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The Imperial City Problem

  • Eyesinthedrk
    Eyesinthedrk
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    The district flags killed it. Before they were added, the arena was lit.
  • Deep_01
    Deep_01
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    It's perfect the way it is. I'm glad the zone is emptying.
    A place where ball groups can get owned. A place where small scale PvP is possible. A place where only overload gankers are deadly enemies (reason I haven't gone into IC this patch).

    We need incentives to roam the sewers. The City is fine, the 198% TV bonus is a bit too much when all alone but I'm happy with it ;)
    @Deepan on PC-EU
  • Kel
    Kel
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    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?


    I find the part I bolded funny. (Dying in IC is more punishing than dying elsewhere) I often hear complaining about how there's no real penalties for dying in PvP. And lo! There's a real penalty for dying in PvP, and it's used as a complaint.
    Edited by Kel on June 19, 2018 2:57AM
  • LadyLethalla
    LadyLethalla
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    It's perfect the way it is. I'm glad the zone is emptying.
    I'm a PVE'r, primarily, and I haven't had all that much trouble farming TV... though I'm in a totally different timezone to most players. Got a gold set of level 30 Phoenix jewellery back before they made it only CP160. (Before the "Why" and "what a waste!" it was for my successful run at Empress. Never regretted spending that much time farming 300k.) Ok, I got ganked a few times, but I didn't lose that much.
    Every now and then I'll go back and farm TV again, though never to the same extent. It's nostalgia, in a way :lol:
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  • Haydenmango
    Haydenmango
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    Keep IC as PVP/PVE mix, but change the incentives so that people have a reason to be there.
    Imperial City used to be the most exciting zone in the entire game.

    Back in the day when people had 500 less cp and before the IC mobs were nerfed you actually needed a group to take down most of the bosses making the content actually challenging. Even pulling too many elite mobs could kill you if you were solo.
    There were also many other players from every faction that could help or kill you.
    The telvar/key fragment/rare rewards were worth a lot and hakeijo used to only be found in IC if I remember correctly. I also got a really cool Soul Shriven skin from farming Molag Bal with my old guild a while back. I was the first in the guild to get it!
    On top of all that if you died you would lose a lot of your tel var stones instead of just spawning at a wayshrine and running back which meant people actually cared about death.

    All of these risks made the gameplay feel much more exciting than other areas of the game. It also encouraged group play much more than it does in it's current state. Ahhh I miss the epic guild fights over Molag Bal and just how alive the area used to feel.

    Anyways, IC definitely needs some more/new incentives to get people going there more often. Maybe increasing trove/cunning scamps spawn frequency or adding transmute crystals as a drop somewhere.

    To answer the question "So I ask, who is this zone designed for?"
    IC was designed for group pvp/pve play and it used to be very good at providing that.
    I can see how people think its just for gankers if they only do the content solo though.
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  • AlnilamE
    AlnilamE
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    The district flags killed it. Before they were added, the arena was lit.

    That is my feeling. And I think Battlegrounds offered people who wanted small-scale PvP an option as well, and there are only so many hours in the day.
    The Moot Councillor
  • Emma_Overload
    Emma_Overload
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    Keep IC as PVP/PVE mix, but change the incentives so that people have a reason to be there.
    There need to be way more rewards for playing in the City. The least they could do is let you buy jewelry mats with Tel Var.
    #CAREBEARMASTERRACE
  • hmsdragonfly
    hmsdragonfly
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    It is designed to farm gold.
    Aldmeri Dominion Loyalist. For the Queen!
  • AuldWolf
    AuldWolf
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    I can't really vote on this poll.

    The thing is? It's up to ZOS, really, at the end of the day. I could be entitled and say what I, personally, think should happen but it's them that has the data. The only reason I run polls is to highlight ideas for ZOS to look (housing prices/sizes) or to shine a light on the problems within the forum community itself (such as the hardcore not being willing to pay for anything, which I proved without a shed of doubt).

    If it were me? I'd make the zone PvE. The reason I'd do this is because it's a cheap way to give more content to the largest group of players. It's basically another Craglorn. The group it's meant for simply isn't large enough and/or interested enough to make it worthwhile targeting it at them. So I'd make it a casual PvE zone to take advantage of the >90 per cent demographic that staffs the game.

    I'd also take out duels.

