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Kena's take on Imperial City PvP objectives -- A GUIDE FOR ZOS -- with pitchurs! :3

  • Jaronking
    Jaronking
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    KenaPKK wrote: »
    Many of the suggestions here are great and we are implementing some of them in the next few updates such as Imperial City and Town Captures. Suggestion posts with lots of ideas in them like this are always appreciated!

    <3 Feel free to copy and profit off of as many of these ideas as you wish. ;)
    Awesome I did it @KenaPKK I told you assaulting their inboxs will work.
  • Rohamad_Ali
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    Jaronking wrote: »
    KenaPKK wrote: »
    Many of the suggestions here are great and we are implementing some of them in the next few updates such as Imperial City and Town Captures. Suggestion posts with lots of ideas in them like this are always appreciated!

    <3 Feel free to copy and profit off of as many of these ideas as you wish. ;)
    Awesome I did it @KenaPKK I told you assaulting their inboxs will work.

    Good work you guys and Kena for getting Brian to read . And like it ! Well done .
  • KenaPKK
    KenaPKK
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    Jaronking wrote: »
    KenaPKK wrote: »
    Many of the suggestions here are great and we are implementing some of them in the next few updates such as Imperial City and Town Captures. Suggestion posts with lots of ideas in them like this are always appreciated!

    <3 Feel free to copy and profit off of as many of these ideas as you wish. ;)
    Awesome I did it @KenaPKK I told you assaulting their inboxs will work.

    You were right indeed! <3
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • Jaronking
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    Hey @KenaPKK I was thinking maybe you should repost you OP in General discussion to get more people opinion on this change.A lot of people don't check the alliance war section so you might get more responses on ways to improve it.
  • RinOkumara
    RinOkumara
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    /sign
  • KenaPKK
    KenaPKK
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    Jaronking wrote: »
    Hey @KenaPKK I was thinking maybe you should repost you OP in General discussion to get more people opinion on this change.A lot of people don't check the alliance war section so you might get more responses on ways to improve it.

    Hmmm I have mixed feelings about this idea. The rest of these forums are full of monkeys. lol inb4 "PvP sux I want my PvE Imperial City" bs replies. :lol: Regardless, here's a link to the new discussion. Throw in a positive first comment to direct the mood prehaps? :wink:
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • Enodoc
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    KenaPKK wrote: »
    Jaronking wrote: »
    Hey @KenaPKK I was thinking maybe you should repost you OP in General discussion to get more people opinion on this change.A lot of people don't check the alliance war section so you might get more responses on ways to improve it.
    Hmmm I have mixed feelings about this idea. The rest of these forums are full of monkeys. lol inb4 "PvP sux I want my PvE Imperial City" bs replies. :lol: Regardless, here's a link to the new discussion. Throw in a positive first comment to direct the mood prehaps? :wink:
    But... but... cross-posting is against the forum rules :(

    and I don't want to follow two threads :stuck_out_tongue:

    Edited by Enodoc on May 26, 2016 4:23PM
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  • KenaPKK
    KenaPKK
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    Enodoc wrote: »
    KenaPKK wrote: »
    Jaronking wrote: »
    Hey @KenaPKK I was thinking maybe you should repost you OP in General discussion to get more people opinion on this change.A lot of people don't check the alliance war section so you might get more responses on ways to improve it.
    Hmmm I have mixed feelings about this idea. The rest of these forums are full of monkeys. lol inb4 "PvP sux I want my PvE Imperial City" bs replies. :lol: Regardless, here's a link to the new discussion. Throw in a positive first comment to direct the mood prehaps? :wink:
    But... but... cross-posting is against the forum rules :(

    and I don't want to follow two threads :stuck_out_tongue:

    Oh is it? :/
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • danno8
    danno8
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    KenaPKK wrote: »
    Enodoc wrote: »
    KenaPKK wrote: »
    Jaronking wrote: »
    Hey @KenaPKK I was thinking maybe you should repost you OP in General discussion to get more people opinion on this change.A lot of people don't check the alliance war section so you might get more responses on ways to improve it.
    Hmmm I have mixed feelings about this idea. The rest of these forums are full of monkeys. lol inb4 "PvP sux I want my PvE Imperial City" bs replies. :lol: Regardless, here's a link to the new discussion. Throw in a positive first comment to direct the mood prehaps? :wink:
    But... but... cross-posting is against the forum rules :(

    and I don't want to follow two threads :stuck_out_tongue:

