IZZEFlameLash wrote: »Disagree with 80% idea because all it ever did was enabling gankblades to reap the most reward. That is no risk but reap high rewards gameplay. And it is not an engaging gameplay to say the least. And what good is it if majority will be just sitting in stealth waiting? That is like still 0 action with triple the gankers. 50% is good. Less incentive for ganking more incentive to actual action.
IZZEFlameLash wrote: »Disagree with 80% idea because all it ever did was enabling gankblades to reap the most reward. That is no risk but reap high rewards gameplay. And it is not an engaging gameplay to say the least. And what good is it if majority will be just sitting in stealth waiting? That is like still 0 action with triple the gankers. 50% is good. Less incentive for ganking more incentive to actual action.
Mobs should be neutral/yellow.
They should do rotating events with their own scoring down there. Capture the flag through the sewers, Domination/King of the Hill/Deathmatch in the districts. All of this with a separation from Campaign Cyro, give them their own seasons. Let it be like a non/instanced AvAvA battleground in there. All with specific IC rewards.
One of the main things they changed about IC was the mob difficulty.
When IC came out there were many groups and even whole guilds running around down in the sewers for protection. Not only from the other faction players, but from the density and difficulty of the mobs. It actually had a "fear factor" when you gathered a decent amount of telvar if you were solo, and decently far enough away from the base where you'd be thinking...is there a ganker or some stealth group waiting for me around the next corner?
The mob difficulty also made it harder on those up in the districts. The NPC's were a 3rd or 4th faction to be mindful of. Bringing back that mindset will make players want to bring friends with, hence making the area more populated. That, along with a really great reward that won't lose it's luster after a month is what IC needs. Other suggestions in this thread about rewards should be looked into.
It was billed as a PvP area with NPC dangers. Outside of the boss type mobs, there really is no danger from the NPC portion of this entire zone. It needs to come back imo.
Edit: as a side note, let us be able to use summoned merchants for the love of baby jebus! Having to go back and forth with a bag full of useless vendor trash gear because we want to loot mobs for key fragments is really stupid!! Also a waste to just destroy it all to make room =/
Emma_Overload wrote: »Nope. The 50% drop was the best change they ever made to IC.
The solution for higher IC population is to bring some exclusive new gear sets to the Tel Var store!
One of the main things they changed about IC was the mob difficulty.
When IC came out there were many groups and even whole guilds running around down in the sewers for protection. Not only from the other faction players, but from the density and difficulty of the mobs. It actually had a "fear factor" when you gathered a decent amount of telvar if you were solo, and decently far enough away from the base where you'd be thinking...is there a ganker or some stealth group waiting for me around the next corner?
The mob difficulty also made it harder on those up in the districts. The NPC's were a 3rd or 4th faction to be mindful of. Bringing back that mindset will make players want to bring friends with, hence making the area more populated. That, along with a really great reward that won't lose it's luster after a month is what IC needs. Other suggestions in this thread about rewards should be looked into.
It was billed as a PvP area with NPC dangers. Outside of the boss type mobs, there really is no danger from the NPC portion of this entire zone. It needs to come back imo.
Edit: as a side note, let us be able to use summoned merchants for the love of baby jebus! Having to go back and forth with a bag full of useless vendor trash gear because we want to loot mobs for key fragments is really stupid!! Also a waste to just destroy it all to make room =/
I have to disagree a little with this, the mobs make it too one sided for Nightblades. Increasing the PvE mechanics in IC isn’t going to increase the PvP in IC. It actually needs to be the opposite. The PvE needs to be optional and the PvP needs better objectives and rewards.
IC is a grind spot and not a PvP area cause the rewards are more easily accessible from grinding rather than PvPing. That is the issue, IMO.
One of the main things they changed about IC was the mob difficulty.
When IC came out there were many groups and even whole guilds running around down in the sewers for protection. Not only from the other faction players, but from the density and difficulty of the mobs. It actually had a "fear factor" when you gathered a decent amount of telvar if you were solo, and decently far enough away from the base where you'd be thinking...is there a ganker or some stealth group waiting for me around the next corner?
The mob difficulty also made it harder on those up in the districts. The NPC's were a 3rd or 4th faction to be mindful of. Bringing back that mindset will make players want to bring friends with, hence making the area more populated. That, along with a really great reward that won't lose it's luster after a month is what IC needs. Other suggestions in this thread about rewards should be looked into.
It was billed as a PvP area with NPC dangers. Outside of the boss type mobs, there really is no danger from the NPC portion of this entire zone. It needs to come back imo.
Edit: as a side note, let us be able to use summoned merchants for the love of baby jebus! Having to go back and forth with a bag full of useless vendor trash gear because we want to loot mobs for key fragments is really stupid!! Also a waste to just destroy it all to make room =/
I have to disagree a little with this, the mobs make it too one sided for Nightblades. Increasing the PvE mechanics in IC isn’t going to increase the PvP in IC. It actually needs to be the opposite. The PvE needs to be optional and the PvP needs better objectives and rewards.