    For PvP players? I'd add a lot more battlegrounds. It's what they enjoy. I'd also add lots of duo battlegrounds as those are in demand. I'd wager that the majority of PvP players would prefer to duel in an instanced arena than just out in the streets where it tends to be a hassle to people. I'd suspect only a toxic minority of PvP players would ever support actively disrupting the play of others.

    Instead of duels, I'd have an option to invite a player to a 1v1 battleground.

    This is how I'd go about making things better for people who play PvP. The thing is is that they clearly don't like Cyrodiil and they'e made it obvious that what they want is more battlegrounds. So let's add a bunch of DLC battlegrounds for them. As a PvE player, exclusively, I'd be happy to subsidise the inclusion of some battlegrounds for them as -- in my observations -- they're a much bigger demographic than hardcore PvE players, they're likely willing to pay more (to try to look 'badass' with glowy mounts in PvP or whatnot), and they're underserved.

    That's what I would do. Just as a suggestion. However, it isn't my game.

    Frankly, I'm worried that people with poor reading comprehension are going to jump on this post after reading only what I'd do with the Cyrodiil zone and why. I don't hate PvP players (I just dislike them when they display narcissism enough to make Alexander the Great blush by selfishly hurting PvE with their nef threads), I want them to be able to have fun. I don't think Cyrodiil is how they have fun.
  • CiliPadi
    CiliPadi
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    I think they were kinda hoping it would appeal like Dark Ages of Camelot's Darkness Fall dungeon ...
  • getemshauna
    getemshauna
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    It's perfect the way it is. I'm glad the zone is emptying.
    IC is good as it is, and it's not empty. Find another thing to complain about.
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  • Aimora
    Aimora
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    Make IC into a pure PVE zone.
    Soella wrote: »
    How hard is to create one "PVE" Campaign where both Cyrodiil and IC are PVE only and see if it will be popular? No AP gain, probably like 30% of telvar gain to balance with PvP zones. It is what has been asked for long time, and IMHO it is a cheap way to increase content for PVErs without affecting PvP.

    This totally!!
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  • Silver_Strider
    Silver_Strider
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    Keep IC as PVP/PVE mix, but change the incentives so that people have a reason to be there.
    Imperial City needs a couple of things.

    1) Make IC its own instance that can be queued directly into. The queue for Cyrodiil during peak hours is impossible and because it negatively influences Cyrodiil's population to go into IC, removing it from Cyrodiil would help fix some of that problem by allowing people that want to farm IC to go there without having to negatively affect their alliance and reduce the queue time for Cyrodiil in general.

    2) Remove the Flag mechanic from IC. This was the single worst implementation ZOS has ever added and it outright KILLED IC for a lot of people. You could spend hours fighting in one district nonstop and have a blast doing it but now because of these stupid flags and their respawn blocking shenanigans, a good fight is impossible to have there since fighting the load screen boss, TWICE, kills the enjoyment.

    3) Better Incentives. Right now, Tel Var is used primarily for crafting mats (mainly Hakeijos and Alchemy Satchels) and little else. The sets available are mostly meh leaving the only real incentive to be Vault Key Fragments and even that took a hit with SPC now being 2nd fiddle to Olorimes. Why not have Vaults drop Gold versions of Endurance/Willpower/Agility as well? You can buy Gold Jewelry for all other IC sets, why exclude these 3? Why not have the Sewer and City bosses drop random sets from IC instead of making them purchase only? RotW give out free versions of all sets that you can buy with AP so there's no reason not to do this for IC sets as well. As for Tel Var stone surplus, include refined Crafting Mats for Jewelry crafting to the Tel Var vendor, like all other crafting mats in IC or even have a merchant that you can exchange Tel Var for Vault Keys fragments.

    4) Improve the IC sets. This goes hand in hand with Better Incentive but the IC sets are all of questionable appeal that improving them would really go a long way by itself. Powerful Assault sees some play with Tanks but the rest are really in need of some love to be made more relevant. My suggestion would be to add a PvP version of Minor Slayer/Aegis to some of them so they at least get considered for PvP builds while others just get a general buff overall. Meritorious Service and Powerful Assault should both be upgraded to affect 6 players minimum since they're intended for group play but have a limit on them designed mainly for 4 man groups, which honestly can't do much in PvP in the grand scheme of things and the buff they offer is fairly weak as is that making them affect 2 more players really isn't going to instantly make them OP in any way. You added Major Courage to the game, why not have these sets offer Minor Courage?

