MLGProPlayer wrote: »It makes no sense since PvE and PvP use entirely different builds.
A PvEer won't be able to fight back against a PvPer since their divines/DoT-heavy build will not deal any damage to a PvPer while they themselves will die in 1-2 hits.
A PvPer likewise won't get a good fight out of these players as they'll go down faster than an overland mob.
MrSensible wrote: »Who did they make this content for? It seems like an area designed for almost no one.
Now, granted, I didn't play it when it first came out. So I'm sure some people will pop in to drop some nostalgia bombs about how awesome it was "this one time". But I want to be a little more general here and talk about just the basic design of this zone.
So I ask, who is this zone designed for?
Is it for PvErs? No.
*Who would volunteer to be farmed like cattle with little to no benefit?
*You can easily waste 2 or 3 hours of your time and end up with no TV to show for it if you are unlucky.
*There's not a ton of great PvE rewards to gain.
Is it for PvPers? No.
*There is no one in the zone to PVP.
*A good fight can be found easier and faster in other ways. You can queue up for a BG and get a good fight in <1 minute. You can go to any keep in Cyrodiil and get a good siege fight.
*It's possible to wander around IC for 20-30 minutes without finding someone to fight.
*You get more alliance points from almost any other source.
Is it for the rare people who want a blend of PvP with PvE? Sort of (but not really).
*99% of the time, you don't get a real fight. You get ganked from the shadows while fighting a boss.
*If you are in a zerg, you will steamroll through the PvE content like a freight train.
*Dying in IC is more punishing than dying elsewhere.
*You can get a better experience from delves, because you are are more likely to get a fair fight (mobs are not as intrusive to combat).
Is it designed for gankers? Yeah, pretty much.
*No punishment for failing to gank someone.
*Huge reward for ganking someone.
*Ganking is easier than straight up fighting someone.
Personally, I don't think the blend of PVE and PVP is a problem. The real issue seems to be that gankers are highly incentivized, and playing any other way is punished. I think if ZoS solved the issue of misplaced incentives, you would see a return of people to IC. Personally, I likely won't be going back until something is changed. My PVP, PVE, and PVP/PVE needs are met better anywhere else on the map.
So, what should be done to fix The Imperial City problem?
Change the PVE difficulty back to how it was pre-One Tamriel.
Change the telvar gain from a PVP kill back to 80% instead of 50%.
Increase the drop rate for the skins & pet from Molag Bals simulcrum.
Increase the rewards for doing District quests.
Sorted.
Original IC was some of the most exciting gameplay in ESO for me. Once out of your base there was no safety.. the threat was ever present & there was actual loss incurred from a PVP death. The districts & sewers swarmed with hidden nightblades & you either had to stealth around or stay fully buffed & ready at all times. Fun times!
spencer2361 wrote: »I’ve said it before, have the mobs have a small chance to drop crowns for a reward and people would go back
Change the PVE difficulty back to how it was pre-One Tamriel.
Change the telvar gain from a PVP kill back to 80% instead of 50%.
Increase the drop rate for the skins & pet from Molag Bals simulcrum.
Increase the rewards for doing District quests.
dwemer_paleologist wrote: »
you want the sewers flooded? and people in the imperial city sewers?
heres how:
make it so every time people are caught breaking the law, they have to go to Prison, (no more allowed to get out by paying gold, yes you still have to pay a fine) and you must serve your entire sentence.
a Real Prison.
the only way out is through the sewers of imperial city, if you escape you are then Free to go, and considered paid justice.
(as long as you escape)
So...In other words, turn it back in the PvP/Zergfest paradise it was. It's no wonder I never went back.
MrSensible wrote: »Not to ignore the other parts of your post, but how would increasing the death penalty incentivize people to return to IC and disincentivize ganking (as mentioned in the OP). Or do you disagree that these two things are part of the reason for people to have left IC?
So...In other words, turn it back in the PvP/Zergfest paradise it was. It's no wonder I never went back.
Sure, there will be zergs. Safety in numbers & all that jazz! I really don't see any way of preventing guilds/groups from forming big groups. All you can do is make the decision... fight or flight (stealth).MrSensible wrote: »Not to ignore the other parts of your post, but how would increasing the death penalty incentivize people to return to IC and disincentivize ganking (as mentioned in the OP). Or do you disagree that these two things are part of the reason for people to have left IC?
More rewards, more incentive to PVP! I see no reason to try & prevent ganking, it's part of the game.. nightblades are a class made for it! Either you embrace it or guard yourself against it. Even if there was no telvar gain in IC... there would still be nightblades.
Alls I'm saying is... the greater the threat of real loss.. the more exciting the gameplay is.
Change the PVE difficulty back to how it was pre-One Tamriel.
Change the telvar gain from a PVP kill back to 80% instead of 50%.
Increase the drop rate for the skins & pet from Molag Bals simulcrum.
Increase the rewards for doing District quests.
Sorted.
Original IC was some of the most exciting gameplay in ESO for me. Once out of your base there was no safety.. the threat was ever present & there was actual loss incurred from a PVP death. The districts & sewers swarmed with hidden nightblades & you either had to stealth around or stay fully buffed & ready at all times. Fun times!