IC is a grind spot and not a PvP area cause the rewards are more easily accessible from grinding rather than PvPing. That is the issue, IMO.
One of the main things they changed about IC was the mob difficulty.
When IC came out there were many groups and even whole guilds running around down in the sewers for protection. Not only from the other faction players, but from the density and difficulty of the mobs. It actually had a "fear factor" when you gathered a decent amount of telvar if you were solo, and decently far enough away from the base where you'd be thinking...is there a ganker or some stealth group waiting for me around the next corner?
The mob difficulty also made it harder on those up in the districts. The NPC's were a 3rd or 4th faction to be mindful of. Bringing back that mindset will make players want to bring friends with, hence making the area more populated. That, along with a really great reward that won't lose it's luster after a month is what IC needs. Other suggestions in this thread about rewards should be looked into.
It was billed as a PvP area with NPC dangers. Outside of the boss type mobs, there really is no danger from the NPC portion of this entire zone. It needs to come back imo.
Edit: as a side note, let us be able to use summoned merchants for the love of baby jebus! Having to go back and forth with a bag full of useless vendor trash gear because we want to loot mobs for key fragments is really stupid!! Also a waste to just destroy it all to make room =/
I have to disagree a little with this, the mobs make it too one sided for Nightblades. Increasing the PvE mechanics in IC isn’t going to increase the PvP in IC. It actually needs to be the opposite. The PvE needs to be optional and the PvP needs better objectives and rewards.
IC is a grind spot and not a PvP area cause the rewards are more easily accessible from grinding rather than PvPing. That is the issue, IMO.
Solution,
All IC mobs see invis. Problem solved. No more running from base to center invis, with no fear because of stealth. I'm sorry, but even having a NB myself, if your reffering to them being empowered by avoiding mob difficulty? You'll get no quarter from me. Stealth needs to be nerfed hardcore imo.One of the main things they changed about IC was the mob difficulty.
When IC came out there were many groups and even whole guilds running around down in the sewers for protection. Not only from the other faction players, but from the density and difficulty of the mobs. It actually had a "fear factor" when you gathered a decent amount of telvar if you were solo, and decently far enough away from the base where you'd be thinking...is there a ganker or some stealth group waiting for me around the next corner?
The mob difficulty also made it harder on those up in the districts. The NPC's were a 3rd or 4th faction to be mindful of. Bringing back that mindset will make players want to bring friends with, hence making the area more populated. That, along with a really great reward that won't lose it's luster after a month is what IC needs. Other suggestions in this thread about rewards should be looked into.
It was billed as a PvP area with NPC dangers. Outside of the boss type mobs, there really is no danger from the NPC portion of this entire zone. It needs to come back imo.
Edit: as a side note, let us be able to use summoned merchants for the love of baby jebus! Having to go back and forth with a bag full of useless vendor trash gear because we want to loot mobs for key fragments is really stupid!! Also a waste to just destroy it all to make room =/
I have to disagree a little with this, the mobs make it too one sided for Nightblades. Increasing the PvE mechanics in IC isn’t going to increase the PvP in IC. It actually needs to be the opposite. The PvE needs to be optional and the PvP needs better objectives and rewards.
IC is a grind spot and not a PvP area cause the rewards are more easily accessible from grinding rather than PvPing. That is the issue, IMO.
I think your wrong here. You want more people IC? The more people there are, the more likely PvP will happen. If you want no mobs and small group combat? Then that's what BG's are for. Go all NB stealthy to your hearts content!! lol
Making IC less "soloable" will make players group up to grind. The more players come, the more conflict can happen. There is logic to it, but I know logic is a dirty word within pvP conversations
IZZEFlameLash wrote: »Disagree with 80% idea because all it ever did was enabling gankblades to reap the most reward. That is no risk but reap high rewards gameplay. And it is not an engaging gameplay to say the least. And what good is it if majority will be just sitting in stealth waiting? That is like still 0 action with triple the gankers. 50% is good. Less incentive for ganking more incentive to actual action.
Ok so you don’t want to make IC about Telvar because it promotes a gank mentality. I can get behind that but that kinda devalues the idea of putting better items in the Telvar store. So what’s my motivation? If we add a separate leader board for IC what would it measure? Telvar Banked? AP earned? Objectives turned? Kills in the City/sewers? Or a combination?
There are no easy answers that do not require a lot of work on ZOS part. It is an old DLC at this point. The easiest solutions are itemization and drop rates. The better long term ones are Rankings and separating or combining it more with Cyrodiil. What are your ideas?
oxygen_thief wrote: »imperial city is for TV farming/robbery. no one likes to be robbed thats why ic has a low population.