    I don't think I'm asking for much but if IC is ever going to be seen as anything more than a flunky DLC, then ZOS needs to buckle down and work on it properly.
    Argonian forever
  • TelvanniWizard
    TelvanniWizard
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    Keep IC as PVP/PVE mix, but change the incentives so that people have a reason to be there.
    Better rewards. Give us a reason to go there.
  • IcyDeadPeople
    IcyDeadPeople
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    It was a very fun PVP zone when it was packed full of people all the time, back a couple years ago, or during the IC anniversary events.

    The problem is simply not enough players and IMO this is primarily due to
    • lack of incentive to earn tel var (although somewhat improved after adding tel var storage coffers and there was brief bump in population when these were added)
    • lost novelty after couple years
    • link to Cyrodiil campaign means if you enter IC you are not helping with alliance war objectives
    • inconvenient to enter, must first go to cyrodiil, then travel to entrance

    I believe some relatively small tweaks could result in a lot more people participating in the IC content:
    • add "double tel var" weekend once per month
    • add new NPC vendor similar to Golden Vendor who sells different monster helms and gold jewelry or other valuable items in exchange for Tel Var stones
    • possibly allow purchase of player houses with tel var stones
    • separate IC-only PVP campaign with no keeps at all, just spawn directly in your faction sewer base. Might have no score, or entirely different scoring system like leaderboards for AP or tel var accumulation etc
    • remove tel var penalty for dying to NPCs, but keep penalty for dying to players
    • add some interesting rewards for IC daily quests



    Edited by IcyDeadPeople on June 19, 2018 8:04AM
  • MrSensible
    MrSensible
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    Keep IC as PVP/PVE mix, but change the incentives so that people have a reason to be there.
    IC is good as it is, and it's not empty. Find another thing to complain about.

    No.
  • Chaos2088
    Chaos2088
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    Keep IC as PVP/PVE mix, but change the incentives so that people have a reason to be there.
    Think the zone does need some updating, like some rare things you can get there. Or adding some more related items to the telvar merchant.

    Something for us to go there.....Can remember the days of Willpower farming for those bone shards....*sigh*
    @Chaos2088 PC EU Server | AD-PvP
  • Beardimus
    Beardimus
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    Keep IC as PVP/PVE mix, but change the incentives so that people have a reason to be there.
    Add Gold will power / ability / endurance. BOP for stones or fragments.

    Make it the only way to upgrade them to gold.

    Done.

    It's a great zone. Sadly players want a carrot in this game rather than just enjoying contnet
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  • kargen27
    kargen27
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    firedrgn wrote: »
    I see to possiblity change to pve . Or change incentives. Probably remove the lose of telvar for players and u will see more people in there.

    If the dailies gave a little better reward also would help.

    Imperial City and the associated sewers are the only places where dying has consequences. That is what makes it fun. It offers a unique blend of PvE and PvP not found anywhere else in the game. I think it was more fun when we had huge battles by the spawn points but it is still a fun place to visit as is.

    Leave Imperial City alone. There are plenty of other zones that offer pure PvE with no penalty when you die. If that is what you are looking for you can enjoy one of those zones.
    and then the parrot said, "must be the water mines green too."
  • Imza
    Imza
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    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)

    AWESOME!

    ...and for those that don't have IC - they have to pay the fine...
  • Tonnopesce
    Tonnopesce
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    Make IC into a pure PVP zone.
    Wing wrote: »
    all it needs is its own instance separate from the normal overland queue, it should be its own separate thing.

    -cyrodil
    -battlegrounds
    -IC

    /fin

    I push for this from a very long time...
    Separate leaderboards from cyro with nice rewards can help the popolation increase.
    You can make even a pve leaderboard of some sort, it cant be this difficult.
    Signature


  • Glass
    Glass
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    I always thought that raising the population in IC was as simple as make it being able to port there straight away, if you think about it if you are in overland you need to queue to the campaign, port to the nearest keep to the entrance, ride over there, that's 3 loading screens, if you wanna get out of the sewers is 4 loading screens, let's just say that the system is not welcoming... I stopped going there for that reason and I'm pretty sure I'm not the only one even if that thinking is sort of subconscious, i still have over 100k tel vars that I didn't bother trading since last IC anniversary :hushed:
  • DanteYoda
    DanteYoda
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    Make IC into a pure PVE zone.
    If they make it pve i'd go there.. Until they do i wont go there, pretty simple.
  • Tonnopesce
    Tonnopesce
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    Make IC into a pure PVP zone.
    DanteYoda wrote: »
    If they make it pve i'd go there.. Until they do i wont go there, pretty simple.

