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You need to tie entry to the Imperial City to Cyrodiil control

  • Dawnblade
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    agegarton wrote: »
    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.

    More people aren't in there because more people aren't interested in mixed PVE / PVP zones.

    I'm not sure why it's hard to figure out, this is an MMORPG based on a single player game - not some sort of MMOBA.

    What would be interesting to me would be the ability to toggle PVE / PVP some way at the character level, and have the entire game world affected, so those interested could PVP against others anywhere in the overworld areas (and even attack opposite faction towns) while others could complete IC in PVE mode.
    .
    Edited by Dawnblade on December 26, 2017 12:34PM
  • makreth
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    Autumnhart 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.

    also

    4) When you enter IC give us a welcoming mail with 25k tel var stones


    /sarcasm off....
  • EvilCroc
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    Forced PvP does not "motivate". It annoys.
  • luen79rwb17_ESO
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    This was a failure even when IC was popular
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • makreth
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    EvilCroc wrote: »
    Forced PvP does not "motivate". It annoys.

    Anything forced works that way. Even forced pve for people who don't like it. It's not about forcing someone it's about giving incentive to do something, to team up with other players and play even more strategically instead of going out there following blindly a zerg..be part of your alliance? IC is advertised as a PVP DLC anyways.
    Edited by makreth on December 26, 2017 3:44PM
  • idk
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    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.

    It is also likely to push players to different campaigns where they can normally have access, doing nothing for actual Cyrodil. It will be no different form when campaigns provided full time buffs and we saw how well that worked, not.

    So, it sounds great in theory but we have seen how it fails in actual practice.

    Also, Zos is more aware of the intent of the design of DAoC than any of us here. OP also seems to forget the locked access to IC based on control of keeps in Cyrodiil which was another failure.
    Edited by idk on December 26, 2017 4:05PM
  • Katahdin
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    Not a good idea at all.

    They did have locked campaigns when IC came out. It was a miserable failure. Most people played in the unlocked ones.

    If I want to go to IC, I want to go there, not spend 3 hours trying to capture all the center keeps first. Aint nobody got time for that.
    Edited by Katahdin on December 26, 2017 3:55PM
    Beta tester November 2013
  • Iselin
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    idk wrote: »
    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.
  • WhiteCoatSyndrome
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    I believe part of the problem is also the way PvP factions are set up in ESO; no one is locked into one faction so a large number of people will jump ship for the winning faction instead of trying to win back objectives for their original faction. Planetside 2 had that same problem and for a lot of the same reasons.
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
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  • idk
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    Iselin wrote: »
    idk wrote: »
    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.
  • Motherball
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    If you want to attract people to pvp, make the pvp good. Its silly trying to lure people in with some carrot on a stick. More people will try it and dislike it, so you’ve accomplished nothing. Make the pvp better and word will spread, you dont need to dangle rewards, just make the game fun and engaging, but fair.
  • Hurbster
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    I've never been to IC, no interest in PvP you see. I did try twice. Once I almost made it and the game crashed the other time some tosser killed me. So that ended my interest in getting there.

    Give us direct access and I'll happily, definitely consider it, maybe.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • akredon_ESO
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    TBH zos needs to revamp all of their PVP systems. Cyrodiil, Battlegrounds and IC.
    IC needs to have sort of reason for being there. AP is not enough of a reason and Tolvar for gold mats may help. (Like maybe make them cost 30-50k tolvar or something.)
    Battle grounds needs to stop being locked behind a pay wall
    Cyrodiil... well we all know how cyrodiil is >_>... But my point is the entire scope of pvp in ESO needs some changes made to it.
  • Iselin
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    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    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."
  • idk
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    Battle grounds needs to stop being locked behind a pay wall

    Either it stays behind the small paywall it has ATM or PvP becomes an ESO+ perk. In other words, sub required.

    Otherwise there is zero reason for Zos to work on PvP since some only PvP and would essentially play the game for free after the initial purchase. Personally, I like one thing SWTOR does, want to PvP, you will subscribe. Maybe that is the solution.
  • Savos_Saren
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    If ZoS is interested in getting more players in Imperial City- they should make Agility/Willpower/Endurance have a chance to drop in Legendary quality.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • IcyDeadPeople
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    No, I'd say IC is already fairly dead enough as it is. Requiring control of certain keeps would make the situation worse.

    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.

    Also would be nice to add a second golden vendor type NPC who sells monster helms and gold jewelry for TV stones.


    Thogard wrote: »

    The fewer people in IC the better. Those apothecary satchels are how pvp players can afford our potions.

    tbh if you are just farming bosses for tel var, then you become pve players




    Edited by IcyDeadPeople on December 27, 2017 12:18AM
  • idk
    idk
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    Iselin wrote: »
    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    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.
    Edited by idk on December 26, 2017 11:59PM
  • lazerlaz
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    Darkness Falls baby!!! Long live DAoC!!!!
  • Iselin
    Iselin
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    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    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.
  • idk
    idk
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    Iselin wrote: »
    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    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.
  • WhiteCoatSyndrome
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    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.

    I really like this idea. Give it separate (and different) end of campaign rewards too.
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
    How to turn off the sustainability features (screen dimming, fps cap) on PC
  • Xundiin
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    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    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.
    #SavePlayer1
  • Korah_Eaglecry
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    Iselin wrote: »
    Thogard wrote: »
    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.

    Trying to imply this game is going to direction of SWG. Didnt take long for this thread to turn into a doom thread by association.
    Penniless Sellsword Company
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    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • idk
    idk
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    Xundiin wrote: »
    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    Iselin wrote: »
    idk wrote: »
    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.

    You bring up a very good point. It is rather irrelevant that a large portion of the player base did not like the type of design OP suggested.

    What is most relevant is IC is virtually empty. Raising the bar, making it more challenging to enter, will do nothing to increase the population therefore it will also have zero affect on Cyrodiil.

    A net sum loss.
  • Silver_Strider
    Silver_Strider
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    Here are my suggestions to improve IC
    1) Make it its own instanced PvP; Queue up for IC and be teleported directly to your base. Tying in to this, make the rewards for the worthy drop sets from IC (Powerful assault, Phoenix, etc.)

    2) Make it so you can buy regional gear via Tel Var

    3) Make tempers buyable with Tel Var, including Legendary Tempers

    4) Make Districts mean something. Yes, the flag point allows for quick respawns and double Tel Var but it doesn't matter which district you own as it's all the same in the grand scheme of things. If say, owning the Arena District increased the AP you earned in IC, while the Arboretum increased Crit Resistance, and so on, maybe there'd be more incentive to actually keep a District under control.

    5) Open up the sewers more. It's incredibly linear in design that it's totally boring to go there. This is a Daedric Invasion, why aren't there broken walls with shortcuts and such as a means of getting away or traveling about quicker between areas? Why are all these areas cut off from each other by doors instead of just opening them up entirely as 1 seamless area?

    6) Legendary Quality Agility, Endurance and Willpower sets from Vaults.
    Argonian forever
  • geonsocal
    geonsocal
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    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.

    we can all only wish...

    you know what we all really need: for access in to any of the dlc's a player should be required to ride from vlastarus to bruma, hmmmm, and then to cropsford for good measure...

    yeah, that sounds fair all right - ride, baby, ride...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
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