I’d love to see more zones like IC. The mix of PVP and PVE is often way more fun than one or the other alone -we just need more people in there.
Autumnhart wrote: »Emma_Overload wrote: »As others have said, they already tried this and failed. Nothing OP has suggested would improve the population of the Imperial City. I should know, I'm in there almost every day!
IC needs:
1) better items (BIS!) in the Tel Var store
2) direct access to sewer base from Tamriel
3) instant respawn at nearest base, even if you don't own that district
Do these 3 things, and I promise you IC population will skyrocket.
Just #2 would be huge. If they give us all three I'll bring the beer.
Forced PvP does not "motivate". It annoys.
So OP wants to make IC into a mostly PvE zone with basically no chance of PvP most of the time. I do not think that will happen.
So OP wants to make IC into a mostly PvE zone with basically no chance of PvP most of the time. I do not think that will happen.
DF in DAoC was never a no PVP zone. The only way to kick someone of the wrong alliance out was to kill them. You could log-out there and log back in later.
Some players got very good at ganking and hiding so the possibility of someone from another faction lurking about was always there.
What DAoC was extremely good at was creating incentives to PvP even for those who would rather mostly PvE. Unless you played it you wouldn't know what it feels like to play a game with a great community where different types of players routinely banded together to work on common goals.
It wasn't just that the best leveling area with the best loot (for a while - until they introduced PVE raids) required this joint effort to gain access, it was also that their elder scroll equivalent, "relics", gave some nice and hefty offensive and defensive buffs everywhere in the game. If your relics were threatened players would drop whatever they were doing and run to protect them.
MMORPGs always work best when there are natural reasons to band together for a common goal. That's when they start to feel like worlds instead of just a large game.
So OP wants to make IC into a mostly PvE zone with basically no chance of PvP most of the time. I do not think that will happen.
DF in DAoC was never a no PVP zone. The only way to kick someone of the wrong alliance out was to kill them. You could log-out there and log back in later.
Some players got very good at ganking and hiding so the possibility of someone from another faction lurking about was always there.
What DAoC was extremely good at was creating incentives to PvP even for those who would rather mostly PvE. Unless you played it you wouldn't know what it feels like to play a game with a great community where different types of players routinely banded together to work on common goals.
It wasn't just that the best leveling area with the best loot (for a while - until they introduced PVE raids) required this joint effort to gain access, it was also that their elder scroll equivalent, "relics", gave some nice and hefty offensive and defensive buffs everywhere in the game. If your relics were threatened players would drop whatever they were doing and run to protect them.
MMORPGs always work best when there are natural reasons to band together for a common goal. That's when they start to feel like worlds instead of just a large game.
Have you even read your own OP? You even said PvP was not there all the time yet now you are saying it was never a no PvP zone. If players from one realm are the only ones permitted then PvP is not there all the time since in ESO we have AvA.
Not that I am really worried. The part you conveniently edited out of what you quoted clearly stated Zos came close enough and it failed. I pointed out how pushing it further as you suggest would be even worse.
Your idea would be just as bad as Cyrodiil campaigns were at launch. Every alliance had a campaign for the buffs. With your idea every alliance would have a campaign for IC access. Sorry, but the idea presented is not solid with plenty of examples to the reason why.
akredon_ESO wrote: »Battle grounds needs to stop being locked behind a pay wall
The fewer people in IC the better. Those apothecary satchels are how pvp players can afford our potions.
So OP wants to make IC into a mostly PvE zone with basically no chance of PvP most of the time. I do not think that will happen.
DF in DAoC was never a no PVP zone. The only way to kick someone of the wrong alliance out was to kill them. You could log-out there and log back in later.
Some players got very good at ganking and hiding so the possibility of someone from another faction lurking about was always there.
What DAoC was extremely good at was creating incentives to PvP even for those who would rather mostly PvE. Unless you played it you wouldn't know what it feels like to play a game with a great community where different types of players routinely banded together to work on common goals.
It wasn't just that the best leveling area with the best loot (for a while - until they introduced PVE raids) required this joint effort to gain access, it was also that their elder scroll equivalent, "relics", gave some nice and hefty offensive and defensive buffs everywhere in the game. If your relics were threatened players would drop whatever they were doing and run to protect them.
MMORPGs always work best when there are natural reasons to band together for a common goal. That's when they start to feel like worlds instead of just a large game.