    Ok i can understand, but if you think there is a root problem in your statement, you queue in a PVP ZONE taking away spots from people who want to do pvp, to go in a pve zone...
    Why cant we have both?
    Pvp IC with less mobs ( only the bosses) a separate ap leaderboard and some tel var drops.
    Pve IC with trial stile mobs or even harder (24 man group) with a tel var leaderboard.
    Both with a separate queue from the overland.
    Signature


  • Maryal
    Maryal
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    While I appreciate what ZOS attempted to do with IC, they should not have scrapped the key mechanic that IC was built around. We were told of this mechanic during beta, but before the mechanic was actually 'turned on' as a feature, before players could actually experience it 'first-hand', it was scrapped as a result of all the pressure from the hyperbole qq train on the forums.

    IC was built around this key mechanic - scrapping it entirely and replacing it with nothing left a void and that void was the beginning of the downfall of IC (IMO).

    IC is broken and cannot be easily fixed. It's too late to implement the feature now, too much has happened, including how pvp is experienced in Cyrodiil (now compared to back then). To 'fix' IC, to give it some semblance of what it could have been, the devs would really need to create two different instances of IC - a pve instance, and a pvp instance. The pve instance would need little re-work, but the pvp instance would need to undergo a major overhaul in order for it to be a viable alternative to pvp'ers in Cyrodiil (it would have to be reworked so that pvp'ing in IC would be 'more fun' or a 'more enjoyable experience' than pvp'ing in Cyrodiil).
    Edited by Maryal on June 19, 2018 8:33AM
  • MrSensible
    MrSensible
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    Keep IC as PVP/PVE mix, but change the incentives so that people have a reason to be there.
    Someone had mentioned in a different thread the idea of making the districts strictly PvE, and the sewers strictly PvP (or visa versa). I thought this was an interesting solution, but it also seems to take away from the uniqueness of the zone.

    Either way, I think the important thing is to stick to solutions that require minimal effort on ZoS part, as that is likely what they would dedicate to the task (if they cared to dedicate anything at all).
    Edited by MrSensible on June 19, 2018 8:18AM
  • adriant1978
    adriant1978
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    Take away the stupid flags and let everyone respawn at their base entrance again. Used to be a great place for fast paced PvP without the horse simulator but now you get a sewer crawl when you die unless your faction owns the flag.
  • Tasear
    Tasear
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    Hurtfan wrote: »
    For PvP it was a lot of fun when it was first released, but now it's a ghost town for the most part, for a few reasons.

    What kind of reasons?
  • agegarton
    agegarton
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    Keep IC as PVP/PVE mix, but change the incentives so that people have a reason to be there.
    I haven’t read so much rubbish on these forums for a long while, so thanks for that!

    The idea that a PVP player in PVP-aligned gear can’t PVE, and vice versa, is utter drivel. The differences do not make the two battle scenarios mutually exclusive and a decent player can adapt easily to the differences.

    Imperial City has a lot of good points. It’s the only area where PVP and PVE comes together for groups of any size (including solo players), and it can offer a huge amount of fun. The combined environment presents a whole new level of strategic play.

    I agree the zone is under-utilised, but it’s certainly not as empty as you make out (I run the sewers and city every Friday night with my guild, and we manage several hours of combined content quite happily). I’d like more players to get involved - the only thing preventing that is the fact that the rewards are a bit rubbish these days, and need a refresh. The sets are meh, and there’s precious little of value on which to spend your TV stones.
  • Taonnor
    Taonnor
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    IC should be fully integrated into base game. After that the original ideas should be reactivated:
    1. Gated Access (The faction with most keeps does only got access)
    2. Influence on Cyrodiil (Captured districts does give a global buff to the faction, like scrolls)

    Why Gated Access?

    You got a "last man standing" mechanic into the game, which will be interesting for all. PvP'ers and PvE'ers. It is a little bit like PUBG.

    Why Influence on Cyrodiil?

    In combination with Gated Access, IC will drain peoples from leading faction into IC. This will balance a little bit unbalanced campaigns and keeps are fast flipped. This will open gameplays like, flip keeps, go into IC and capture districts / kill all enemies inside.


    This is much more intesting as the current gameplay design, which is a consequence of IC as "DLC". @ZOS_GinaBruno, @ZOS_BrianWheeler Battlegrounds are in Base Game, why not IC too?
    Edited by Taonnor on June 19, 2018 8:45AM
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