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New PvP mode for Imperial City.

Akagami94
Akagami94
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Make Imperial City a free for all mode with a maximum of 4 people in a group.
This will engage more competitive game play for the telvar farms and deal with the huge farming zergs there. So that everyone can have a fair change to get those telvar.
And for us pvpers will be alot of fun :)
  • Goshua
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    Not sure why people think several small groups working together would be any different than one large group.
  • fred4
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    It's called Battlegrounds.
  • Akagami94
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    fred4 wrote: »
    It's called Battlegrounds.


    I wrote Free for All.. it means everyone can attack everyone..
    Edited by Akagami94 on March 21, 2018 8:32AM
  • Judas Helviaryn
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    As much as I hate how the district capture mechanics have incentivized zerg and ball-group play in the IC, this would just be a band-aid solution to the overall issue that is the aforementioned groups of generally lesser experienced players facerolling even the toughest non-trial content in the game.

    Until they remove the district flags and change the tel-var loss rate back to 90%, or ideally 100%, I'll be content with killing their stragglers at every single door until they run and hide back in the sewers, or overworld in Cyrodiil.
  • Turelus
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    As said by ZOS on ESO Live once.

    Limiting group size doesn't solve the issue, because groups B & C can just follow group A and then you have a 12 player group.

    The only difference it would make would be who gets buffs.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Akagami94
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    As much as I hate how the district capture mechanics have incentivized zerg and ball-group play in the IC, this would just be a band-aid solution to the overall issue that is the aforementioned groups of generally lesser experienced players facerolling even the toughest non-trial content in the game.

    Until they remove the district flags and change the tel-var loss rate back to 90%, or ideally 100%, I'll be content with killing their stragglers at every single door until they run and hide back in the sewers, or overworld in Cyrodiil.

    Yea, The district flag's should be removed, otherwise it's no point for an free for all gamemode.
  • Akagami94
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    To add some spice to it, They can also introduce a bounty system.
  • WakeYourGhost
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    This would actually be a terrible idea.
    It would cut out the "Alliance" feature of the Alliance war
    It would not prevent clever players from teaming up (I once ran with an "All-Colors" group in IC wiping out bosses. We just watched our AoEs. Worked well once everyone got the hang of it)
    It would actually encourage more Ambushes and predatory behavior.
    Good luck getting back to your Alliance Zone or any Safe Zone with all the people hanging around waiting to Gank returning Tel-Var piggy banks.
    Only people set up with a strictly built group would be able to take down he Bosses with any level of effectiveness.


    Of course, you said "New Mode", so I'm assuming a Different Instance of IC?
    ...Good luck with that Nightmare Hellscape.
  • fred4
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    I live in IC. I loved it when the mobs were much harder, and there were no objectives. Oh wait, there actually were! Back then we had Monstrous Tooth, Bloody Claw, and so on. People would roam where there were high concentrations of specific monsters, as Agility and Willpower were worth a lot. Objectives were more diffuse, and there was gameplay in the sewers! I was also a fan of instant resurrection in the same district and the large, anarchic, battles that periodically ensued.

    The new IC has brought some advantages. Tel Var farming made me rich. Hakeijo enchants are used in every PvP build, and alchemy parcels have solved my potion problems. Is it better than it was? Not really. The sewers are virtually abandoned, and upstairs PvP usually revolves around the inner ring, grouping up, taking flags, and doing bosses. Much of ICs square footage is underused. I remember a time when the sewers felt alive and dangerous. Now they're mostly dead.

    I don't know what the solution is, but I'd like it, if it brought some life back into the sewers. One problem, for example, is that the sewer flag bosses remain hard, but there is basically no reward for killing them. At the end of the day people play only where they get some reward, be that a skin (Molag), XP (blue sewers), AP (flags), Tel Var (bosses).

    One thing I think ZOS got right is that Tel Var are shared between players. It discourages zerging and puts a premium on soloing bosses. Aside from PvP, this is sadly the only moderately hard challenge left in IC.

    I don't feel qualified to predict how a free for all would change IC, but it would mean removal of the flags, right, and that 200% bonus that comes with them? Well, there goes my income, although it's hard to say what impact that would have on the economy. Tel Var value would probably go up, as would reagent prices throughout the game.

    I had this crazy idea, while I was writing this. What if ZOS hired a person to actively study the markets and adjust the game? Things go out of whack without it, for example the current lack of incentive for doing sewer bosses, or the fact that only Hakeijo and apothecary parcels are actually worth buying at the general Tel Var vendor. He/she could adjust NPC vendor prices and item drop rates. What if, for example, monsters in some part of the sewer "got sick" and started hemorrhaging Tel Var or key fragments? If an intelligence was behind this, rather than a computer program, this might be unpredictable enough that players would be encouraged to spread out more in search of opportunities.
  • Apherius
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    Turelus wrote: »
    As said by ZOS on ESO Live once.

    Limiting group size doesn't solve the issue, because groups B & C can just follow group A and then you have a 12 player group.

    The only difference it would make would be who gets buffs.

    They should add a malus, in the " Active Effects " once we enter Imperial city ( Sewers & Districts):

    If there is 3 ally or more in a X meters area around you, Your and their telvars attract each other, a link is created between them ( maybe they could copy the " guard " skill animation, but the bond could be blue/dark and pretty transparent).
    If you are killed or if an ally is killed, all the ally who were bond to you or the ally, lost 25% of their telvar, However, the one who died still lost 50% of his telvars.
    Edited by Apherius on March 21, 2018 1:29PM
  • fred4
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    Apherius wrote: »
    They should add a malus, in the " Active Effects " once we enter Imperial city ( Sewers & Districts):

    If there is 3 ally or more in a X meters area around you, Your and their telvars attract each other, a link is created between them ( maybe they could copy the " guard " skill animation, but the bond could be blue/dark and pretty transparent).
    If you are killed or if an ally is killed, all the ally who were bond to you or the ally, lost 25% of their telvar, However, the one who died still lost 50% of his telvars.
    I can't even wrap my head around what that is meant to achieve. No matter. It is incompatible with cloaking NB gameplay, thus a complete non-runner.
  • fred4
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    As another example of how the sewers have been disincentivised, consider a Cunning Scamp's Tel Var satchel. It contains what? Less than 100 Tel Var? I don't recall if that was ever worth a lot, but with the higher multipliers, upstairs, a few mobs will give you that within 10 seconds now. What if, for sake of the argument, a Cunning Scamp carried between 1K and 10K Tel Var? I think more people would come into the sewers to stake them out. And with the farmers come the predators. The PvPers will follow.
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