 day campaign gives rewards based on 1st, 2nd, 3rd place, and individual contributions. Having daily and weekly rewards keep people playing on losing teams.

    We would need a reason for people to camp out certain districts or seek out others. A reason to complete the circle in one full color. Use the same cyrodil concepts, or create new ones. Give 10min boost to specific stats when a flag is captured, only one or two bonuses can be active at one time.


    I got a million ideas.

    It definitely isn't a product of power creep, it was a literal nerf. One patch the basic Daedra had somewhere in the realm of 50k health and hurt, the next day when the patch launched they had 25k and hit like wet noodles. The bosses on the streets were downright terrifying and on par with trial bosses. The Arena event went from being worthy of accolades for soloing to "how did you die to the Clannfear boss, you noob?" tier.

    6nzBCZj.png
    Edited by Alpheu5 on April 6, 2017 4:55AM
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  • adriant1978
    adriant1978
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    Rickter wrote: »
    I really like the idea of the Arena actually being an Arena. . . instant respawns, faction winner determined in one hour increments so players can dip in and out. gankers would be happy as they could gank players trying to leave the arena combat

    I'd vote to revert that district's flag to the old unrestricted respawn points up on those towers, and let the scoring and brawl extend over the whole district. The main fight would naturally move across the whole place over time, like a living thing, and smaller skirmishes would happen all around. Sounds fun....in small doses for me. :tongue: But clearly a lot of people would just live there! Lol

    Not everything needs to be competitive with a score and a winner. Perish the thought that the game should have ever offered anything which allowed the less skilled to just jump in and have fun, without constantly being​ reminded what scrubs they are.
  • Brrrofski
    Brrrofski
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    Yeh, arena on Xbox EU always had a king of the hill going on. Great small scale fighting when the BS zerging in Cyrodiil got too much.

    Fair enough, they tried something with IC. The flag system is now used simply for farming tel var and had killed off IC essentially.

    Delete the flags zos!
  • NightbladeMechanics
    NightbladeMechanics
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    Rickter wrote: »
    I really like the idea of the Arena actually being an Arena. . . instant respawns, faction winner determined in one hour increments so players can dip in and out. gankers would be happy as they could gank players trying to leave the arena combat

    I'd vote to revert that district's flag to the old unrestricted respawn points up on those towers, and let the scoring and brawl extend over the whole district. The main fight would naturally move across the whole place over time, like a living thing, and smaller skirmishes would happen all around. Sounds fun....in small doses for me. :tongue: But clearly a lot of people would just live there! Lol

    Not everything needs to be competitive with a score and a winner. Perish the thought that the game should have ever offered anything which allowed the less skilled to just jump in and have fun, without constantly being​ reminded what scrubs they are.

    It would be a never ending brawl totaling deaths and kills from everyone in each faction with no rewards or individual player breakdown, therefore it's not competitive and does not reflect on any individual's performance at all. The score is simply something to look at and a fun metric to measure activity in the area. If you don't care for it, don't look at it. I couldn't care less either way.

    Perish the thought that everything with a score is competitive or judging you.
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  • adriant1978
    adriant1978
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    It would be a never ending brawl totaling deaths and kills from everyone in each faction with no rewards or individual player breakdown, therefore it's not competitive and does not reflect on any individual's performance at all. The score is simply something to look at and a fun metric to measure activity in the area. If you don't care for it, don't look at it. I couldn't care less either way

    And if you think certain competitive players wouldn't start whispering "get out, you're hurting our score" (putting it politely) to those they deemed to be dying too often, well I have a White Gold Tower to sell you.

  • NightbladeMechanics
    NightbladeMechanics
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    It would be a never ending brawl totaling deaths and kills from everyone in each faction with no rewards or individual player breakdown, therefore it's not competitive and does not reflect on any individual's performance at all. The score is simply something to look at and a fun metric to measure activity in the area. If you don't care for it, don't look at it. I couldn't care less either way

    And if you think certain competitive players wouldn't start whispering "get out, you're hurting our score" (putting it politely) to those they deemed to be dying too often, well I have a White Gold Tower to sell you.

    And that's what we have /ignore for. I don't pander to people with thin skins.
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  • Rickter
    Rickter
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    I think what it really comes down to is that ZOS cannot justify to investors to revisit Imperial City DLC and overhaul the current system.
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  • Sheuib
    Sheuib
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    A couple of the guilds I'm in have weekly IC runs. The population level we find in IC is about right.