    Oh is it? :/

    Yah, here it is:

    "Spamming: Please do not post spam on the official The Elder Scrolls Online forums. Below are a few examples of what we define as spamming: •Posting the same message more than once
    •Posting messages that are nonsensical or have no real content
    •Posting messages or images large enough to disrupt the normal flow of conversation
    •Reposting material that has been removed by a member of the ESO Team
    Also, please refrain from posting the same topic in multiple areas of the forum, or cross-posting in an attempt to gain further views or replies. This is considered spamming, and the duplicate threads will be removed."
  • moiraleafcull
    moiraleafcull
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    @KenaPKK
    Amazing...thank you for putting this together and getting conversation going and attention of @ZOS_BrianWheeler.
    /sign
    Edited by moiraleafcull on May 27, 2016 6:23PM
    @moiraleafcull == 551+ Champion
    Daggerfall Covenant: Moira Leafcull - Temp AR 27 | Fara Nightsky - NB AR 6
    Proud to wear the tabards of Daggerfall Pride and LoM


  • KenaPKK
    KenaPKK
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    @KenaPKK
    Amazing...thank you for putting this together and getting conversation going and attention of @ZOS_BrianWheeler.
    /sign

    Thank you.

    The districts have seen revitalized action since the flags were implemented with the DB patch. My group and I are having a blast. Imagine if all of these changes were implemented too!
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • Rittings
    Rittings
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    This looked good in theory, but in practice it has killed IC. I spent 2 hours there today and fell asleep from boredom.
  • KenaPKK
    KenaPKK
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    Rittings wrote: »
    This looked good in theory, but in practice it has killed IC. I spent 2 hours there today and fell asleep from boredom.

    Wot? Why?

    Also "this" refers to the live changes, correct? They are a bit lazy in my opinion. Adding single flags in the districts has brought a lot more PvPers into IC, but it's also created repetitive play in which groups rotate flag to flag assaulting while potatoes sit on them in big groups defending. It is becoming rather dull....

    Would you say we need more objectives all over IC? :wink:
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • covenant_merchant
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    Those would be awesome and definitely needed changes that would make IC great.
    At the moment, apart from zergs farming the same guys again and again by camping flags, you get the problem of said flags' bad placement. Take Temple District for example, the flag is literally right under the EP base... And considering the fact that, unlike resources in Cyrodiil, the flag in IC won't turn to the side having greater numbers on it, one cheesy Malubeth user can just perma block near it, and the flag won't turn.

    Just a quick illustration of what you have done to IC. The recording starts after more than five minutes of fighting and constant EP respawning have passed. Just look at these guys just jumping down from the base directly on the flag, again, and again, and again.
    @ZOS_JessicaFolsom
    https://www.youtube.com/watch?v=TnY5-NIAJ2M

  • KenaPKK
    KenaPKK
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    kasa-obake wrote: »
    Those would be awesome and definitely needed changes that would make IC great.
    At the moment, apart from zergs farming the same guys again and again by camping flags, you get the problem of said flags' bad placement. Take Temple District for example, the flag is literally right under the EP base... And considering the fact that, unlike resources in Cyrodiil, the flag in IC won't turn to the side having greater numbers on it, one cheesy Malubeth user can just perma block near it, and the flag won't turn.

    Just a quick illustration of what you have done to IC. The recording starts after more than five minutes of fighting and constant EP respawning have passed. Just look at these guys just jumping down from the base directly on the flag, again, and again, and again.
    @ZOS_JessicaFolsom
    https://www.youtube.com/watch?v=TnY5-NIAJ2M

    Ew yea that's been a problem. My group has been enjoying farming these infinite spawns, but they dominate the district without a proper organized group to break them. We need multiple flags and spaced out objectives in the sewers too! :)
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • KenaPKK
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    Had the idea just now that taking an IC PvP objective could grant you and other present allies a short-lived buff that stacks with those from taking successive objectives. It could be a tv and/or AP buff, and its purpose would be to keep players circulating through IC taking objective after objective. This would stir up the activity in IC quite a bit, and the more objectives the merrier!