Have you even read your own OP? You even said PvP was not there all the time yet now you are saying it was never a no PvP zone. If players from one realm are the only ones permitted then PvP is not there all the time since in ESO we have AvA.
Not that I am really worried. The part you conveniently edited out of what you quoted clearly stated Zos came close enough and it failed. I pointed out how pushing it further as you suggest would be even worse.
Your idea would be just as bad as Cyrodiil campaigns were at launch. Every alliance had a campaign for the buffs. With your idea every alliance would have a campaign for IC access. Sorry, but the idea presented is not solid with plenty of examples to the reason why.
Do you have a problem with English comprehension? Which part of this from my OP are you having a hard time understanding:
"...and after that, aside from a few stealthers who managed to hide and had to be killed one by one eventually, DF became a relatively safe PVE space."
So OP wants to make IC into a mostly PvE zone with basically no chance of PvP most of the time. I do not think that will happen.
DF in DAoC was never a no PVP zone. The only way to kick someone of the wrong alliance out was to kill them. You could log-out there and log back in later.
Some players got very good at ganking and hiding so the possibility of someone from another faction lurking about was always there.
What DAoC was extremely good at was creating incentives to PvP even for those who would rather mostly PvE. Unless you played it you wouldn't know what it feels like to play a game with a great community where different types of players routinely banded together to work on common goals.
It wasn't just that the best leveling area with the best loot (for a while - until they introduced PVE raids) required this joint effort to gain access, it was also that their elder scroll equivalent, "relics", gave some nice and hefty offensive and defensive buffs everywhere in the game. If your relics were threatened players would drop whatever they were doing and run to protect them.
MMORPGs always work best when there are natural reasons to band together for a common goal. That's when they start to feel like worlds instead of just a large game.
Have you even read your own OP? You even said PvP was not there all the time yet now you are saying it was never a no PvP zone. If players from one realm are the only ones permitted then PvP is not there all the time since in ESO we have AvA.
Not that I am really worried. The part you conveniently edited out of what you quoted clearly stated Zos came close enough and it failed. I pointed out how pushing it further as you suggest would be even worse.
Your idea would be just as bad as Cyrodiil campaigns were at launch. Every alliance had a campaign for the buffs. With your idea every alliance would have a campaign for IC access. Sorry, but the idea presented is not solid with plenty of examples to the reason why.
Do you have a problem with English comprehension? Which part of this from my OP are you having a hard time understanding:
"...and after that, aside from a few stealthers who managed to hide and had to be killed one by one eventually, DF became a relatively safe PVE space."
Nope
Regardless, as I pointed out, and others have, your idea is basically the original design of IC and it failed then. No reason to think it would be successful now. Zos is not going to return to a failed design, one players explained it was fail to begin with.
So OP wants to make IC into a mostly PvE zone with basically no chance of PvP most of the time. I do not think that will happen.
DF in DAoC was never a no PVP zone. The only way to kick someone of the wrong alliance out was to kill them. You could log-out there and log back in later.
Some players got very good at ganking and hiding so the possibility of someone from another faction lurking about was always there.
What DAoC was extremely good at was creating incentives to PvP even for those who would rather mostly PvE. Unless you played it you wouldn't know what it feels like to play a game with a great community where different types of players routinely banded together to work on common goals.
It wasn't just that the best leveling area with the best loot (for a while - until they introduced PVE raids) required this joint effort to gain access, it was also that their elder scroll equivalent, "relics", gave some nice and hefty offensive and defensive buffs everywhere in the game. If your relics were threatened players would drop whatever they were doing and run to protect them.
MMORPGs always work best when there are natural reasons to band together for a common goal. That's when they start to feel like worlds instead of just a large game.
Have you even read your own OP? You even said PvP was not there all the time yet now you are saying it was never a no PvP zone. If players from one realm are the only ones permitted then PvP is not there all the time since in ESO we have AvA.
Not that I am really worried. The part you conveniently edited out of what you quoted clearly stated Zos came close enough and it failed. I pointed out how pushing it further as you suggest would be even worse.
Your idea would be just as bad as Cyrodiil campaigns were at launch. Every alliance had a campaign for the buffs. With your idea every alliance would have a campaign for IC access. Sorry, but the idea presented is not solid with plenty of examples to the reason why.