    However I do miss the days of team death match in the zones. I'm hoping battlegrounds brings that feeling back.
  • RoamingRiverElk
    RoamingRiverElk
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    Great new sets should be sold for tel vars in the IC. Something that is relevant for pve too.
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  • Rickter
    Rickter
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    I've had more epic battles at the center Lightbringer event in sewers than any of the topside districts.

    after molag bal dies and your group takes raid wide dmg (if you dont run like hell) and another raid tries to wipe you but you regroup and wipe them? There isnt much in this game that beats that feeling
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  • Etaniel
    Etaniel
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    I never really enjoyed district pvp, way too many mobs everywhere, idiotic respawns which make for neverending and meaningless fights.

    The sewers feel much better, even though there are too many mobs there as well. There should be a clear path allowing you to reach the center without having to deal with daedras and dedicated farm rooms where stone farmers can go.

    Remove the stone that ports you back home, force players to actually run through the districts/sewers to secure their stones.
    This will increase the probability of running into people when you roam.

    More risk/reward, monsters of the deepers levels grant significantly more stones, same for the districts.

    Remove district respawns, make people respawn in their sewer home base, remove ladders from home bases, make people actually walk to the ladder in the sewers to get to the districts. People who want deathmatch style pvp will get precisely that in BGs come Morrowind.

    Finally add a reason to get Tel Var Stones : Undaunted vendors, Gold mat vendors etc
    Add achievements/titles for scoring kills in IC.
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  • Theodard
    Theodard
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    Magus wrote: »
    It was actually arboretum where the 3 bases were right there next to each other and there was a mini king of the hill type battle in front of AD spawn where all 3 factions tried to hold it while AD stood in their base sniping lol. Die and instant respawn and jump right back into the fight 5 seconds later.

    I soooo miss those fights. What was really nice in my opinion about that was overall if you wanted to play king of the hill you could. If you didn't want to, you could easily go on about other things in IC without much interaction with other players. Some of the silliest things I've seen in game happened then. I recall one person was tired of getting rekt by the two other factions and just wanted to do some PvE it seems, so they ran up in just under the AD spawn point and /playdead.
  • Alpheu5
    Alpheu5
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    Etaniel wrote: »
    I never really enjoyed district pvp, way too many mobs everywhere, idiotic respawns which make for neverending and meaningless fights.

    The sewers feel much better, even though there are too many mobs there as well. There should be a clear path allowing you to reach the center without having to deal with daedras and dedicated farm rooms where stone farmers can go.

    Remove the stone that ports you back home, force players to actually run through the districts/sewers to secure their stones.
    This will increase the probability of running into people when you roam.

    More risk/reward, monsters of the deepers levels grant significantly more stones, same for the districts.

    Remove district respawns, make people respawn in their sewer home base, remove ladders from home bases, make people actually walk to the ladder in the sewers to get to the districts. People who want deathmatch style pvp will get precisely that in BGs come Morrowind.

    Finally add a reason to get Tel Var Stones : Undaunted vendors, Gold mat vendors etc
    Add achievements/titles for scoring kills in IC.

    Malicious groups would easily take advantage of that and lock down an enemy alliance to their base. The freedom to move about the city in a bunch of different ways is part of the appeal, since you never really know when you'll turn a corner and see someone.
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  • Etaniel
    Etaniel
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    Alpheu5 wrote: »
    Etaniel wrote: »
    I never really enjoyed district pvp, way too many mobs everywhere, idiotic respawns which make for neverending and meaningless fights.

    The sewers feel much better, even though there are too many mobs there as well. There should be a clear path allowing you to reach the center without having to deal with daedras and dedicated farm rooms where stone farmers can go.

    Remove the stone that ports you back home, force players to actually run through the districts/sewers to secure their stones.
    This will increase the probability of running into people when you roam.

    More risk/reward, monsters of the deepers levels grant significantly more stones, same for the districts.

    Remove district respawns, make people respawn in their sewer home base, remove ladders from home bases, make people actually walk to the ladder in the sewers to get to the districts. People who want deathmatch style pvp will get precisely that in BGs come Morrowind.

    Finally add a reason to get Tel Var Stones : Undaunted vendors, Gold mat vendors etc
    Add achievements/titles for scoring kills in IC.

    Malicious groups would easily take advantage of that and lock down an enemy alliance to their base. The freedom to move about the city in a bunch of different ways is part of the appeal, since you never really know when you'll turn a corner and see someone.

    That's when Zenimax's original idea comes into place : give IC access only to the faction who controls the majority of keeps in Cyrodiil, that way if anyone camps your base, they can't come back indefinitely. In fact they should have copied 100% of daoc's darkness falls instead of this half assed version :/
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  • Sublime
    Sublime
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    I love the current design of ic, but the requirement of running imperial physique to even be remotely competitive takes all the fun out of it.
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  • NightbladeMechanics
    NightbladeMechanics
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    Had some great fights in IC tonight. Got to fight alongside @OdinForge for the first time in ages, and against that big If We Die It's Lag AD group. There is a lot of activity in Haderus IC on the weekends, and TF IC almost every evening.