    A ~10min buff seems reasonable, and it could gain strength based on the ratio of allies present to enemies killed when the flag turns in order to reward PvP combat.

    We would just have to be careful not to let any AP amplifier be so large that it skews emps or draws the zergs to IC. Also, flat AP gains from taking objectives should remain small so emp hopefuls can't just farm them in off peak hours.

    I'll have to add this to the OP layer. Thoughts?
    Edited by KenaPKK on August 12, 2016 8:58AM
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • MalakithAlamahdi
    MalakithAlamahdi
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    Two years later...and IC is still a dead zone. C'mon Zos, half the work is already done. Make it into something cool!
  • Rickter
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    Two years later...and IC is still a dead zone. C'mon Zos, half the work is already done. Make it into something cool!

    IC is NOT a dead zone - are you serious? there has been CONSTANT large scale and small scale battles in IC for the last 9 weeks in Shor. You cannot go down there without running into another player.

    Please exhaust all available options to you in terms of the different campaigns before making misinformative blanket statements like these.
    RickterESO
    PC | NA | DC
    YouTube
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  • MalakithAlamahdi
    MalakithAlamahdi
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    Rickter wrote: »
    Two years later...and IC is still a dead zone. C'mon Zos, half the work is already done. Make it into something cool!

    IC is NOT a dead zone - are you serious? there has been CONSTANT large scale and small scale battles in IC for the last 9 weeks in Shor. You cannot go down there without running into another player.

    Please exhaust all available options to you in terms of the different campaigns before making misinformative blanket statements like these.

    Been to it many times now over the last weeks on Vivic EU and i've seen around 6 people in total. So yea, that's pretty dead for a PvP zone in my book.

    Edit: concidering I can only be at 2 campains at the time it should be relatively filled in any of the populated campains. Else they need to make it into something seperate to choose from in the PvP pannel so I don't have to choose one over the other (Cyrodiil over IC).
    Edited by MalakithAlamahdi on April 9, 2018 12:16AM
  • MalakithAlamahdi
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    DP.
    Edited by MalakithAlamahdi on April 9, 2018 12:15AM
  • zParallaxz
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    KenaPKK wrote: »
    Hi all. For those of you who don't know me, I go by Kena. Long story short, I love the Imperial City DLC and want to see it become a completed PvP expansion. I've spent a ton of time PvPing there and believe I have a well-formed opinion on its development. Following are my thoughts on the direction that ZOS should take it.

    "All your tel var are belong to me!" - Kena 2015

    :sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses:

    Primary Goals:
    • foster fast paced, small scale PvP
    • create varied and interesting fights
    • minimize downtime between PvP engagements
    • contribute to the Cyrodiil Alliance War without overshadowing Cyrodiil objectives or demanding attention from Cyrodiil groups aiming to win the campaign
    • discourage accumulation of large groups
    • discourage night capping