Do you have a problem with English comprehension? Which part of this from my OP are you having a hard time understanding:
"...and after that, aside from a few stealthers who managed to hide and had to be killed one by one eventually, DF became a relatively safe PVE space."
Nope
Regardless, as I pointed out, and others have, your idea is basically the original design of IC and it failed then. No reason to think it would be successful now. Zos is not going to return to a failed design, one players explained it was fail to begin with.
The point is that model didn't fail because it was always implemented half-assed with only a couple of campaigns using the DF model. The main campaigns had it open to everyone at once and it being a new shinny DLC, players just wanted to get in there and see what it was all about.
It was launched catering to the "Well it's a DLC I bought so I should be able to go there any damn time I want" mentality. And two years later it's dead because neither the mainstream Cyrodiil crowd nor the PVE crowd want anything to do with it. It's a niche spot for a very few people.
Both, as an additional PVP space and as a PVE one it's a monumental failure like no other ESO zone has failed. It's failing now the way it is.
IcyDeadPeople wrote: »What I'd love to see instead is entirely separate IC only campaign where you spawn directly in the sewer base. Otherwise, there is a kind of fundamental flaw in the way it works currently, where if you go to IC, you are sort of abandoning people in Cyrodiil who need your help.
So OP wants to make IC into a mostly PvE zone with basically no chance of PvP most of the time. I do not think that will happen.
DF in DAoC was never a no PVP zone. The only way to kick someone of the wrong alliance out was to kill them. You could log-out there and log back in later.
Some players got very good at ganking and hiding so the possibility of someone from another faction lurking about was always there.
What DAoC was extremely good at was creating incentives to PvP even for those who would rather mostly PvE. Unless you played it you wouldn't know what it feels like to play a game with a great community where different types of players routinely banded together to work on common goals.
It wasn't just that the best leveling area with the best loot (for a while - until they introduced PVE raids) required this joint effort to gain access, it was also that their elder scroll equivalent, "relics", gave some nice and hefty offensive and defensive buffs everywhere in the game. If your relics were threatened players would drop whatever they were doing and run to protect them.
MMORPGs always work best when there are natural reasons to band together for a common goal. That's when they start to feel like worlds instead of just a large game.
Have you even read your own OP? You even said PvP was not there all the time yet now you are saying it was never a no PvP zone. If players from one realm are the only ones permitted then PvP is not there all the time since in ESO we have AvA.
Not that I am really worried. The part you conveniently edited out of what you quoted clearly stated Zos came close enough and it failed. I pointed out how pushing it further as you suggest would be even worse.
Your idea would be just as bad as Cyrodiil campaigns were at launch. Every alliance had a campaign for the buffs. With your idea every alliance would have a campaign for IC access. Sorry, but the idea presented is not solid with plenty of examples to the reason why.
Do you have a problem with English comprehension? Which part of this from my OP are you having a hard time understanding:
"...and after that, aside from a few stealthers who managed to hide and had to be killed one by one eventually, DF became a relatively safe PVE space."
Nope
Regardless, as I pointed out, and others have, your idea is basically the original design of IC and it failed then. No reason to think it would be successful now. Zos is not going to return to a failed design, one players explained it was fail to begin with.
The point is that model didn't fail because it was always implemented half-assed with only a couple of campaigns using the DF model. The main campaigns had it open to everyone at once and it being a new shinny DLC, players just wanted to get in there and see what it was all about.
It was launched catering to the "Well it's a DLC I bought so I should be able to go there any damn time I want" mentality. And two years later it's dead because neither the mainstream Cyrodiil crowd nor the PVE crowd want anything to do with it. It's a niche spot for a very few people.
Both, as an additional PVP space and as a PVE one it's a monumental failure like no other ESO zone has failed. It's failing now the way it is.
The design failed in the campaigns that had it, most of them had it due to the design you are talking about. The players did no like it
Also, plain and simple, as i pointed out before, bring this failed idea back and every alliance will have their own Cyrodiil campaign. We know this from the history of the game that you seem to ignore.
When we received buffs full time from our Cyrodiil campaign each alliance had a campaign then we had one we actually did PvP in.
Enjoy, but this idea is not going anywhere and it is pointless for me to have to keep stating the factual history of both Cyrodiil at launch and IC when it was added.
It used to be like that.
was terrible.