    But it's just mostly district farming zergs running around, and a lot of familiar faces. I want to see more sewer activity, and more people returning to IC who haven't ventured there in a while.

    Edit: Also for god's sake get rid of these infinite spawns. The number of great fights that go south because people run back 2-3 times is nauseating.
    Edited by NightbladeMechanics on April 10, 2017 6:02AM
    Kena
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  • OdinForge
    OdinForge
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    Had some great fights in IC tonight. Got to fight alongside @OdinForge for the first time in ages, and against that big If We Die It's Lag AD group. There is a lot of activity in Haderus IC on the weekends, and TF IC almost every evening.

    But it's just mostly district farming zergs running around, and a lot of familiar faces. I want to see more sewer activity, and more people returning to IC who haven't ventured there in a while.

    Edit: Also for god's sake get rid of these infinite spawns. The number of great fights that go south because people run back 2-3 times is nauseating.

    I don't remember but I think they changed stone drops in the sewer, or from basic mobs in general. I noticed when grinding a new toon, I wasn't getting nearly as many stones as I used to get. Coincidentally I rarely see zergs in the sewers now, I used to find zergs in all the usual areas including the center.

    The CP campaigns tend to have people most nights from every faction, at varying times at least one zerg from each faction with the usual faces sprinkled around. Some enjoy PvP and some groups will avoid it and try to focus on farming bosses, and those groups tend to abandon if wiped too many times.

    Population fluctuates in IC and isn't represented by Cyrodiil population. Zergs will form quickly and randomly and disperse as quickly sometimes. Sometimes Had will be completely red and EP will have emp, but the IC districts will be completely blue with very few EP around, and DC will be running a farm group/zerg. If every district is red I know that an EP zerg is likely in full swing and I'll switch campaigns, but even that isn't a good representation. As sometimes AD will be zerged up on one flag, while a few EP take every other flag.

    I wish no CP IC was busy as I prefer to play there whenever possible. I do appreciate getting your help against that AD group yesterday though. EP randoms tend to be cannon fodder so most of my aid was coming from your group, not my own faction.
    The Age of Wrobel.
  • Alpheu5
    Alpheu5
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    Etaniel wrote: »
    Alpheu5 wrote: »
    Etaniel wrote: »
    I never really enjoyed district pvp, way too many mobs everywhere, idiotic respawns which make for neverending and meaningless fights.

    The sewers feel much better, even though there are too many mobs there as well. There should be a clear path allowing you to reach the center without having to deal with daedras and dedicated farm rooms where stone farmers can go.

    Remove the stone that ports you back home, force players to actually run through the districts/sewers to secure their stones.
    This will increase the probability of running into people when you roam.

    More risk/reward, monsters of the deepers levels grant significantly more stones, same for the districts.

    Remove district respawns, make people respawn in their sewer home base, remove ladders from home bases, make people actually walk to the ladder in the sewers to get to the districts. People who want deathmatch style pvp will get precisely that in BGs come Morrowind.

    Finally add a reason to get Tel Var Stones : Undaunted vendors, Gold mat vendors etc
    Add achievements/titles for scoring kills in IC.

    Malicious groups would easily take advantage of that and lock down an enemy alliance to their base. The freedom to move about the city in a bunch of different ways is part of the appeal, since you never really know when you'll turn a corner and see someone.

    That's when Zenimax's original idea comes into place : give IC access only to the faction who controls the majority of keeps in Cyrodiil, that way if anyone camps your base, they can't come back indefinitely. In fact they should have copied 100% of daoc's darkness falls instead of this half assed version :/

    That was a horrendous idea and was scrapped for good reason. On PC NA, AD had Axe locked down almost constantly. Anybody wanting to get into the sewers on that campaign either had to bring a zerg to take enough keeps and get inside before one of them was taken back, or they were SOL. The population was a constant 3-1-1 because it was a buff server of a different nature.
    Edited by Alpheu5 on April 10, 2017 4:17PM
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
    Don't incorporate bugs into your builds, and you won't have [an] issue.
  • Prince_of_all_Pugs
    Prince_of_all_Pugs
    ✭✭✭✭✭
    All they need to do to bring back imperial city is 1 thing, they must increase the value of telvar drastically. an easy fix for this would be to make telvar bags sell dungeon loot. Imagine if you could buy bags that had viper, warlock or burning spell weave, that place would be PACKED with people, like it should be, it is the imperial city the capital of all of tamriel not a ghost town!
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