    Methods to Achieve Goals:
    • place many objectives relatively close to each other
      • high number of objectives makes it difficult for a night cap crew to hold many objectives against a small resistance moving elsewhere in the DLC unless the night cap crew splits up, at which point they become vulnerable to getting rekt
      • close proximity of objectives gives players a choice of multiple logical next targets to move on to following battles or objective captures, minimizing PvE time running between objectives and fights
    • place objectives outside of the usual lanes of travel
      • locate fights in interesting locales that players may not visit often
      • make groups go slightly out of their way to reach nearby objectives
    • implement a significantly shorter campaign point score evaluation period than is present in Cyrodiil open world; decrease points awarded per objective per evaluation period to compensate
      • incentivizes hitting the objective, capturing it, and moving on to assault other objectives instead of passively defending for points
      • 20 minutes? 10 minutes? Not sure where this should fall to encourage fighting over objectives without overworking the servers
      • avoids encouraging groups to stick to resources
      • prevents capturing IC objectives from becoming as pointless as capturing resources :trollface:
      • must be careful not to make IC objectives more valuable than Cyrodiil objectives; keep them less valuable so that large Cyrodiil groups don't have much of a reason to come to IC
    • scaling tel var farm bonus for every objective that your faction owns in IC + valuable items at the tel var vendor
      • clearing mobs becomes valuable as opposed to running through them with Rapids on
      • monetary incentive for players who don't care about winning the campaign scales with number of objectives owned, giving them a reason to fight over them
      • Hakeijo, gold upgrade mats, and PvP consumables for sale at tel var vendor at prices comparable but slightly higher than general guild store market price
    • PvP objective flags -- not boss objectives -- CAN NOT GIVE AP TICKS
      • This won't be a popular point because nuuuu y u take mah ticks, but if these objectives give ticks, every AP farming zerg in Cyrodiil will spend some time trying to farm these. That is the last thing we need in IC.
      • Leave the ticks to boss fights that have respawn timers. This will create inconsistency that will deter the AP farm zergs.

    :sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses:

    District Objectives:
    • 2+ objectives per district
      • zergs will accumulate on flag if there is only one objective per district
      • more objectives = more incentive to spread out
    • districts may have different numbers of objectives from each other
      • creates variety between the districts for unique and interesting engagements tailored to their terrain
    • players may climb sewer base ladders into districts only if they own at least half of that district's objectives
      • in order to reach an unowned district, requires players to venture into the sewers at least as far as the district ladders near their sewer base
      • in order to reach an unowned district opposite their side of the ring, requires players to either venture farther through the sewers or to climb one of the nearer district ladders and then run district to district around the ring
      • consistent with the lore of infiltrating the Imperial City via the sewers -- if you don't have a foothold in the district, you have to work your way there
    • players may respawn in the district in which they die if they own at least half of that district's objectives
      • players can fight over respawn rights without having to own every objective in the district, allowing fights to go back and forth
      • encourages running from objective to objective to attack and defend instead of sitting on one to defend
      • if the district has an odd number of objectives, then you round up
    • players have a respawn timer like with forward camps
      • can't have zombie hordes poring off the flags
    • scale the roaming district bosses to fight groups of 12-16 or more, and award the members of the killing faction within that district an offensive tick that scales off of enemy deaths to the boss and to allies in that district during the fight
      • gives players an AP reward for engaging in drawn out PvP combat with these big bosses spewing AoE mechanics all over the place
      • will make for some crazy fights, hilarious wipes, and juicy ticks

    :sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses:

    Sewer Objectives:
    • no respawning at sewer objectives
    • all other characteristics are the same as District objectives
    • each objective in the dead end areas just outside of center gives a buff where you earn 1 AP for every 5 tel var that you collect for each of these objectives that your faction owns
      • venturing into a dead end imposes risk on the group attacking the objective
      • also leaves defenders with little chance of escape should they lose
      • PvPers will scramble to control these. Some will look to grind. Others will look to kill players and earn AP for the tel var they take. Regardless, they will definitely look to attack and defend these objectives.
      • Notice that there are 4 on my map below. Yes, one objective will always have 2 of them. Envy breeds conflict and discourages the factions from just leaving each other with 1 special objective each.
      • the fact that 2 of these objectives are on the EP wing of the sewers is irrelevant because proximity to the sewer bases has little bearing on combat advantage, if any
      • the objective marked as "PvE objective" is the zombie group fight
    • scale world bosses to fight groups of 3-6, and award members of the killing faction who were in immediate combat with the boss a Minor Expedition buff for 5 minutes as well as an offensive tick for enemy deaths in the fight
      • the bosses should be somewhat dangerous in case enemy players come into the room during the fight, or choose to attack the group attempting the boss :naughty:
      • the Minor Expedition buff will be quick to pick up for speedy travel around the sewers when combined with Rapids
    • scale the travelling flag bosses to fight groups of 10-12, and award members of the killing faction who were in immediate combat with the boss an offensive tick for enemy deaths in the fight as well as a 15 minute Minor Expedition buff
      • Please buff these bosses....I can solo them all, and I know several other people who can as well. These need to be real threats that you either spend time killing or sneak past.
      • Minor Expedition provided for movement around the sewers
      • moving source of a tick = moving combat objective to look for fights over
    • Molag Bal -- the big man himself -- NO TICK -- instead, Mr. Bal calls off his daedric army such that no mobs or bosses within IC aggro against members of the killing faction for 15 minutes unless attacked first
      • yellow aura around mobs, like on those neutral zombies in Wayrest or ICP
      • players would be able to flow through IC without worrying about mobs aggroing on them, a huge quality of life buff to movement
      • easier movement --> easier capture of objective flags
      • escaping from players would also be made interesting, as you could run past mobs while the mobs aggro on them
      • with the buff having a duration longer than Molag Bal's respawn rate, multiple factions can have the buff simultaneously
      • if Molag Bal gives an AP tick, groups will just gravitate toward center and end up zerging down there unintentionally because center is where the greatest possible AP gains would be
      • also shouldn't be an overall AP buff because large AP farming zerg groups will just camp center, killing Molag Bal and farming any enemy players who try to pass through or fight back