DAoC also made DF available to all three realms after the novelty wore off.
DAoC made a lot of changes for the worse in its attempt to WOWify itself and just like in SWG, the players abandoned it.
I have to wonder also... just how many players, especially PVE players, make going to IC as it is currently implemented a part of their regular game play?
ZOS has the metrics and I'm willing to bet that the IC is probably the least used space in the game.
So OP wants to make IC into a mostly PvE zone with basically no chance of PvP most of the time. I do not think that will happen.
DF in DAoC was never a no PVP zone. The only way to kick someone of the wrong alliance out was to kill them. You could log-out there and log back in later.
Some players got very good at ganking and hiding so the possibility of someone from another faction lurking about was always there.
What DAoC was extremely good at was creating incentives to PvP even for those who would rather mostly PvE. Unless you played it you wouldn't know what it feels like to play a game with a great community where different types of players routinely banded together to work on common goals.
It wasn't just that the best leveling area with the best loot (for a while - until they introduced PVE raids) required this joint effort to gain access, it was also that their elder scroll equivalent, "relics", gave some nice and hefty offensive and defensive buffs everywhere in the game. If your relics were threatened players would drop whatever they were doing and run to protect them.
MMORPGs always work best when there are natural reasons to band together for a common goal. That's when they start to feel like worlds instead of just a large game.
Have you even read your own OP? You even said PvP was not there all the time yet now you are saying it was never a no PvP zone. If players from one realm are the only ones permitted then PvP is not there all the time since in ESO we have AvA.
Not that I am really worried. The part you conveniently edited out of what you quoted clearly stated Zos came close enough and it failed. I pointed out how pushing it further as you suggest would be even worse.
Your idea would be just as bad as Cyrodiil campaigns were at launch. Every alliance had a campaign for the buffs. With your idea every alliance would have a campaign for IC access. Sorry, but the idea presented is not solid with plenty of examples to the reason why.
Do you have a problem with English comprehension? Which part of this from my OP are you having a hard time understanding:
"...and after that, aside from a few stealthers who managed to hide and had to be killed one by one eventually, DF became a relatively safe PVE space."
Nope
Regardless, as I pointed out, and others have, your idea is basically the original design of IC and it failed then. No reason to think it would be successful now. Zos is not going to return to a failed design, one players explained it was fail to begin with.
The point is that model didn't fail because it was always implemented half-assed with only a couple of campaigns using the DF model. The main campaigns had it open to everyone at once and it being a new shinny DLC, players just wanted to get in there and see what it was all about.
It was launched catering to the "Well it's a DLC I bought so I should be able to go there any damn time I want" mentality. And two years later it's dead because neither the mainstream Cyrodiil crowd nor the PVE crowd want anything to do with it. It's a niche spot for a very few people.
Both, as an additional PVP space and as a PVE one it's a monumental failure like no other ESO zone has failed. It's failing now the way it is.
The design failed in the campaigns that had it, most of them had it due to the design you are talking about. The players did no like it
Also, plain and simple, as i pointed out before, bring this failed idea back and every alliance will have their own Cyrodiil campaign. We know this from the history of the game that you seem to ignore.
When we received buffs full time from our Cyrodiil campaign each alliance had a campaign then we had one we actually did PvP in.
Enjoy, but this idea is not going anywhere and it is pointless for me to have to keep stating the factual history of both Cyrodiil at launch and IC when it was added.
Not to mention it really doesn't have loot worth going in there for unless you are farming Tel Var Stones and even then most people I know either already have tons of them or they just buy them from someone who does.
There really has never been a good reason to go to IC even at launch except maybe to do the quest line if you wanted to.
OP, I played DAOC, and other games that had zones like this. IC is was never like that. Those zones where designed for people to get good gear from facing down bosses with added risk. IC was more about farming currency with a small to moderate risk. So unless they revamp it to actually drop gear that people would want, it's always going to be a ghost town outside of the few people that use it to farm/grind.
Emma_Overload wrote: »As others have said, they already tried this and failed. Nothing OP has suggested would improve the population of the Imperial City. I should know, I'm in there almost every day!
IC needs:
1) better items (BIS!) in the Tel Var store
2) direct access to sewer base from Tamriel
3) instant respawn at nearest base, even if you don't own that district
Do these 3 things, and I promise you IC population will skyrocket.