    Ok I lied -- I only have one pitchur :tongue:
    Blue star: PvP objective flag (except for Molag Bal. He gets to be a blue star too, woops!)
    Blue star with circle: PvP objective flag that's more valuable than the other objectives :cookie:
    Red dot: world boss
    Black arrow: district ladder

    UJuTllM.jpg


    :sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses::sunglasses:

    Other random ideas I've had since posting this:
    • What if players could purchase tools or traps unique to the Imperial city for use only in IC? I'm thinking things like traps or spell scrolls that summon daedric slaves or lay down a patch of fire on the ground or create a big obstacle that everyone then has to play around. It's a rough idea. I'll have to sleep on it. :)

    Would you be open to having the full justice system implemented there as well such as if you die by another player you lose your gear.
  • kadar
    kadar
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    Rickter wrote: »
    Two years later...and IC is still a dead zone. C'mon Zos, half the work is already done. Make it into something cool!

    IC is NOT a dead zone - are you serious? there has been CONSTANT large scale and small scale battles in IC for the last 9 weeks in Shor. You cannot go down there without running into another player.

    Please exhaust all available options to you in terms of the different campaigns before making misinformative blanket statements like these.

    I mean, he's not wrong-- Dead being completely relative. There are very few players actively playing in IC and even fewer than that, so-- very close to zero, playing in the sewers.

    But like. Dang. Old thread is old... :D
    #makeICgreatagain
    Edited by kadar on April 9, 2018 3:28AM
  • Fel
    Fel
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    so cute how some Players still think they could give some advice to Zos to improve pvp :D

    give up Kids, and deal with the fact that This game will never use more than a fraction of its potential in pvp
  • Rickter
    Rickter
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    Been to it many times now over the last weeks on Vivic EU

    Ah, EU. well here in NA its quite populated with the zergs. it is very common to find 10-20 man AD or EP and DC groups farming the top side bosses. I know because ive been dipping and dodging them to finish quests.

    EDIT: in fact, i took this screen shot for another thread literall a week an a half ago:

    8q77lVQ.jpg


    So im sorry if the 3 year old DLC seems a bit stale on EU but there is a reason its the highest cost DLC currently. Seriously go look at the crown store - its 5000 crowns - more than Orsinium. IC DLC is the most popular DLC to date and continues to rake in revenue for ZOS.


    Edited by Rickter on April 9, 2018 2:25PM
    RickterESO
    PC | NA | DC
    YouTube
    ______________________
    Guilds:
    Requiem GM | Dark Sisterhood Blood Knight | Legend Mod | Legend GvG Mod
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    Bloodletter | StamDK | Alliance Rank 46 | Former Emperor of Shor (2018) | Former Emperor of Thornblade #4terms (2015)
    PvE:
    vAA HM | vHRC HM | vSO HM | vMA | vDSA | vMoL | ALL Vet 4 Man Dungeons


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